Base Class: Blood Hunter
The continent has endured incursions and invasions from extra planer beings for millennia. Demons, aberrations, and even corrupted spirits find their way into the material plane. Once there, these monsters wreak havoc.
To combat this threat, the Order of the Eternals was created. This order employs a mixture of necromantic and hemocraft powers to fight threats from other realms. They also have a deep understanding of the occult. These hunters know there are some powers that transcend the boundaries of life and death.
For instance, there is power in a name. A name represents all that one is, was, and ever could be. A name can endure for thousands of years after the body has decayed. Even magical beings like demons are not free from the power of their names. This is a power these hunters exploit to their advantage.
Lifedrinker
You can now affect any creature with your blood curses, regardless of whether the target has blood or not.
You can also absorb the life force of creatures you slay. Whenever you reduce a creature to 0 HP or less, you regain hit points equal to one roll of your Hemocraft die plus your constitution modifier. You must land the killing blow in order for this ability to take effect.
this increases to 2 hemocraft die + your CON modifier at 11th Level
Additional Spell list
You gain spells at the blood hunter levels listed.
| Order of the End Spells | |
|---|---|
| Blood Hunter Level | Spells |
| 3rd | Chill Touch, Protection from Evil and Good, Detect Evil and Good |
| 5th | Maximillian's Earthen Grasp, Spike Growth |
| 9th | Animate Dead, Vampiric Touch |
| 13th | Banishment, Watery Sphere |
| 17th | Planar Binding, Raise Dead |
Secrets of the Dead
You have studied the occult extensively, creating a connection with long dead spirits that lend you new skills and powers for fighting evil.
Whenever you finish a short or long rest, you can gain proefficiency in one language as well as one skill or tool proficiency of your choice, as a ghostly presence shares its knowledge with you. You lose this proficiency after 24 hours or at when you use this feature to choose a new language and skill or tool proficiency.
Language
Gain proficiency in one language of your choice.
Skill or Tool
Gain proficiency in one skill or tool of your choice
Children of the Night
When you cast the Animate Dead spell, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.
As a bonus action, you can sacrifice some lifeblood to empower your minions. You take one hemocraft die of necrotic damage, which cannot be reduced in any way. Then, each friendly undead creature created by you within 30ft of you gains one of the two following benefits. Your undead creatures can only benefit from one of these effects at any given time. These benefits last for one minute or until you are rendered unconscious.
- Strength of the grave: the creature gains temporary hit points equal to one hemocraft die plus your constitution modifier. This temporary HP lasts for one minute or until depleted by damage.
- Ravenous dead: for one minute, the creature gains your crimson rite bonuses to its damage rolls. The creature's attacks are considered magical and deal extra damage equal to your hemocraft die of the type determined by your chosen rite. The types of rite damage are limited to the crimson rite damage types you know.
Death Denied
You have resistance to necrotic damage.
In addition, when you are reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with lashing tendrils of blood. Each creature of your choice that is within 15 feet of you takes necrotic damage equal to 2d8 + your blood hunter level.
Once per long rest, you can use this feature for free. On each subsequent use, make an ability check to determine whether this feature succeeds. Roll a d20 and add your proficiency modifier. The DC for this feature is [5 x the number of times you used this feature since your last long rest]. For example, the DC starts at 5, then grows to 10, 15, 20, 25, and so on...
On a success, the feature succeeds as normal, On a failure, you fall unconscious. If you regain consciousness, you gain 1 level of exhaustion.
Additional Blood Curses
Your necrotic training has enabled you to learn two new exclusive blood curses. These blood curses do not count towards the limit of curses you can know, but you can only have one of these two curses prepared at any given point. You decide which of these curses you know at the end of a long rest.
Blood Curse of Judgment:
You gain the ability to bend the life-force of a creature within range to glimpse into its essence and being. You can uncover deep secrets of this creature or manipulate its joints and veins to follow your commands.
As an action, you can bend the blood inside the minds of creatures you can see in a 20ft sphere within 60ft of you. Each creature inside this area must make a charisma saving throw against your hemocraft save DC. On a success, the creature takes half damage. On a failure, the creature takes 4d6 psychic damage and you learn the creature's true names as well as other secrets. The following effects last for 10 minutes.
- You gain advantage on insight and intimidation ability checks against the affected creature.
- The also choose to either learn what resistances and immunities the creature has, or whether its AC or HP are greater or lesser compared to yours
- Also, the creature is treated as under the effects of a zone of truth spell for the duration
You can also can choose to amplify this power, which changes this curse into a single-target ability instead of an area of effect. As an action, choose one creature you can see within 60ft of you; the target must make a charisma saving throw against your hemocraft save DC. On a failure, the creature takes 6d6 psychic damage and becomes subject to the effects of the dominate monster spell. Taking damage does not allow the affected creature to repeat this saving throw. Instead, the affected creature can repeat this saving throw at the end of each of turns, ending the effect on a success. This ability has a duration of 10 minutes. On a success, the creature takes half damage and does not suffer any additional effects.
Blood Curse of Condemnation:
This curse uses your blood to create a pentagram to bind hostile creatures within, forcing them to face your judgement.
As an action, you summon a 20ft wide, 150ft tall cylinder within 80ft of you. This cylinder lasts 5 minutes but requires you to maintain concentration, like a concentration spell.
Hostile creatures cannot enter this cylinder unless you invite them in (no action required). Hostile creatures inside the cylinder when you create it must make a dexterity saving throw against your hemocraft save DC. Hostile creatures that enter the cylinder or start their turn inside it must repeat this saving throw. On a success, the creature's speed is halved, but it suffers no additional effects. On a failure, the creature is unable to leave to the hemocraft cylinder for its duration; they cannot use spells or magical abilities to escape it (such as the plane-shift spell). In addition, the cylinder produces the following magical effects for its duration:
- you and ally creatures inside this cylinder have advantage on attack rolls
- you and ally creatures inside this cylinder cannot be possessed and are immune to the frightened, charmed, grappled, restrained, and stunned conditions. These conditions end for you and allies if you or said allies are inside this cylinder when it is created or they start their turn inside this area.
- hostile creatures inside this cylinder must make a dexterity saving throw against your hemocraft save DC at the start of their turns. On a failure, the creature is restrained; flying creatures restrained by this ability descend safely at 30ft per second until they land on the ground. Restrained creatures can repeat this saving throw at the end of each of their turns, ending this condition on a success.
You can amplify this ability as you activate it. If you do so, this ability has the same effects as above (^) with some changes.
- you and ally creatures inside this cylinder have advantage on attack rolls and gain true-sight of up to 60ft
- you and ally creatures inside this cylinder cannot be possessed and are immune to ALL conditions, except the unconscious condition. These conditions end for you and allies if you or said allies are inside this cylinder when it is created or they start their turn inside this area.
- hostile creatures inside this cylinder must make a dexterity saving throw against your hemocraft save DC at the start of their turns. On a failure, the creature is stunned; flying creatures stunned by this ability plummet dangerously at 30ft per second until they hit the ground. Affected creatures can repeat this saving throw at the end of each of their turns, ending this condition on a success. On a successful save, the stunned condition ends for this creature and it is immune to being stunned by this ability for 24 hours. However, hostile creatures are still unable to leave this cylinder for its duration.
Blood Curse of Condemnation
As an action, you summon a 20ft wide, 150ft tall cylinder within 80ft of you. This cylinder lasts 5 minutes but requires you to maintain concentration, like a concentration spell.
Hostile creatures cannot enter this cylinder unless you invite them in (no action required). Hostile creatures inside the cylinder when you create it must make a dexterity saving throw against your hemocraft save DC. Hostile creatures that enter the cylinder or start their turn inside it must repeat this saving throw. On a success, the creature's speed is halved, but it suffers no additional effects. On a failure, the creature is unable to leave to the hemocraft cylinder for its duration; they cannot use spells or magical abilities to escape it (such as the plane-shift spell). In addition, the cylinder produces the following magical effects for its duration:
- you and ally creatures inside this cylinder have advantage on attack rolls
- you and ally creatures inside this cylinder cannot be possessed and are immune to the frightened, charmed, grappled, restrained, and stunned conditions. These conditions end for you and allies if you or said allies are inside this cylinder when it is created or they start their turn inside this area.
- hostile creatures inside this cylinder must make a dexterity saving throw against your hemocraft save DC at the start of their turns. On a failure, the creature is restrained; flying creatures restrained by this ability descend safely at 30ft per second until they land on the ground. Restrained creatures can repeat this saving throw at the end of each of their turns, ending this condition on a success.
You can amplify this ability as you activate it. If you do so, this ability has the same effects as above (^) with some changes.
- you and ally creatures inside this cylinder have advantage on attack rolls and gain true-sight of up to 60ft
- you and ally creatures inside this cylinder cannot be possessed and are immune to ALL conditions, except the unconscious condition. These conditions end for you and allies if you or said allies are inside this cylinder when it is created or they start their turn inside this area.
- hostile creatures inside this cylinder must make a dexterity saving throw against your hemocraft save DC at the start of their turns. On a failure, the creature is stunned; flying creatures stunned by this ability plummet dangerously at 30ft per second until they hit the ground. Affected creatures can repeat this saving throw at the end of each of their turns, ending this condition on a success. On a successful save, the stunned condition ends for this creature and it is immune to being stunned by this ability for 24 hours. However, hostile creatures are still unable to leave this cylinder for its duration.
Blood Curse of Judgement
Blood Curse of Judgment:
You gain the ability to bend the life-force of a creature within range to glimpse into its essence and being. You can uncover deep secrets of this creature or manipulate its joints and veins to follow your commands.
As an action, you can bend the blood inside the minds of creatures you can see in a 20ft sphere within 60ft of you. Each creature inside this area must make a charisma saving throw against your hemocraft save DC. On a success, the creature takes half damage. On a failure, the creature takes 4d6 psychic damage and you learn the creature's true names as well as other secrets. The following effects last for 10 minutes.
- You gain advantage on insight and intimidation ability checks against the affected creature.
- The also choose to either learn what resistances and immunities the creature has, or whether its AC or HP are greater or lesser compared to yours
- Also, the creature is treated as under the effects of a zone of truth spell for the duration
You can also can choose to amplify this power, which changes this curse into a single-target ability instead of an area of effect. As an action, choose one creature you can see within 60ft of you; the target must make a charisma saving throw against your hemocraft save DC. On a failure, the creature takes 6d6 psychic damage and becomes subject to the effects of the dominate monster spell. Taking damage does not allow the affected creature to repeat this saving throw. Instead, the affected creature can repeat this saving throw at the end of each of turns, ending the effect on a success. This ability has a duration of 10 minutes. On a success, the creature takes half damage and does not suffer any additional effects.
Avatar of the Abyss
As an action, you can assume a visage of your grim patron, the End. For one hour or until you lose consciousness, you gain the following benefits.
- Your body dissolves into a sanguine mist or liquid form. While in this form, you gain a flying speed of 30 feet. The target can enter and occupy the space of another creature. You have resistance to nonmagical damage, and you have advantage on Strength, Dexterity, and Constitution saving throws. You can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. You cannot fall and remain hovering in the air even when stunned or otherwise incapacitated.
- You also emanate an aura that siphons the life force of enemies, represented by a swirling vortex of blood, ebbing and flowing to form intricate yet shifting patterns. You emanate a 30ft aura centred on you. The area within this aura is difficult terrain for any hostile creatures inside.
- In addition, any hostile creature that enters the aura or begins its turn inside the aura must make a constitution saving throw against your hemocraft DC. On a failure, the target takes one hemocraft die of necrotic damage (which ignores necrotic damage resistance) and you or one friendly creature of your choice within your aura regains that much HP. On a success, the creature is unaffected.
- Any hostile creature that is reduced to 0 HP or dies inside this aura has a 50% chance of being resurrected as an undead thrall (flip a coin or roll a dice to determine whether the creature is reanimated). On a success, the creature is reanimated with HP equal to 1 hemocraft die roll. This creature retains its statistics, intelligence, knowledge, features, spells (if any) and abilities in life, but it is an undead in addition to its other creature types. This creature is also charmed by you for the duration of your form. All thralls made by this power share your initiative count but take their tuns immediately after yours. You can telepathically command your thralls on your turn (no action required). Without any specific instructions, the thralls will defend you and themselves but they won't take any other actions.
- When your form ends or you fall unconscious, all undead thralls made by this feature immediately disintegrate. There is NO way to revive them, for their souls have been dragged into the consuming oblivion which the End occupies.
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