Blood Hunter
Base Class: Blood Hunter

The Order of the Lawful One is one of the more deranged blood hunter orders. Believing they could create a celestial through rigorous training, and careful teaching. Their methods were nothing short of torture, reality- making any blood hunter who's still alive to use these abilities a very, very lucky one indeed. This "careful teaching" is practically brainwashing to some- to most, really.

But the lucky 1% of individuals who escape, who manage to free themselves from this "Order"...

 

They will find themselves in a greater position of power than many could dream of.

Rite of Law

When you join this order at 3rd level,  Additionally, while that rite is active on your weapon, you gain the following benefits:

  • Your weapon sheds 15 feet of white light.
  • You have resistance to radiant damage. 
  • When you hit a fiend with a weapon for which the Rite of the Dawn is active, you roll an additional hemocraft die when determining the extra damage from the rite.

Law's Careful Teachings.

Starting at 3rd level, you learn to master blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.

Mandated by Law

When you use Mandated by Law, you can choose one of two things:

1.
You can choose to deal 1 Hemocraft die of damage to yourself, and heal an ally of your choice by 1 Hemocraft die.

 

2.
You can choose to attack an enemy, and, on a successful hit, deal 1 Hemocraft die of damage to the enemy, and heal yourself for 1 Hemocraft die.

Absolute Truth

Starting at 11th level, your Brand of Castigation exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a weapon for which you have an active crimson rite, you roll an additional Hemocraft die when determining the extra damage from the rite.


You can choose to do an extra Hemocraft die of fire damage, by taking necrotic damage equal to one roll of your Hemocraft die. This damage can’t be reduced in any way.

Grandeur of Law

As an action, you can deal 2 Hemocraft die + 2 fire damage, and you take 1 Hemocraft die + 4 necrotic damage. This damage can not be reduced in any way.

 For an additional 1 Hemocraft die + 4 of necrotic damage (to yourself), you can use Mark of Law.

 

Mark of Law marks a creature until the end of your next turn, causing all rolls against it to have advantage. It will also instantly take 1 hemocraft die -1 (min; 1) necrotic damage, which cannot be reduced or avoided.

Law's will.

Upon reaching 18th level, you learn to protect your fading life by reabsorbing the energy you feed to your weapons. If you have one or more crimson rites active and you are reduced to 0 hit points but don’t die outright, you can choose to have all your active crimson rites end and drop to 1 hit point instead. You can also use this effect on a fallen ally.

Comments

Posts Quoted:
Reply
Clear All Quotes