Blood Hunter
Base Class: Blood Hunter

An order designed around utilising that natural energies of the world to summon forth storms and use them to take down those that endanger the Order and the world.

Rite of the Tempest

When you join this order at 3rd level, you learn the Rite of Tempest as part of your Crimson Rite feature. While the Rite of the Tempest is active, the extra damage dealt by your rite is force. While active you gain the following benefits:
- Your weapon deals siege damage.
- You have resistance to force damage.
- When you move within 5 feet or start this rite within 5 feet of an unsecured object that object is flung 15 feet away from you forcing a dexterity saving throw(DC 8 + Wisdom or Intelligence + Proficiency) against a creature that may be in the way of the object or take two hemocraft die bludgeoning damage and then make strength saving throw against the same DC or be knocked prone.

Curse Specialist

Starting at 3rd level, you learn to master blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.

Tempest Walk

Upon reaching 7th level, at the start of your turn, you can gather a storm around yourself as long as you are not incapacitated. While this storm is around you your movement speed is doubled and you gain a +2 to AC. If you have your Rite of the Tempest active all dice involving the Rite is increased by one(d4 - d6, d6 - d8, d8 - d10, d10 -d12) and the distance objects travel is doubled.

This lasts an equal amount of rounds equal to your Hemocraft Modifier(minimum of 1).

Once you use this feature you can't use this again until a long rest, however you may activate it again by spending a use of your blood curse.

Brand of the Storm

Starting at 11th level, your Brand of Castigation causes the pull of a powerful wind to come from the creature making it so when you hit a creature with a weapon that has an active rite, you deal an extra {{scalevalue}} damage from the active rite. if the creatures is smaller than large and your Rite of the Tempest is active you can choose to have it effected by the knockback effect that is applied to objects.

Blood Curse of the Storm King

At 15th level, you hone your hemocraft to tear corruption from the minds and bodies of your allies—and to punish those responsible for it. You gain the Blood Curse of the Storm King for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of the Storm King

As a bonus action, you create a powerful force to erupt from you forcing a strength saving throw(DC 8 + Wisdom or Intelligence + Proficiency) against all creatures within 10 feet of you and on a fail they are knocked 10 feet back.

Amplify. All creatures affected by this are sent back 30 feet instead and if they hit an object they take 3d10 Bludgeoning Damage and if they don't hit an object they are sent prone.

Charged Storm

Upon reaching 18th level, you have learned to release the full power of a storm as an action you can choose to end your Rite of the Tempest forming a powerful storm around the weapon and allowing you to launch it generating a 30 feet cone that any creatures inside it must make a strength saving throw(DC 8 + Wisdom or Intelligence + Proficiency) and on a fail they are sent back by 60 feet and are torn up by the storm dealing 3 sets of your Hemocraft Die and on a success nothing happens.

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