Base Class: Blood Hunter
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Rite of the Forge
When you join this Order at 3rd level, you learn the Rite of the Forge esoteric rite (detailed below).
Rite of the Forge. When you strike an enemy with your weapon while your Crimson Rite is active as a free action you can roll two hemocraft dice to create a sword of flames that strikes your opponent in the same arc as your own strike. The blade deals fire damage equal to the damage rolled by the dice and vanishes at the end of the turn, for it's duration it will follow any strikes it's Blood Hunter makes.
Fuel the Flames. When your Rite of the Forge strikes an enemy you can invoke your Blood Maledict to double the damage of the strike.
Produce Ever-flame
Starting at 3rd level, once per long rest, you can generate a small forge-flame that requires no fuel and is hot enough for forging and cooking.
Ever-Flaming Rites
Starting at 7th level the flames you produce become products of the Ever-Forge and gain magical properties.
- The flames ignore resistances to fire.
- When a target is struck with fire damage they must make a Constitution Save with a DC equal to your Hemocraft Save DC. At the start of each turn they must roll the Constitution Save again, on a successful save the effect ends, on a failure they take damage equal to one hemocraft die and the effect persists.
- The fire does not spread off the target's body or ignite flammable objects as it does not require fuel.
Brand of Scorching
Starting at 11th level when you mark a target with your Brand of Castigation they become Scorched, scorched targets become weak to Fire Damage if they do not resist it, if they do resist it they lose their resistance. Defeated Targets who are Scorched explode into a burst of Ever-Flame in a 30 foot radius, selected targets within the radius must make a Dexterity Save with a DC equal to your Hemocraft Save DC. On success they take half damage, on failure they take full damage.
Blood Curse of Ignition
Starting at 15th level, you learn to channel the Ever-flames into the hearts of those around you and burn them from the inside out. You gain the Blood Curse of Ignition for your Blood Maledict Feature. This doesn't count against the number of blood curses known.
Blood Curse of Ignition. Select a number of targets equal to your proficiency modifier, Scorch them.
Masterwork Craft
Starting at 18th level, as an action the caster summons the pinnacle weapon of the Ever-Forge. A giant blade of flame manifests that deals 20 hemocraft die worth of fire damage in a 30 foot line, however the caster takes 5d10 fire damage that cannot be reduced due to the searing heat of the ever-flame. The blade scorches targets on hit and overloads any pre-existing scorches causing them to deal 11d10 instead of 11d6 when they die.
Rite of the Forge
Rite of the Forge
When you join this Order at 3rd level, you learn the Rite of the Forge esoteric rite (detailed below).
Rite of the Forge. When you strike an enemy with your weapon while your Crimson Rite is active as a free action you can roll two hemocraft dice to create a sword of flames that strikes your opponent in the same arc as your own strike. The blade deals fire damage equal to the damage rolled by the dice and vanishes at the end of the turn, for it's duration it will follow any strikes it's Blood Hunter makes.
Fuel the Flames. When your Rite of the Forge strikes an enemy you can spend your Blood Maledict charge to double the damage of the strike.
Ever-Flaming Rites
Ever-Flaming Rites
Starting at 7th level the flames you produce become products of the Ever-Forge and gain magical properties.
- The flames ignore resistances to fire.
- When a target is struck with fire damage they must make a Constitution Save with a DC equal to your Hemocraft Save DC. Each turn they must succeed this check or take damage to one Hemocraft die.
- The fire does not spread off the target's body or ignite flammable objects as it does not require fuel.
Brand of Scorching
Brand of Scorching
Starting at 11th level when you mark a target with your Brand of Castigation they become Scorched, scorched targets become weak to Fire Damage if they do not resist it, if they do resist it they lose their resistance. Defeated Targets who are Scorched explode into a burst of Ever-Flame in a 30 foot radius, selected targets within the radius must make a Dexterity Save with a DC equal to your Hemocraft Save DC. On success they take half damage, on failure they take full damage.
Blood Curse of Ignition
Blood Curse of Ignition
Starting at 15th level, you learn to channel the Ever-flames into the hearts of those around you and burn them from the inside out. You gain the Blood Curse of Ignition for your Blood Maledict Feature. This doesn't count against the number of blood curses known.
Blood Curse of Ignition. Select a number of targets equal to your proficiency modifier, Scorch them.
Masterwork Craft
Masterwork Craft
Starting at 18th level, as an action the caster summons the pinnacle weapon of the Ever-Forge. A giant blade of flame manifests that deals 20 hemocraft die worth of fire damage in a 30 foot line, however the caster takes 5d10 fire damage that cannot be reduced due to the searing heat of the ever-flame. The blade scorches targets on hit and overloads any pre-existing scorches causing them to deal 11d10 instead of 11d6 when they die.
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