Blood Hunter
Base Class: Blood Hunter

Psychos are exactly what you would presume from the name: people who have gone insane. Often bandits dressed in strange garb of a unique quality, these outlaws can be immediately identified by their homicidal cries, psychotic laughter and constant desire to get into close combat. These deranged lunatics come in two forms: The half sane and the insane. Both have lost their mind, but the deviation is  important: half sane creatures waver between a more normal personality, and a more extreme insanity. A fully insane person is consistently incomprehensible.  

Hellfire Halitosis

When you join this order at 3rd level, you learn a new Rite as part of your Crimson Rite feature. When you activate this Rite, the extra damage dealt by your rite is fire damage. Additionally, while that rite is active on your weapon, you gain the following benefits:

  • Your weapon sheds bright light out to a range of 20 feet.
  • Any time you take fire damage with this rite active, your movement speed increases by that much (rounded down to the nearest number ending in 5) during your next turn (or if it is your turn, this turn).
  • When you hit a creature with a weapon, both you and they gain a stack of Ignited. An ignited creature takes 12 fire damage at the start of their turn for each stack of ignite on them. Ignite can be removed by coming into contact with a gallon of water or similar material per stack. Ignited also ends if initiative ends.

Psychotic Rampage

Starting at 3rd level, you cast aside your sanity entirely; you lose all proficiencies in weapons, armor, and shields. Instead, you have proficiency with improvised weapons. When you attack with an  improvised weapon, their damage is 1d12 times the size category they are appropriate for (DM discretion); 1d12 for medium creature, 2d12  for large, 3d12 for huge, and so on. If you have another source of damage dice for improvised weapons, that damage is added on, not replaced as usual. You also gain improvised armor while unarmored, which  calculates your armor class with 10+PROF+STR+CON-WIS. Your hemocraft modifier is also strength, instead of intelligence or wisdom.

 

At 10th level, your dark pact also subtracts wisdom saving throws by the same amount.

Hemocraft Modifier

Your Hemocraft modifier is Strength

Silence the Voices

Upon reaching 7th level, your madness peaks, allowing you to use strange techniques no sane person would employ. You now have the ability to make attack rolls against yourself, with the same modifiers and damage as normal attacks. These attacks remove 1 condition from you, as long as that condition affects the numbers of attacks you could normally make (except unconscious). You also make this special form of attack any time you start your turn and cannot take the attack action this turn (you attack anyway, if you normally could not), or if you automatically miss with an attack, such as a critical failure (the attack automatically hits you, in this case). Any time you would take or deal psychic damage while ignited, the effect is instead changed to; "One stack of ignited is removed from the creature" for you or the target.

 

Elemental Elation

Starting at 11th level, your Brand of Castigation exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite. Additionally, if a branded creature has stacks of Ignited, those stacks also give you a stack of Bloodlust. For each stack of bloodlust you have, any time you take fire damage, that much fire damage becomes temporary hit points instead (after you take the remaining damage).

 

Flames of the Firehawk

At 15th level, your mind is hell itself, and you can manifest that chaos on the material plane around you. Whenever your temporary hit points expire, you explode with fire in all directions. All creatures of your choice within 30ft of you must make a dexterity saving throw (DC is 10+prof+wisdom), taking 1d12 fire damage for each stack of ignite you have on a Success, or half as much on a Fail. Creatures who pass this saving throw also gain a stack of ignited for each time they would take fire damage (0 counting). 

If a creature immune to fire damage is ignited, your attacks instead deal that much more damage on a hit to them per stack of ignite.

Bloodsplosion

Upon reaching 18th level, You unlock the final chaotic form buried within your mind, ready to burn the entire of creation to nothing for the sake of some incomprehensible elation. When an ignited creature dies, it bloodsplodes. Every stack of ignite it has spreads to any creatures within 10ft, and those creatures must make a dexterity saving throw against their level or challenge rating, taking a roll of all their unexpended hit dice on a failure, or half as much on a success in fire damage. 

You can now choose if your ignitions deal damage to a creature or not, including yourself. When a creature is ignited, you may also choose to grant them the power Fight for you Life for as long as they are ignited. 

Fight for your Life: When you would drop to 0 hit points, you do not fall unconscious. Instead, you take a knee, dropping your movement speed to a maximum of half it's usual amount. You still make death saving throws as normal, however, you can only fail 1 death saving throw a turn. If in this state, you deal lethal damage to a creature, you stand up at 1 hp. 

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