Base Class: Blood Hunter
Hunters of this order have developed techniques in order to hunt the esoteric creatures of the realms with their fists. These Blood Hunters believe in having a fair fight with those creatures and now fight those creatures one on one in a fight on the terms of the opponents.
Rite of the Furious
When you join this order at 3rd level, you learn the Rite of the Dawn as part of your Crimson Rite feature. When you activate the Rite of the Dawn, the extra damage dealt by your rite is radiant damage. Additionally, while that rite is active on your weapon, you gain the following benefits:
- Your Unarmed Strikes Count as Magical
- You can Add your Hemocraft die to any Strength Check
- Your Unarmed Strikes Count as Siege Weapons
Forceful Rites
You gain the ability to use your crimson rites on your fists and can add your crimson rite damage to your unarmed strikes. In addition your unarmed strikes deal 1d6 Bludgeoning damage when your rites are active and you can activate two rites as part of the same bonus action as long as you activate them on your fists, you also take damage from two of your Hemocraft die when activating your Crimson Rite this way instead of one Hemocraft die.
Forceful Strikes
Upon reaching 7th level your unarmed strikes when your crimson rite is active deal 1d8 bludgeoning damage. In addition you gain the ability to punch with suck force while your rites are active your unarmed strikes gain a range of 20 feet and a long range of 60 feet.
Brand of Impact
Upon reaching 11th level, your Brand of Castigation feature allows you to make ranged Forceful Strikes as If the creature branded was not in long range and gives you advantage on the ranged attack roll. In addition if you make a melee attack on the branded creature you can make a grapple check against the creature as a bonus action.
Blood Curse of the Dynamic Shield
At 18th level, you gain the Blood Curse of the Dynamic Shield . This doesn’t count against your number of blood curses known.
Blood Curse of the Dynamic Shield
As an Action a flurry of fists surround you, for a minute normal terrain within 15 feet of you counts as difficult terrain, all ranged attacks against you have disadvantage and if a creature ends their turn within 15 feet of you they take damage equal to one roll of your hemocraft die.
Amplify. All creatures within 15 feet of you when you activate this Blood Curse are pushed 15 feet away from you and take damage equal to one roll of your hemocraft die.
Perfected Fury
Upon reaching 15th level, you gain the ability to make grapple checks with your forceful strikes up to a range of 20 feet. You also gain the ability to as an action deactivate both crimson rites on your fists and make an attack that shoots a beam of force that deals damage equal to four rolls of your hemocraft die of the same damage type as the crimson rite you deactivated as part of this action. This beam has a range of 60 feet. If your active rite was the Rite of the Furious you have advantage on the attack with the beam and can activate your crimson rites as a free action after the attack.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/7/2023 1:04:58 AM
|
2
|
0
|
--
|
Coming Soon
|
|
|
5/7/2023 1:09:12 AM
|
8
|
0
|
--
|
Coming Soon
|
|
|
5/7/2023 1:28:14 AM
|
9
|
0
|
--
|
Coming Soon
|
Comments