Base Class: Blood Hunter
Blood Hunters of the Order of the Horseman no longer focus on hunting fantastical creatures, but instead work to prepare the way for their new found masters, The Four Horsemen of the Apocalypse. Members of this Order devote themselves to making the world ready for its impending end. To these Blood Hunters the end is a noble thing to be strived for. The acceptance of destruction that comes with this Order has allowed many Blood Hunters to let go of a fear if death and truly push the limits of hemocraft for the benefits of those above them. Their life's work becomes making a path for the end to come swiftly and justly, and they relish in it.
Steed of the Horseman
Upon joining this order at 3rd level, you gain a steed to aid you in battle. You learn the find steed spell and can cast it as a ritual. No matter the statistics you choose to represent your steed, it always has the base appearance of a horse and is either Celestial or Fiend.
Gift of the Horseman
At 3rd level, when you join this order, you choose a gift from one of the 4 Horsemen and gain its feature. When choosing your gift, the Horseman you select gives you a physical totem to represent your gift. At your option, you also gain minor physical attributes that are reminiscent of the Horseman that gave you the gift. For example, if you chose Death, you might find yourself with translucent skin revealing your skeleton, or War gave you the gift, you might find yourself sprouting horns.
Gift of Death
Death has given you the ability to bolster yourself temporarily. At the beginning of each of your turns while you have your crimson rite active, you gain temporary hit points equal to a roll of your hemocraft die.
Gift of Famine
Famine has given you an aura of hunger to aid those around you. You fill your allies with an overwhelming hunger. While you have your crimson rite active, you may choose a number of creatures equal to Hemocraft modifier that you can see within 30 feet of you, to gain a bonus to attack rolls equal to a roll of your hemocraft die.
Gift of Pestilence
Pestilence has given you some of his locust to aid you in battle. When you hit a hostile creature with an attack while you have your crimson rite active, you can force it to make a Constitution saving throw or become poisoned until the start of your next turn.
Gift of War
War has given you the ability to let loose and do more damage. While you have your crimson rite active, it deals damage equal to two rolls of your Hemocraft die instead of one.
Herald of the End
At 7th level, you become more than a servant for the Horsemen, you become their Herald. You gain proficiency in Intimidation, if you are already proficient you double your proficiency bonus for checks made with the skill.
Additionally, your steed gains some bonuses as well. Your steed gains hit points equal to twice your Blood Hunter level, it now uses your proficiency bonus instead of its original bonus and when you have your crimson rite active, you treat your steed's attacks as if they have been infused by your rite as well.
Boon of the Horseman
At 11th level, the steed gifted to you by the Horsemen grows in power. You may now cast find greater steed as a ritual. Your steed still manifests with the base appearance of a horse, but depending on your choice of statistics it may have additional features such as wings, and is either Celestial or Fiend.
Additionally, You gain a Boon from one of the Horsemen. Just like your Gift, this boon manifests as a physical token and might come with additional physical changes to your appearance. You can choose the same Horseman that your received your Gift from or a different one.
Boon of Death
You tread the line between life and dead, almost as if you're a ghost. When you get hit with an attack, you may use your reaction to become temporarily transparent until the end of your next turn or you can willing turn transparent as a bonus action. While transparent you become resistant to all damage and can move through creatures and obstacles as difficult terrain. If you end your turn in the same space as a creature or obstacle you are jutted to the nearest empty space and take force damage equal to your hemocraft die. Once you use this feature you cannot do so again until you complete a short or long rest.
Boon of Famine
The aura of hunger given by Famine becomes even stronger. As a bonus action, you can give up to 6 creatures of your choice other than yourself within 30 feet of you a number of temporary hit points equal to 3 rolls of your hemocraft die. Once you use this feature, you can't do so again until you complete a short or long rest.
Boon of Pestilence
Your body is filled with pestilent gases that you learned to channel. As a bonus action, you can create a 5 foot radius sphere of gas. When a creation starts its turn in the sphere or enters the sphere for the first time on its turn, it must make a Constitution saving throw or become poisoned. If a poisoned creature fails the saving throw it becomes stunned. An afflicted creature can repeat the saving throw at the end of each of its turns, ending the conditions on a success. You can move the sphere of gas up to 20 feet as a bonus action and it dissipates after a minute or until you lose concentration on it as if you were concentrating on a spell. Once you use this feature, you can't do so again until you complete a short or long rest.
Boon of War
War's wrath fuels you to fight and destroy. As an action you can let out a burst of energy around you within a 10 foot radius centered on you. Creatures other than you must make a Dexterity saving throw or take 8 rolls of your hemocraft die in a damage type of one of your Crimson Rite types, and half as much on a success. Once you use this feature you can't do so again until you complete a short or long rest.
Brand of the Horseman
When you reach 15th level, your Brand of Castigation becomes influenced by one of the 4 Horsemen. You may choose the same Horsemen that give you either your Boon or Gift, or you may choose a different one.
Brand of Death
When you hit a branded creature with a weapon attack, you regain a number of hit points equal to your hemocraft modifier.
Brand of Famine
When a branded creature makes an attack against a friendly creature within 30 feet of you, other than you, it must subtract your hemocraft modifier from the result.
Brand of Pestilence
When a branded creature makes a saving throw, it must subtract you hemocraft modifier from the total.
Brand of War
When you hit a branded creature with a weapon attack you deal additional damage equal to your hemocraft modifier.
Blood Curse of the End
At 18th level, the Horsemen give you one last blessing in the form of a Blood Curse. You gain the Blood Curse of the End. Each horseman has a different way of amplifying the curse, when you gain this curse select a horseman. The horseman you select will give you the amplified version of the blood curse.
Blood Curse of the End
As a bonus action, you point at a creature within 30 feet of you, causing apocalyptic energy to surge through them. The target takes 4d6 necrotic damage as the end surges through them.
Amplify Death
You pull the soul from the target to amplify yourself. Until the start of your next turn, you have advantage on saving throws and hostile creatures have disadvantage to attack you.
Amplify Famine
Friendly creatures within a 10 foot radius of the target are filled with a destructive hunger. The next attack made by each friendly creature within the area has its damage doubled against the target.
Amplify Pestilence
The target becomes unable to move as the poisonous energy pulses through them. The target is incapacitated until the start of your next turn.
Amplify War
War energy bursts from the skin of the target. The damage dealt by this blood curse is increased to 6d6 and creatures within a 10 foot radius of the target must make a Dexterity saving throw or take the full damage, or half as much on a successful save.
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Posted Jan 12, 2023when i chose the subclass for the blood hunter, all the subclass lets me choose is the options for the "gift of the horseman" it won't let me choose any of the other options that are for the boon, the brand and the blood curse. like i got to choose the gift, just not any of the options for the boons, brands, and the blood curses.
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Posted Jan 12, 2023hi! im struggling to understand what you mean? all the features are done and i have them so options can be chosen what issues are you having?
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Posted Jan 10, 2023Hi, um... I noticed you didn't finish this "order" for the blood hunter, mainly the other ones like you finished the gifts for it but the "boon of the horseman", "brand of the horseman", and the "blood curse of the end" isn't finished. Could you please make a new one, would love to try it out for a blood hunter of mine.