Base Class: Blood Hunter
Not all Blood Hunters delve into the darkness to perform their duties, as a select few, not really a formal order in itself, choose to steer away from the dark and, instead of becoming a monster to fight other monsters, choose to become a paragon of goodness against the beasts of horror that plague the world.
These Blood Hunters know that while fighting fire with fire is sometimes necessary, the most simple and usually most effective option is to simply use water. They wield restorative and protective magic to aid their allies, often being the medic and support of their hunting squadrons, while still being more than capable of handling themselves on their own, like any good hunter should.
Perhaps you were a priest before becoming a blood hunter and the gifts of your deity have accompanied you into your new position, maybe you have a monster sealed inside yourself and your paragon magic is necessary to keep it at bay, or, perhaps, you simply think all the other orders are too dark for your cheery and bright personality. Whatever the case may be however, one thing’s for sure: with a radiant blade in hand and protective light on the other, these blood hunters aspire to be what every blood hunter should be.
Spellcasting
Beginning when you choose this order at 3rd level, your devotion to light and radiance grants you the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.
Cantrips
You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
Spell Slots
The Order of the Paragon Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Bless and have a 1st-level and a 2nd-level spell slot available, you can cast Bless using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level cleric spells of your choice. The Spells Known column of the Order of the Paragon Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an evocation or necromancy spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells, since you use your magic through your training as a paragon. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Order of the Paragon Spellcasting
|
Blood Hunter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Paragon's Aegis
Also at 3rd level, you learn to use your Hemocraft to protect your allies and yourself. Whenever you activate your Crimson Rite or expend a use of your Blood Maledict, amplified or otherwise; you may use a portion of its magic and mix it with your own. Choose up to a number of creatures equal to your proficiency bonus within 60 feet of you, and roll your Hemocraft die. Those creatures gain temporary hit points equal to two times the result, and for as long as they have these temporary hit points, they gain the following benefits:
- They gain a bonus to saving throws equal to half your proficiency bonus (rounded down, minimum of one).
- Any healing they receive from any source is increased by an amount equal to half your proficiency bonus (rounded down, minimum of one).
Radiant Cleansing
Starting at 7th level, you can eradicate the foul forces of the world and leave room for light and goodness. As an action, you can touch one creature. If the creature is unwilling, make a melee attack using your Hemocraft ability modifier. On a hit or upon touching the target, they regain hit points equal to twice your level + your Hemocraft ability modifier, and they gain temporary hit points equal to your level.
In addition, if the creature is blinded, charmed, deafened, frightened, paralyzed, poisoned or stunned, you remove that condition from that creature. If the creature has a level of exhaustion, you also reduce it by one. Finally, if the creature is petrified, possessed, affected by a curse or forcibly had its alignment changed, you remove the effect from the creature and pass it onto you. You now become affected by said effect.
You can use this feature once, regaining the ability to use it again when you finish a long rest, or by expending two uses of your Blood Maledict.
Brand of the Blessed Beacon
When you reach 11th level, your Brand of Castigation now acts as a shining beacon for your allies, bolstering their strengths. Branded creatures now emit an aura, in a 20-foot radius sphere centred on themselves.
Within the aura, whenever you or an allied creature makes an attack roll or saving throw, they may roll a d4 and add it to the result.
Blood Curse of Blinding Retribution
At 15th level, you’ve honed your Hemocraft to act in retribution to those that cause harm in the world. You gain the Blood Curse of Blinding Retribution for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of Blinding Retribution
Prerequisite: 15th level, Order of the Paragon
As a reaction to you or a creature within 60 feet of you being hit by an attack, you can choose to activate this blood curse and force its attacker to make a Constitution saving throw. On a failed save, they become blinded for 1 minute, making the saving throw again at the end of its turns to end the effect on themselves; and take radiant damage equal to twice your level + your Hemocraft ability modifier, taking half as much damage on a successful save.
Amplify. The creature makes the saving throw with disadvantage, and on a successful save, they are still blinded as described in the curse.
Heroic Return
By the time you've reached 18th level, you stand as a paragon of radiance and light. Whenever you or an ally within 60 feet of you are reduced to 0 hit points or suffer a critical hit from an attack, you can use your reaction to grant immunity against that instance of damage. In addition, the creature gains temporary hit points equal to your level + your Hemocraft ability modifier, and while the creaure has these temporary hit points, they gain the following benefits:
- They gain a bonus to saving throws equal to half your proficiency bonus (rounded down, minimum of one).
- Any healing they receive from any source is increased by an amount equal to half your proficiency bonus (rounded down, minimum of one).
- They gain a flying speed equal to their walking speed.
You can use this feature twice, regaining all expended uses when you finish a long rest.
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