Base Class: Blood Hunter
To reach the secretive Order of the Fiend Scourge, a hopeful blood hunter must travel across the most grueling and treacherous path possible. This is merely the first trial, as members of this order need to be prepared for the worst that the Nine Hells and the Abyss have to offer. Once the recruit makes it through a series of nigh on impossible trials, they are granted the boons they need to rid the material plane of evil fiends. Members of the Order are resilient and hardy, often becoming powerful enough to fight a devil or demon solo. The Order knows they will never be able to catch up with the rate at which fiends can materialize, however, they believe in protecting their plane from as many as they can. Anywhere that a rift to a fiendish plane is found, be sure a member of the Order of the Fiend Scourge has been dispatched to seal it away.
Fiend's Hide
When you join this order at 3rd level, your body becomes stronger and more resilient to certain types of damage, many of which are also resisted by the very fiends you call enemies. When you activate your crimson rite ability, you may choose a number of damage resistances that last until the rite ends as shown below:
- At 3rd level you may choose one damage resistance between Cold, Fire, Lightning, and Poison while your rite is active.
- At 8th level you may choose two damage resistances.
- At 11th level you may choose three damage resistances.
- At 18th level you become resistant to Bludgeoning, Piercing and Slashing damage from Nonmagical attacks, in addition to your three choices.
Fiend's Bane
As an action, you may reveal the location of any fiends within a 60ft radius of yourself, regardless of cover status. You may do this a number of times equal to your proficiency bonus per long rest. Additionally, fiends have disadvantage on any saving throws made to resist your hemocraft abilities, regardless of any advantages fiends may have against magical effects. You also learn the Abyssal and Infernal languages.
Eye of the Devil
At 7th level you are able to see into regular and magical darkness just as the fiends you face can. You now have deep yellow eyes with large black slits for pupils and have devil's sight out to a range of 60ft.
Brand of the Abyss
Starting at 11th level, your Brand of Castigation opens your enemies up to additional threats, leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite. While a creature is branded your weapon attacks ignore resistance. If the enemy is immune to any damage type, it instead takes half damage. Additionally, if the enemy attempts to move away from you they must succeed on a wisdom saving throw or be unable to move to a space further away from you until the beginning of your next turn.
Fiendish Flight
Starting at 15th level, your fiendish powers allow you to tap into the powers of flight. Large fiendish wings sprout from your back and unfold, allowing you to attack your enemies from above. As an bonus action you gain a fly speed equal to your walking speed for 10 minutes, and you reduce your rate of falling to 60 ft per round, as per feather fall. You may use this a number of times equal to your hemocraft modifier per long rest.
Fiendish Flight: Intelligence
You choose Intelligence as your modifier.
Fiendish Flight: Wisdom
You choose Wisdom as your modifier.
Chaotic Burst
When you reach 18th level, your blood is coursing with fiendish hatred and pure chaos. After activating your crimson rite feature, the first creature you hit with an attack, instead of rolling damage, the creature takes maximum damage and all resistances it may have are ignored. You may use this feature up to a minute after activating your crimson rite, but it only affects the first creature hit with an attack after activating your rite.
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