Base Class: Blood Hunter
The Order of the Bloodrager is a path often taken by those who enjoy the thrill of battle and war. These Blood Hunters are strong, durable, and able to destroy their foes quickly. Those who follow this path harness their blood, and the blood of their enemies, to excel in combat, and use their domain over blood to make themselves even stronger. Blood Hunters under the Order of the Bloodrager use their magic as a simple means to an end, that end being violence.
Barbaric Appearance
Starting at 3rd level, you gain proficiency in intimidation if you aren't already proficient, as your presence horrifies even the most vile people. You also gain advantage on intimidation checks.
Bloodrage
Blood Hunters under the Order of the Bloodrager learn a skill known as the Bloodrage. Similar to a Barbarian's rage, the Bloodrage allows a Blood Hunter to harness their blood and give them a rush of adrenaline, causing them to metaphorically burst with anger. You can enter a bloodrage as a bonus action on your turn. You have 2 uses of your Bloodrage at 3rd level, a 3rd use at 7th level, a 4th use at 14th level, and a 5th use at 19th level
While in a Bloodrage, you gain the following benefits:
- You have advantage on saving throws against being charmed or frightened, as your mind cares only for bloodlust.
- You gain a +1 bonus to your attack and damage rolls. This bonus increases to +2 at 9th level, and +3 at 18th level.
- You gain resistance to bludgeoning, piercing, and slashing damage, but vulnerability to radiant damage.
- When you take the attack action, you can bite the target. This attack deals 3d10 piercing damage, and you regain an amount of hit points equal to your damage rolled. You can also use this as a bonus action instead of replacing one of your weapon attacks.
- You can reroll the damage for your Crimson Rite once on your turn, and you can use either roll.
Bloodrage Improvement
At 7th level, as part of the bonus action you take to enter your Bloodrage, you can move up to half your movement speed, and your Bloodrage gains the following benefit:
- You no longer have vulnerability to radiant damage while you're raging, and you gain resistance to necrotic damage.
Splitting Strike
Starting at 11th level, while you are Bloodraging and wielding a weapon that deals slashing damage, you can attempt to deal a Splitting Strike. As an action, roll a d20, and on a 17 to 19, you deal 3d12 slashing damage + the normal damage of your weapon, as you strike your foe where they are most vulnerable. On a 20, and if the enemy is size Medium or smaller, you split your enemy vertically in half, instantly killing them. If the creature is larger than Medium, or if the DM says it cannot be split in half, it instead takes 3d12 slashing and 3d12 necrotic damage. After you use your splitting strike, you cannot use it again until you finish a Short Rest.
Brand of the Frightening
Starting at 15th level, when you use your Brand of Castigation, you can attempt to frighten the target. The target must roll a Wisdom saving throw. On a failed save, they take 6d8 psychic damage, and are frightened of you for 24 hours. On a successful save, the target takes 3d8 psychic damage, and is not frightened. A creature automatically succeeds this throw if they are immune to being frightened.
Blood Curse of Boiling Blood
At 18th level, you gain the Blood Curse of Boiling Blood, which does not count against your number of blood curses known and works as follows:
As a bonus action, you can boil the blood of your foes, literally and figuratively. Choose a target within 60 feet of you. The target takes 3d8 necrotic damage, and must roll a Wisdom saving throw. On a failed save, the target takes an additional 5d8 necrotic damage and, if the target has any allies, must immediately use its reaction to make an attack against the ally closest to it. Also on a failed save, the target takes 2d8 necrotic damage at the start of its next turn, as its blood continues to boil. On a successful save, the target takes half of the 5d8 necrotic damage, and does not use its reaction.
Amplify. The target instantly fails the saving throw, but you take double the damage you normally would take when you amplify a curse.
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