Base Class: Blood Hunter
These bloodhunters are specialists in the primal rite of flame, one of the first Crimson Rites created, and typically the first one learned by hunters due to its destructive power. But even skilled bloodhunters lack the complete understanding the power of fire, usually replacing it with other fundamental elements, disregarding it as a basic tool in their toolset. Pyromancers, however, understand the full extent of fire power, and all trough their career of monster hunters will use this rite, reaching its full potential.
Pyromancy
At 3rd level, you learn the Rite of the Flame. If you already know the Rite of the Flame, you can choose any primal rite of your choice instead, and you can activate the Rite on your bare hands, if you don't have a weapon. In addition, when your Rite of the Flame is active, you can use it in the following manners:
Searing Rite
Starting at 3rd level, you achieve full control over the primal rite of flames. While your Rite of the Flame is active, you gain the following benefits:
- When a creature within 5 feet of you hits you with a melee attack, flames lash out at the creature, and the attacker takes fire damage equal to your rite die. A creature can only take this damage once per turn.
- Once per turn, when you cause fire damage to a creature, the fire leaps to a target within 5 feet of him, causing fire damage equal to your rite die.
Fiery Blood
At 7th level, the fire burns inside your blood stream, protecting you from its effects and empowering your flames. You gain resistance to fire damage, and whenever you cause fire damage with a Blood Hunter feature, that damage ignore resistance.
Brand of Immolation
At 11th level, you can burn your enemies with the flames of hell. When you use your Brand of Castigation on an enemy, you can roll your Hemocraft Die one additional time for damage, and the fire damage caused on that turn ignore resistance and immunity to fire. In addition, the branded creature loses resistance and immunity to fire for the duration, and take fire damage at the end of each of its turns equal to a roll of your Hemocraft Die.
Blood Curse of the Scorched Soul
At 15th level, you can burn the body of your targets from inside out. You gain the Blood Curse of the Scorched Soul for your Blood Maledict feature. This does not count against your number of blood curses known.
As a bonus action, you cause the blood of a creature you can see within 30 feet to boil inside its veins. That creature takes fire damage equal to 1d8 fire. In addition, any creature who moves within 5 feet of that creature for the first time, or end its turn there, must succeed on a Dexterity saving throw or take fire damage equal to 1d8.
At the end of each of its turns, the target can make another Constitution saving throw. On a success, the curse ends.
Blood Curse of the Scorched Soul
As a bonus action, you choose one creature you can see within 30 feet of you that is charmed or frightened, or which is under a possession effect. The target creature is no longer charmed, frightened, or possessed.
Amplify. The cursed creature suffers fire damage equal to 2d8 whenever it fails the save, and recoils in agonizing pain, becoming incapacitated and prone for the duration of the curse.
Charred Hands
At 18th level, your burnt hands no longer feel the heat you wield. You become immune to fire damage, and the flames you create ignore immunity to fire damage.
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