Blood Hunter
Base Class: Blood Hunter

 

This order being built on the backs of members wanting to be in a world not controlled by the celestial or fiend, wanting to the world be lived in by people who are evil or good because they choose to not because of an overwhelming god/devil is controlling or speaking words into people easily persuaded. The order is made of past criminals, saints, mercenaries an knights who are more on the neutral aligned apart of life after taking their oaths and taking from their choice of either the blood of a fiend, or the blood of an celestial. Transforming their blood with the help of their alchemy to forever make them killing machines for that very creatures blood they took from.

Split into the Daywalkers being the ones sworn to cast celestials from their plane and the Nightwalkers sworn to slay fiends from their respective plan too.

Corpus Voluntarium

At 3rd level, you are infused with the divine/fiendish blood of that respective being, granting you the following benefits:

You gain the thaumaturgy cantrip. Intelligence is your spellcasting ability for it.
You gain Darkvision out to 60 feet.
You are resistant to radiant and necrotic damage.
You learn to speak, read, and write Celestial/Infernal.

Libratum Venator

Weapons imbued with your Crimson Rite ignore the damage resistances and immunities of fiends and celestials.

Iram Innocentium

Upon reaching 7th level, You can unleash your angelic/fiendish blood to transform into an avatar of pure wrath. You may undergo this transformation as a bonus action, which lasts for 1 minute or until you choose to end it (no action required), or until you are incapacitated. While transformed, you gain a flying speed of 30 feet, you shed bright light/darkness in a 30-foot radius, and your weapon attacks deal an additional 1d6 radiant/necrotic damage.

From 18th level, the transformation also increases your size category by one, grants you an additional 15 feet of walking/flying speed, extends your melee attacks’ reach by 5 feet, and grants you a number of temporary hit points equal to your blood hunter level + your Intelligence modifier.

You may use this feature twice, and you regain all expended uses when you finish a long rest.

Brand of Sundering

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. Additionally, if a branded creature has the Incorporeal Movement trait or a similar feature, it can’t move through creatures or objects while branded.

Blood Curse of the Penitent

At level 15, As an action, you target a creature within 30 feet of you and attempt to banish it from this realm. The creature must succeed on a Charisma saving throw or suffer 6d6 radiant/necrotic damage and be banished to its native plane until the end of your next turn, whereupon it reappears in the nearest available space to where it vanished; if the creature is already on its home plane, it is instead stunned for the same duration.

Amplify. The creature is instead banished/stunned for a number of rounds equal to your Intelligence modifier (minimum of 2 rounds), though it may repeat the saving throw at the end of each of its turns to end the effect early. If it passes the initial save, it takes half the radiant damage.

Blood Curse of the Savior

Upon reaching 18th level, When a creature you can see within 30 feet of you drops to 0 hit points, but is not killed outright, you can use your reaction to revitalise it. Roll your hemocraft die six times. The chosen creature regains hitpoints equal to the numbers rolled.

 

Amplify. You cause the creature to regain half its hit point maximum instead. Once you’ve amplified this blood curse, you must finish a long rest beforeyou can amplify it again.

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