Blood Hunter
Base Class: Blood Hunter

The Hunters of this order have gone through a trial of fire to obtain the power of the Phoenix. The trial comes in many forms, once completed the Hunter is marked and now the fires of life protect them. The Order's goal unlike the others is not to become a monster but to show them their humanity. Most of the Order is made up of hunters that are looking to better and to be the light for the other lost souls.

Marked By The Flame

You have been marked by the flame, you either have a Scar or a Tattoo.
Scar: You are now Scarred, You have advantage on Intimidation (Charisma) checks. Magical healing can not heal this scar as it is the sign of your order.
Tattoo: You now have a Tattoo, You now have advantage on Deception (Charisma) checks. You can not remove the Tattoo as it is the sign of your order.
Additionally, while your crimson rite is active, your skin is hot is like fire. Heat resonates off of you giving you resistance to fire damage and you can melt any nonmagical ice that you touch.

Scar

Scar: You are now Scarred, You have advantage on Intimidation (Charisma) checks. Magical healing can not heal this scar as it is the sign of your order.

Tattoo

Tattoo: You now have a Tattoo, You now have advantage on Deception (Charisma) checks. You can not remove the Tattoo as it is the sign of your order.

Manifesting The Flames

Manifesting the flames within requires blood, you can cast your blood spells by spending an amount of Blood Points equal to the spell's level. For example, to cast a 1st level spell, you would spend 1 Blood Point, and a 2nd level spell would cost 2 Blood Points. You regain all expended Blood Points after you finish a long rest. The amount of Blood Points you have is equal to your proficiency bonus + your Intelligence modifier. You also gain Create Bonfire, Control Flames, and Fire Bolt as cantrips. At each indicated blood hunter level, you add the listed spells to your blood spells.

Healing Flame

Starting at 7th level, you begin to tap into the life-giving flames that your order is founded on. As a bonus action, you can imbue a creature within 60 feet of you (including your self) with a blazing flame. That creature regains an amount of hit points equal to a roll of your Hemocraft die + your Intelligence modifier.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

The Infernal's Rite

Upon reaching the 11th level, you have learned to energize the fiery essence within yourself, enabling swift and deadly strikes. Whenever a creature takes damage from your Brand of Castigation, a crimson flame leaps from them to a creature of your choice within 5 feet of them, dealing fire damage. The crimson flame can then leap again a number of times equal to your intelligence modifier but can't leap to the same creature twice. The fire damage equals a roll of your Hemocraft Die.

Blood Curse of the Rekindled


As a bonus action, fiery light emanates from you. You shed 30 feet of bright light, and an additional 30 feet of dim light. You and each creature of your choice within the bright light has its vitality bolstered by the rejuvinating light, they each gain 3d8 temporary hit points. The light lasts until the end of your next turn or until you are incapacitated or die.
Amplify. Whenever a creature of your choice starts its turn in the bright light, the fire hones their senses. They have advantage on their next attack roll.

Rebirth

At 18th level, If you drop to 0 hit points but don't die outright, you can choose to Burn Bright in the face of danger. You instead drop to an amount of hit points equal to 4 rolls of your Hemocraft Die + half your Blood Hunter level. You can't do this again until you finish a long rest.
Additionally, if you die, your body burns up and turns to ash, leaving behind a small Phoenix Gem. If a creature who cared about you spends an hour heating this Phoenix Gem near an open fire, the Gem explodes into a torrent of fire and you appear from the flames in it's space with 1 hit point. After you are rebirthed from a Phoenix Gem, you can't make another Phoenix Gem until a week has passed as your body recovers.

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