Base Class: Blood Hunter
Blood Hunters that belong to the Order of the Protectorate are advanced users of hemocraft. These blood hunters have learned to adapt the secrets of hemocraft into a form of defensive combat. Using their power over blood to both protect themselves and lash out against those that are hostile to them.
Defensive Rite
When you join this order at 3rd level, you learn the Defensive Rite as part of your Crimson Rite feature. You can now apply a Crimson Rite to your armor. When Defensive Rite is active you gain ac equal to the amount of blood curses you have access to, additionally when you take damage your rite activates and deals damage equal to your hemocraft die.
Curse Specialist
Starting at 3rd level, you learn to master blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.
Bloodclad sentinel
while your Defensive Rite is up you gain the following benefits:
- You have resistance to bludgeoning, piercing, and slashing damage.
- Your speed increases by 5 feet.
- You gain temporary hitpoints equal to 1 roll of your hemocraft die.
Provocation
Starting at 11th level, you can roll your hemocraft die and choose that many targets, and the targets make must make a Wisdom saving throw. On a failed save, the targets have disadvantage on all attack rolls against targets other than you until the end of your next turn.
You can use this feature a number of times equal to the amount of blood curses you know, uses refresh on a long rest.
Blood Curse of Retaliation
At 15th level, you hone your hemocraft to lash out against those who dare to cross you. You gain the Blood Curse of Retaliation for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of Retaliation
Prerequisite: 15th Level Order of the Protectorate
As a bonus action you can choose one person within 30 feet who has taken damage from your Defensive Rite, they must succeed on a Wisdom saving throw or become incapacitated until the end of your next turn. You gain advantage on attacks against them while they are incapacitated. A creature that fails on its saving throw is immune to this blood curse for the next 24 hours
Amplfy. The creature becomes stunned instead of incapacitated.
Monolith
Upon reaching 18th level, your Bloodclad Sentinal becomes much stronger as you reach the pinnacle of hemocraft utilization. While your Defensive Rite is active you gain the following benefits:
- You have resistance to all damage except psychic damage.
- Any attempt to knock you prone has disadvantage and the distance you can be shoved is halved.
- Your move speed increases by 15 feet
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