Blood Hunter
Base Class: Blood Hunter

Hidden in the deepest and most isolated parts of the desert there is said to be a city of gold. It was said that this city was protected by an ancient desert Wyrm that danced through the sand and could swallow cities whole. Now its rumored that the golden rivers that run throughout the city are the creatures own blood. Those that protect the city now are known as the Order of the Desert Scourge, and its said that they go through a strange ritual to be granted the golden blood of the desert Wyrm and the powers associated with it. These golden blood warriors learn how to dance and snake through the battlefield like the desert Wyrm through sand. Cutting anyone down with their golden burning blades.

Rite of Gold

You learn the Rite of Gold as part of your Crimson Rite feature. When activating the Rite of Gold, you may activate on two weapons your holding instead of one. When activating a rite this way, you must take damage equal to two times your hemocraft die. While the Rite of Gold is active, the extra damage dealt by your rite is fire. While active you gain the following benefits:

  • Your rite damage ignores resistance to fire.
  • When you hit a creature with a weapon for which rite of Gold is active, you gain an extra 5ft of movement and don't provoke attacks of opportunity from that creature.

Golden shell

Starting at 3rd level, you learn to create a shell around your body with your golden blood. As a reaction you take damage equal to your hemocraft die, then gain +1 AC and Temp HP equal to two times your hemocraft die plus your constitution modifier. You loose the bonus to AC once the Temp HP granted by this ability is lost.

Scourge Blooded

Upon reaching 7th level, the power of the Desert Scourge starts to truely flow through your golden veins. You gain resistance to fire damage and immunity to the petrified condition.

Additionally you can vanish in a cloud of sand in response to harm. When you take damage, you can use your reaction to teleport up to 30 feet to an unoccupied space you can see.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Brand of the Wyrm

Starting at 11th level, your Brand of Castigation creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 60 feet to an unoccupied space you can see within 5 feet of the target you branded. To teleport in this way, you must be able to see the branded target.

Blood Curse of Midas

At 15th level, you hone your able to infect the unworthy with your golden blood, slowly turning them to a golden statue. You gain the Blood Curse of Midas for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

True Form of the Golden Scourge

Upon reaching 18th level, you learn to unleash your true form. As an action you transform into your true form, Molten gold draconic wings sprout from your back as sand swirls in a storm around you. Your transformation lasts for 1 minute or until you end it as a bonus action.
The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or become frightened of you until the end of your next turn.

While transformed you gain the following benefits:
A dusty cloud of sand centers and follows around you in a 10ft radius, this area is considered difficult terrain and heavily obscured. You may cause a creature to take your hemocraft dice in fire damage when it enters the area for the first time on a turn or starts its turn there.
You gain a fly speed of 60.
You gain resistance to bludgeoning, piercing, and slashing damage.
You gain 10 ft Blindsight, and 10ft Tremorsense.
You ignore difficult terrain.

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