Base Class: Blood Hunter
Not all who walk in the light are free of corruption. Those who call themselves part of the Order of the Eclipse specialize in combat against celestial threats, knowing such beings with power over life can just as easily take it away.
This subclass was created for the Subclasseptember 2022 challenge.
Not satisfied with this one. Might revisit it later. Or maybe I'll never touch it again.
Rite of the Dusk
When you join this order at 3rd level, you learn the Rite of the Dusk as part of your Crimson Rite feature. When you activate the Rite of the Dusk, the extra damage dealt by your rite is necrotic damage. Additionally, while that rite is active on your weapon, you gain the following benefits:
- Your weapon sheds bright light out to a radius of 20 feet.
- You have resistance to radiant damage.
- When you hit a creature with a weapon for which the Rite of the Dusk is active, you regain Hit Points equal to one roll of your hemocraft die.
Clarity
At 7th level, your mind hardens against foreign influences, ignoring their corrupting effects. You gain immunity to the charmed and frightened conditions.
Blood Curse of the Ascender
At 11th level, your blood curse can forcibly tie yourself to a creature, allowing you to follow it wherever it goes. You gain the Blood Curse of the Ascender for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Ascender
As a bonus action, you attempt to bind a Large or larger creature you can see within 30 feet of you, which must make a Strength saving throw. On a failure, you climb into the cursed creature’s space until the end of your next turn, clinging to its body. While in the target’s space, you move with the target and has advantage on attack rolls against it. When the curse ends, you move an unoccupied space of your choice within 5 feet.
Amplify. This curse lasts for 1 minute and can affect any creature regardless of size. The cursed creature can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success.
Brand of Carcinization
At 15th level, your Brand of Castigation bears the very essence of your foe, allowing you to take their strength for yourself. When the target of your Brand of Castigation regains Hit Points or casts a spell with a target of self, you can use your reaction to gain the same benefits.
Rite Retribution
At 18th level, you learn to unleash the energy you feed to your weapons to make a decisive blow. When you hit a creature with an attack, you can choose to have all your active crimson rites end and force all creatures within 20 feet to make a Dexterity saving throw. A creature takes 10d6 damage of your rites’ damage type and is blinded until the start of your next turn on a failed saving throw. On a successful save, a creature takes half damage and is not blinded.
Also available on Homebrewery here: https://homebrewery.naturalcrit.com/share/KGx5gjeL1R0R