Blood Hunter
Base Class: Blood Hunter

These bloodhunters both work with and hunt down angelic creatures, along with the normal monstrous quarry that bloodhunters are known for pursuing.

Angelic Transformation

Starting at 3rd level, you can alter your body and embrace an angelic form to enhance your combat abilities. As a bonus action, you expend a use of your blood maledict and transform into your Angelic form for up to 1 minute, gaining the following traits for the duration:

  • When you enter this form and at the start of each of your turns while in this form, you gain a number of temporary hit points equal to your bloodhunter level.
  • You gain a flight speed of 30 feet. If you already have a flight speed, it increases by 30 feet.
  • Your melee attacks reach an additional 5 feet.

You automatically revert to your normal form if you fall unconscious or die. You can end this ability early (no action required) on your turn.

You can use this feature a number of times equal to half your proficiency bonus (rounded down) per long rest.

In the Character Builder, set the option for Angelic Transformation to Angelic Form to activate the bonuses for that form on the character sheet.

Angelic Form

Selecting this option has updated the character sheet with the features of your Angelic Form.

Celestial Might

Starting at 7th level, your movement speed increases by 10 feet, and your angelic form’s flight speed increases by 10 feet. Additionally, you gain a +1 bonus to AC. This bonus increases to +2 at 11th level and to +3 at 18th level.

Celestial Might

Starting at 7th level, you gain a +1 bonus to AC. This bonus increases to +2 at 11th level and to +3 at 18th level.

Improved Angelic Form (Level 7)

Your Angelic form’s flight speed increases by 10 feet.

Improved Celestial Might (level 11)

You now have a +2 bonus to your AC.

Improved Celestial Might (level 18)

You now have a +3 bonus your AC.

Angelic Improvement - Immunities

While in angelic form, you have immunity to radiant and necrotic damage, as well as the charmed and frightened conditions.

Angelic Form - Immunities

While in angelic form, you have immunity to radiant and necrotic damage, as well as the charmed and frightened conditions.

Angelic Improvement

Starting at 11th level, your Angelic form grants the following additional benefits:

  • While in angelic form, you have immunity to radiant and necrotic damage, as well as the charmed and frightened conditions. (See "Immunities" feature listed separately.)
  • While in your angelic form you can spend a bonus action to scare a creature within 60 feet, they must make a wisdom save against your hemocraft dc or become paralyzed with fear until the end of their next turn
Angelic Fright - INT

While in your Angelic form you can spend a bonus action to scare a creature within 60 feet, they must make a wisdom save against your hemocraft dc or become paralyzed with fear until the end of their next turn.

Angelic Fright - WIS

While in your Angelic form you can spend a bonus action to scare a creature within 60 feet, they must make a wisdom save against your hemocraft dc or become paralyzed with fear until the end of their next turn.

Blood Curse of Damnation

At 15th level, you have mastered the Blood Curse of Damnation.

As an action, you can target a creature within 60 feet. The creature must succeed on a Charisma saving throw or, until the start of your next turn, the creature becomes [Tooltip Not Found] to the next instance of damage it takes.

Amplify. The creature becomes [Tooltip Not Found] to all damage until the start of your next turn.

Blood Curse of Damnation - INT

As an action, you can target a creature within 60 feet. The creature must succeed on a Charisma saving throw (DC {{savedc:int}}) or, until the start of your next turn, the creature becomes [Tooltip Not Found] to the next instance of damage it takes.

Amplify. The creature becomes [Tooltip Not Found] to all damage until the start of your next turn.

Activating a Blood Curse requires a use of your Blood Maledict feature.

Blood Curse of Damnation - WIS

As an action, you can target a creature within 60 feet. The creature must succeed on a Charisma saving throw (DC {{savedc:wis}}) or, until the start of your next turn, the creature becomes [Tooltip Not Found] to the next instance of damage it takes.

Amplify. The creature becomes [Tooltip Not Found] to all damage until the start of your next turn.

Activating a Blood Curse requires a use of your Blood Maledict feature.

Selfish Crusade

Starting at 18th level, whenever you kill a creature of 1/2 cr or higher, roll a hemocraft die and regain hitpoints equal to the amount rolled. If the creature was a celestial, double the amount of healing received.

Previous Versions

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4/9/2023 2:26:06 AM
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