Base Class: Blood Hunter
The Order of the Demon is one of the lesser known orders, as there are very few members. They have used the secrets of fiendish blood magic and refined them for combat against celestials and fiends alike. Most members of this order work with devils, obsessing over the destruction of celestial beings- while others do the opposite and use demonic blood against the fiends. Those that are apart of this order haven't joined willingly, and are usually first brought into it by a fiend, or given the powers of fiendish blood at birth.
Devil's Sight
When you choose this archetype at 3rd level, you gain the sight of a demonic fiend. You gain darkvision up to 60ft and can see normally in both magical and nonmagical darkness. If you already have darkvision, your range is increased to 120ft.
Demon Transformation
Also at 3rd level, you learn to control the fiendish blood that courses through your veins. As a bonus action, you transform into a special demonic form for up to 1 hour. You can speak, use equipment, and wear armor while in this form, and can revert to your normal form as a bonus action. You automatically revert to your normal form if you fall unconscious or die.
This feature replaces the rules for lycanthropy in the Monster Manual. Once you use this feature, you must finish a short or long rest before you can use it again.
In the Character Builder, set the option for Demon Transformation to Demonic Form to activate the bonuses for that form on the character sheet.
Demonic Form
Selecting this option has updated the character sheet with the features of your Demonic Form.
Normal Form
Your character is in their normal form. Change this option to "Hybrid Form" when the character has transformed.
Demon Transformation Features
While you are transformed, you gain the following benefits and drawbacks:
Demonic Embodiment. While transformed in this way you take on features of a demon including horns and a tail which can take the place of an unarmed strike dealing 1d6 piercing damage; this damage increase to 1d8 at 11th level. You can apply your Crimson Rite to your unarmed strikes which you treat as one weapon, if you have an active crimson rite on your unarmed strike you can make an unarmed strike as a bonus action. Your size counts as large while transformed in this way.
Devil's Might. You have advantage on Strength checks and Strength saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level.
Fiendish Resilience. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks from weapons that aren't silvered as well as resistance to cold and fire damage. Additionally, while you are not wearing heavy armor, you have a +1 bonus to AC.
Bloodlust. If you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 8 Wisdom saving throw or move directly toward the nearest creature and use the Attack action against that creature. If you’re concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian’s Rage feature), you automatically fail this saving throw.
If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself.
Demonic Embodiment
While transformed in this way you take on features of a demon including horns and a tail which can take the place of an unarmed strike dealing 1d6 piercing damage; this damage increase to 1d8 at 11th level. You can apply your Crimson Rite to your unarmed strikes which you treat as one weapon, if you have an active crimson rite on your unarmed strike you can make an unarmed strike as a bonus action. Your size counts as large while transformed in this way.
Devil's Might
You have advantage on Strength checks and Strength saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level.
Devil's Might (level 11)
Your bonus to melee damage rolls increases to +2 at 11th level.
Devil's Might (level 18)
Your bonus to melee damage rolls increases to +3 at 18th level.
Fiendish Resilience
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks from weapons that aren't silvered as well as resistance to cold and fire damage. Additionally, while you are not wearing heavy armor, you have a +1 bonus to AC.
Fiend's Prowess
At 7th level, your speed increases by 10 ftand you add 10 feet to your long jump distance and 3 feet to your high jump distance. Your demonic form also gains the following additional benefit.
Improved Demonic Strikes. You have a +1 bonus to attack rolls made with your unarmed strike. This bonus increases to +2 at 11th level and to +3 at 18th level. Additionally, when you have an active crimson rite on your unarmed strike while in your demonic form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Improved Demonic Strikes
You have a +1 bonus to attack rolls made with your unarmed strike. This bonus increases to +2 at 11th level and to +3 at 18th level. Additionally, when you have an active crimson rite on your unarmed strike while in your demonic form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Improved Demonic Strikes (level 11)
You now have a +2 bonus to attack rolls made with your unarmed strike.
Improved Demonic Strikes (level 18)
You now have a +3 bonus to attack rolls made with your unarmed strike.
Demon Superiority
At 11th level, you learn to unleash and control more of the fiend within. You can use your Demonic Transformation feature twice, regaining all expended uses when you finish a short or long rest. Your demonic form also gains the following additional benefit.
Fiendish Regeneration. At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you gain hit points equal to 1 + your Constitution modifier (minimum of 1). If you are in demonic form, you gain these hit points before you must make the saving throw for your bloodlust.
Fiendish Regeneration
At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you gain hit points equal to 1 + your Constitution modifier (minimum of 1). If you are in Demonic form, you gain these hit points before you must make the saving throw for your bloodlust.
Brand of the Damned
Starting at 15th level, you have advantage on the saving throw for your Bloodlust feature. Additionally, whenever a creature you have branded with your Brand of Castigation takes damage from your crimson rite, they are unable to regain the hit points lost.
Demon Mastery
At 18th level, you have mastered your inner fiend. You can use your Demon Transformation feature an unlimited number of times, and your demonic form lasts until you revert to your normal form, fall unconscious, or die.
You also gain the Blood Curse of the Damned for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of Consumption
When you reduce a creature to 0 hit points that isn’t a construct or undead, you can use your reaction to consume their soul. You regain a number of hit points equal to a roll of your hemocraft die + your hemocraft modifier.
Amplify. Until the end of your next turn, you have resistance to all damage.
Activating a Blood Curse requires a use of your Blood Maledict feature.
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