Blood Hunter
Base Class: Blood Hunter

Unknown to many of those of the Order of the Blood Hunter now, the old ways were far different than they imagined. Years have honed and sharpened the use of Hemocraft, but in Ancient times, the magic of Blood needed something to amplify it in order to remain a proper source of power. This was achieved through the creation of Crystals, containing a fiber of the very life force of other realms. However, as dead as those ways are, some of those Crystals still Exist. And some Creeds may still know the mental training to create a new Hybrid Bloodhunter. Mixing the Ways of the Old and the New, to create powerful warriors. However, even if those participating don’t realize, magic like what's inside of the Crystal is a living, breathing thing. And the mental training they went through was to combat this very thing.

Enhanced Rite

When you choose this Order at 3rd level, you have been implanted with a crystal containing magic from a realm outside of your own. If you did not possess the rite type that matches your crystal's magic beforehand, you now have that rite.

This Crystal enhances your Hemocraft magic, allowing the effects of parts of your magic to be amplified. As a bonus action, if you take damage from 1 roll of your Hemocraft die, while you have an active Crimson Rite that matches your crystal’s magic, you may deal an additional 2 Hemocraft dice as that crystal's type of damage of that type for 1 attack.

Within your head now lives a sentient being. This sentient being is tethered inside the crystal, and it speaks to you and others telepathically It may try to speak and influence you, but the extent of which is up to your DM and you to Discuss. Going from a voice trying to get you to do what it wants, to a second personality type that might be able to force you to do something. This is up to you and your DM to discuss.

Crystal color Magic type Related Realm
Red Fire Crimson Pillars
Blue Cold Frostfell
Yellow Lightning Vengefull Land
Black Necrotic The Abyss
Gray Physchic Shadowfell
Opaque Thunder Elemental Chaos
Black

Choosing the black crystal, you gain access to the Rite of the Dead. The extra damage dealt by your rite is necrotic damage.

In your Arcane Augmentation feature, your Arcane Flow can cast the Chill Touch cantrip.*

* At level 11, you will have to manually add your CON modifier to the Damage Bonus for your Chill Touch attack.

Blue

Choosing the blue crystal, you gain access to the Rite of the Frozen. The extra damage dealt by your rite is cold damage.

In your Arcane Augmentation feature, your Arcane Flow can cast the Ray of Frost cantrip.*

* At level 11, you will have to manually add your CON modifier to the Damage Bonus for your Ray of Frost attack.

Gray

Choosing the gray crystal, you gain access to the Rite of the Oracle. The extra damage dealt by your rite is psychic damage.

In your Arcane Augmentation feature, your Arcane Flow can cast the Mind Sliver cantrip.*

* At level 11, you will have to manually add your CON modifier to the Damage Bonus for your Mind Sliver attack.

Opaque

Choosing the opaque crystal, you gain access to the Rite of the Roar. The extra damage dealt by your rite is thunder damage.

In your Arcane Augmentation feature, your Arcane Flow can cast the Thunderclap cantrip.*

* At level 11, you will have to manually add your CON modifier to the Damage Bonus for your Thunderclap attack.

Red

Choosing the red crystal, you gain access to the Rite of the Flame. The extra damage dealt by your rite is fire damage.

In your Arcane Augmentation feature, your Arcane Flow can cast the Fire Bolt cantrip.*

* At level 11, you will have to manually add your CON modifier to the Damage Bonus for your Fire Bolt attack.

Yellow

Choosing the yellow crystal, you gain access to the Rite of the Storm. The extra damage dealt by your rite is lightning damage.

In your Arcane Augmentation feature, your Arcane Flow can cast the Lightning Lure cantrip.*

* At level 11, you will have to manually add your CON modifier to the Damage Bonus for your Lightning Lure attack.

Arcane Augmentation

Also at 3rd level, you gain the ability to channel a part of your vital essence to use and channel the arcane power granted to you by the crystal implanted inside of your body. You begin with the three Arcane Augmentations detailed below this feature.

Each time you use your Arcane Augmentation feature, you choose which one to use from the augmentations available. Some augmentations will require you take rolls of your Hemocraft dice as necrotic damage. This damage can’t be reduced in any way.

You have a number of uses equal to your half your class level, rounded down.

  • Arcane Flow. As a bonus action, after you take the melee attack action, you take one roll of your Hemocraft die as damage. On your next turn, as bonus action, you may make a magical attack similar to a cantrip based on your crystal. If this feature requires an attack roll, make a ranged spell attack. If this feature requires a saving throw, your spellcasting ability is Intelligence. This magical attack replaces the cantrip's damage with 1 roll of your Hemocraft die + your Intelligence modifier. At 11th Level, the feature’s damage becomes 2 Rolls of your Hemocraft dice + your Intelligence modifier + your Constitution modifier.*
  • Blood Hunter Rising. If you have activated your Crimson Rite, if you are reduced to 0 hit points and not killed outright, you can drop to 1 hit point instead. You can use this feature once per long rest without expending a use of your Arcane Augmentation. You may expend 1 use of Arcane Augmentation feature use this ability more than once.
  • Arcane Target. By expending 1 use of your Arcane Augmentation feature, as a reaction to being attacked by a hostile creature, you may make a melee attack against that creature. You may add your Constitution modifier to the damage dealt by your attack as well as your Strength modifier.

* At level 11, you will have to manually add your CON modifier to the Damage Bonus for your spell attack.

Additional Augmentation

At 7th level, you gain new Arcane Augmentations listed below:

  • Magic Steel. By expending 1 use of your Arcane Augmentation feature, whenever you deal rite damage, you may roll 2 Hemocraft dice. You regain that many hit points. You may use this feature once per short rest.
    • At 11th level, this increases to 3 Hemocraft dice, and 4 at 18th level.
  • Arcane Hardening. By expending 1 use of Arcane Augmentation feature, when you are targeted for an attack, as a reaction, you may roll 1 Hemocraft die. Reduce the damage you take by that number.
    • At 11th level, this becomes 1 roll of your Hemocraft die + your Constitution modifier.

Steeled Mind

At 11th level, you begin to hear the sounds of the crystal's voice in your head grow louder and louder. A second being wears away at your consciousness, but your mental training has all been for this moment. With your mind sufficiently strengthened, you have advantage against being blinded or deafened.

Arcane Weapon

At 15th level, your control over your mysterious abilities is growing closer to completion, and so your body begins to embrace the arcane power even more and unlock new abilities. The strengthening that was granted to your body finally spreads to your weapon. You gain the following features:

  • Enhanced Weapon. By taking damage of 2 of your Hemocraft dice as a permanent decrease of your health until the next long rest, you may spend one hour in the morning channeling your essence through your weapon. That weapon becomes magical for 8 hours. During this time, it gains a +1 bonus to damage and attack rolls.* The whispers in your head intensify during your sleep. This bonus increases to a +2 at level 19.*
  • Enhanced Defense. As a bonus action, you must use 1 use of your Arcane Augmentation feature. You gain advantage on attacks made against a creature you have encountered before. You have resistance to your crystal's damage type. If you already have resistance, you gain immunity to this damage type. This effect lasts until the start of your next turn.

* Add this bonus to your character sheet manually. 

Crystalline Embodiment

At 18th level, you gain the ability to show your enemies a vision of the realm's power within you. By using 1 action, the environment changes around you, and you are cloaked in your element. All creatures within 20 feet that you can see must make a Wisdom saving throw. On a failure, they take 8 of your Hemocraft dice as damage, and they are paralyzed. On a success, they take half damage and are not paralyzed.

You may only use this feature once per day.

Comments

Posts Quoted:
Reply
Clear All Quotes