Blood Hunter
Base Class: Blood Hunter

You have been chosen by the Red God, to carry his mantle, to act in his name. You are now more than ever intimately linked to fire.

Rite of Light

You gain this feat at 3rd Level.

This is the greater version of the Rite of Flame. Your flame now burns brighter, adding an additional damage die (If your hemocraft die is 1d6, your damage would be 2d6.)

Your weapon now sheds light out to a range of 20 feet.

When the rite is active, you gain resistance to fire damage.

Divination Rite

You gain this feat at 3rd Level.

When your Rite of Light is active, you may make an Arcana Check, using your Hemocraft Save DC. If you get a lower result than your DC, you succeed.

On a success, you see in the fire of your weapon snippets of the future.

If in a fight, you see the next action of one enemy. You gain advantage to protect yourself if it was an attack. If you already would have had Advantage, you avoid the effect completely.

Visions outside fights are at the DM's discretion.

You may use this feature a number of times equal to your proficiency modifier. You must finish a long rest to regain uses.

Blood of the Red God

You gain this feat at 7th Level

You no longer need to damage yourself to activate your Rite of Flame.

You cannot activate the Rite of Light, which has all the various bonuses granted by this subclass, this way. You can only activate the basic Rite of Flame, which merely adds your base Hemocraft Die as Fire Damage.

Fury of the Light

You gain this feat at 7th Level.

Your Rite of Light has improved. You now ignore resistance to fire, and immunity to fire becomes resistance. Beings or objects that are made of ice gain disadvantage against your attacks.

You gain resistance to Cold Damage, and your resistance to fire becomes immunity to fire.

Brand of Immolation

You gain this feat at level 11th.

Your Brand of Castigation now burns the branded creature. Every turn the branded creature takes fire damage equal to your Hemocraft Modifier (Minimum of 1).

Additionally, you can increase the fire damage to 1D4+Your Hemocraft Modifier as a bonus action. You must maintain concentration.  The fire damage ignores resistance and immunity in the same way your Rite of Light.

You can now use your Brand of Castigation without limit, although it can still only affect one creature.

Fireball

You gain this feat at 15th level.

You can now cast Fireball at 5th level using your weapon as an arcane focus. The damage increases by your Hemocraft Die.

You may cast Fireball three times. Short Rests will give back uses.

Brand of The Elemental

You gain this feat at 15th level.

You gain access to the Brand of the Elemental.

When someone you have at least touched once with your Rite of Light reaches 0 Hit Points, you can summon from the corpse a Fire Elemental Myrmidon.

You can have up to three Fire Elemental Myrmidon at once. If your Rite of Light ends, all your Fire Elemental Myrmidon will disappear.

Strength of the Red God

You gain this feat at 18th level.

You have improved your Rite of Light to its maximum potential. Your damage with the Rite of Light increases to three hit dice (If your Hemocraft Die is 1d10, your damage is 3d10.)

You now deal Radiant Damage as well. The damage is only equal to your Hemocraft Die.

Any attack which dealt Fire Damage now deals Radiant Damage equal to your Hemocraft Die as well. Radiant Damage ignores Resistance, and considers Immunity as if it was Resistance.

Your Fire Elemental Myrmidon also gain Radiant Damage equal to your Hemocraft Die to all their attacks that do Fire Damage, although they do not ignore resistance or immunity.

Divine Immolation

You gain this feat at 18th level.

As a free action, you may allow yourself to be seared by your own flames, taking Fire Damage equal to your Hemocraft Die multiplied by two at the start and end of your turns. This damage ignores your immunity, and does not provoke Radiant Damage as well. The immolation can only be interrupted if you will it (If you are knocked unconscious or killed, you will still be burning.)

In exchange, you heal yourself by half the damage you inflict, rounded down. Creatures with no blood do not cause you to regain health.

Your Rite of Light damage increases to five dies (If you have 1d10 Hemocraft Die, you now do 5d10 Damage.) This damage increases to ten dies if you are brought to 10 Health Points or below.

Any target with your Brand of Castigation takes the same amount of damage you do from being immolated, but does not gain any of the benefits.

You cannot hold concentration while being immolated.

Comments

Posts Quoted:
Reply
Clear All Quotes