Blood Hunter
Base Class: Blood Hunter

This new order was made after a large port city was destroyed by creatures from the depths of the ocean. Their goal is to hunt and destroy these abyssal beast in their own domain.

 

Rite of Waves

When you join this order at 3rd level, you learn the Rite of Waves  as part of your Crimson Rite feature. When you activate the Rite of Waves, the extra damage dealt by your rite is force damage. Additionally, while that rite is active on your weapon, you gain the following benefits:

  • Your walking speed increases by 5 feet.
  • You have resistance to force and fire damage.

Aquatic combatant

Starting at 3rd level, you learn to master aquatic combat. You can breathe underwater and gain a swimming speed equal to your waling speed.

Crashing Vortex

Upon reaching 7th level, you can use your action to create a whirlpool of water that can be either a crushing vortex or a cascading wave.

Crushing Vortex each enemy within 30 feet of you is pulled 5 feet towards you.

Cascading Wave each enemy within 10 feet of you is pushed 10 feet away from you.

You can use this feature a number of times equal to your proficiency bonus per long rest.

Brand of restraint

Starting at 11th level, your Brand of Castigation captures your foe in a torrential cage, leaving them vulnerable to your allies strength. The branded creature's movement is reduced to 0, additionally the branded creature has disadvantage on strength checks and strength saving throws.

Blood Curse of drowning

At 15th level, you hone your hemocraft to force your foes to experience the sensation of suffocating in the depths of the ocean, preventing them from acting. You gain the Blood Curse of drowning for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Cloak of Maelstroms

Upon reaching 18th level, you learn to cloak yourself in turbulent waters and crashing waves. If you have one or more rites active, at the start of the turn for a foe within 10 feet of you or when a foe moves into this range, that creature take 2d8 force damage and must succeed on a strength saving throw or be knocked prone.

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