Base Class: Blood Hunter
Cautious of the effect planar creatures have on the fragile mortal realm, you have sworn yourself as a protector of those who are vulnerable to their influence.
Upon joining this order, blood hunters sacrifice their humanity to learn to wield and manipulate the magic of the weave and absorb the magic of the planes themselves into their being. This is largely in order to maintain the separation of inter-planar beings from mortals - believing that those on the material plane should be free to live their lives without bowing to the whims of these creatures.
As such, your Hemocraft modifier is Charisma, as you look to banish creatures like these with the force of your will.
Optional Variant - Physical Changes from the Planes
While the hunters that swear themselves as Planar Defenders tend to start as mortals choosing to take this responsibility upon themselves, over time the magic of the planes they touch can effect them to great extent. Whether this is purely visual or mechanical is influenced by the world they live in and the level to which they choose to throw themselves into their work.
Examples of physical effects:-
|
Plane |
Effect |
|
Good |
Skin develops a golden hue, and an aura of light |
|
Evil |
Skin takes on a reddish glow, hair darkens |
|
Lawful |
Eyes become purple, hair lightens in colour |
|
Chaotic |
Face can flicker in and out of existence |
|
Earth |
Frame broadens and becomes more solid |
|
Fire |
Flames flicker between fingers and toes |
|
Wind |
Clothes and hair are constantly moving |
|
Water |
Skin becomes paler and slightly translucent |
Eyes of the Planar Defender
Beginning at 3rd level, your senses sharpen and you are able to detect your hidden foes more easily. You can see normally in darkness, both magical and non-magical, to a distance of 120 feet.
Spellcasting
Charisma is your spellcasting ability for your spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
| Blood Hunter Level | Cantrips Known | Spells Known | Spell Slots | Slot Level |
|---|---|---|---|---|
| 3rd | 2 | 2 | 1 | 1st |
| 4th | 2 | 2 | 1 | 1st |
| 5th | 2 | 3 | 1 | 1st |
| 6th | 2 | 3 | 2 | 1st |
| 7th | 2 | 4 | 2 | 2nd |
| 8th | 2 | 4 | 2 | 2nd |
| 9th | 2 | 5 | 2 | 2nd |
| 10th | 3 | 5 | 2 | 2nd |
| 11th | 3 | 6 | 2 | 2nd |
| 12th | 3 | 6 | 2 | 2nd |
| 13th | 3 | 7 | 2 | 3rd |
| 14th | 3 | 7 | 2 | 3rd |
| 15th | 3 | 8 | 2 | 3rd |
| 16th | 3 | 8 | 2 | 3rd |
| 17th | 3 | 9 | 2 | 3rd |
| 18th | 3 | 9 | 2 | 3rd |
| 19th | 3 | 10 | 2 | 4th |
| 20th | 3 | 11 | 2 | 4th |
Rite Focus
Rite of the Planes
Starting at 3rd level, your weapon becomes a conduit for the power of your order against otherworldy threats. While you have an active crimson rite, you can use your weapon as a spellcasting focus for your sorcerer spells,.
When you join this order at 3rd level, you learn the Rite of the Planes esoteric rite (detailed below).
Rite of the Planes. Your rite damage is necrotic/radiant damage (only one at a time, see below for details). While the rite is active, you gain the following benefits:
- Your weapon radiates the grey light of dusk. This turns bright light and darkness to dim light out to a radius of 10 feet from the weapon.
- When you damage a creature with a weapon for which you have an active crimson rite, that creature glows with faint light until the end of your next turn. For the duration, the creature gains no benefit from any cover or from being invisible.
- You can change the damage type of the rite as a bonus action on a later turn. When doing this, you take damage equal to half (rounded up) of one roll or you hemocraft die.
Given your strengthening connection with the planes, you are now able to banish your weapon to a harmless demi-plane and resummon it as a free object interaction. This happens regardless of whether or not the weapon is magical and you do not lose attunement as you usually would.
Astral Escape
Upon reaching 7th level, at the start of your turn, you can magically step into the veil between the planes aslong as you aren’t incapacitated. You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object.
This feature lasts for a number of rounds equal to your Hemocraft modifier (minimum of 1 round). If you are inside an object when it ends, you are immediately shunted to the nearest unoccupied space and you takeforce damage equal to twice the number of feet you moved.
Once you use this feature, you must finish a short or long rest before you can use it again. You can use Astral Escape twice between rests starting at 15th level.
Mortal Bulwark
Beginning at 7th level, you are able to manipulate the barrier between planes to shape and warp around yourself and your allies, absorbing some of the magic directed to inflict damage upon you. You and friendly creatures within 10 feet of you have resistance to damage from spells.
At 18th level, the range of this aura increases to 30 feet.
Binding Brand
Upon reaching 11th level, your Brand of Castigation feature digs dark arcane scars into your target, rendering it more difficult for them to cast spells. A creature branded by you has disadvantage on concentration checks on their spells, as well as disadvantage on saving throws against spells you cast.
Piercing Gaze of the Hunter
Upon reaching 15th level, you feel yourself starting to exist both in all and no planes at once. From now on, you suffer none of the drawbacks of old age, and you can’t be aged magically.
Additonally, your sight can now pierce the veil of reality and see through illusions. At all times, you can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you.
As an action, you can extend your sight beyond its normal means to see invisible creatures and see into the ethereal plane for one (1) hour, as if under the effect of the See Invisibility spell. Invisible and ethereal objects appear as ghostly and translucent.
You can enhance your sight in this way three times. You regain all expended uses after a long rest.
Blood Curse of the Soul Destroyer
Starting at 18th level, you learn to manipulate planarenergy to prevent your prey’s escape. You gain theBlood Curse of the Soul Destroyer for your BloodMaledict feature. This doesn’t count against yournumber of blood curses known.
Prerequisite: 18th level, Order of the Planar Defender
When a creature that isn’t a construct or undead isreduced to 0 hit points within 30 feet of you, you can useyour reaction to slow their soul escaping to their nativeplane of existence. Until the end of your next turn, youmake attacks with advantage and you have resistance toall damage.
Amplify: Additionally, if this curse is active and youstrike the killing blow, the creature’s soul is destroyedfor good and does not return to their original plane ofexistence. Once you’ve amplified this blood curse, youmust finish a long rest before you can amplify it again.
Previous Versions
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5/17/2023 12:58:57 AM
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