Base Class: Blood Hunter
For those with the fortitude to pay the price.
For those who seek punishment, becoming a Blood Hunter is more a blessing than a curse. Subjecting one’s body to endless torment has stripped you of your flesh and blood, leaving behind a walking corpse made of sinew and rot. Existing in a vicious cycle of becoming more resilient in order to become stronger and punish oneself in new ways, Defiants obviate the core idea of death itself. As a member of the Order of the Defiant, you embody zealotry - an undying blight upon the soul.
originally created Nate24012/Petra24012
ported by V
This is unofficial fan content and is not affiliated with Wizards of the Coast or Red Hook Studios.
Art and assets are property of Red Hook Studios.
To Seek is to Find
Your unending cycle of pain has caused your body to grow septic and only able to feel devastating strikes upon it. At 3rd level, you gain the following features.
- You learn the Rite of the Septic as part of your Crimson Rite feature. When you activate the Rite of the Septic, the extra damage dealt by your rite is acid damage.
- While you are wearing no armor, your AC equals 10 + your Constitution modifier + your Hemocraft modifier.
Sacrificial Support
At 7th level, you gain the ability to further embrace your pain in order to become stronger. Once per turn when you make an attack, you can replace the attack with a Sacrificial Support effect. You start with one type of Sacrificial Support, More! MORE!, and gain an additional unique Sacrificial Support based on your path at levels 11 and 18.
More! MORE! Choose any number of creatures within 10 feet of you. They must make a Charisma saving throw or have disadvantage on attacks against all creatures except you until the start of your next turn. Additionally, you gain the Pain condition until the start of your next turn or until you fall unconscious. This has additional effects based on your Path.
Maniac. The radius of More! MORE! increases to 15 feet. Whenever you are damaged while under the effects of Pain, you can choose a creature currently unaffected by More! MORE! within 30 feet of you to make a Charisma saving throw or be affected until the start of your next turn.
Examinate. Whenever you are damaged while under the effects of Pain, you can roll your Hemocraft die and reduce the damage taken by half that amount.
Scourge. Whenever you are damaged while under the effects of Pain, choose a friendly creature you can see other than yourself. They have advantage on the next attack roll, ability check, or saving throw they make before the end of their turn.
Death's Door
Upon reaching 7th level, death becomes an impossible concept to you. When you would be reduced to 0 hit points, even if you would be killed instantly, you can use your reaction to defy death once more and enter Death’s Door and stay conscious. While on Death’s Door, taking damage forces you to make a death saving throw instead of failing. 3 death saving throw failures can still kill you, and gaining hit points will cause you to exit Death’s Door. If you end your turn in Death’s Door, you fall unconscious. You can enter Death’s Door once per short or long rest.
Brand of the Blighted Body
At 11th level, your Brand of Castigation bestows upon your enemies the same punishments you receive yourself. Whenever you apply your brand to a creature, they become Blighted. A creature Blighted this way stays Blighted until they succeed a constitution saving throw against your Hemocraft save dc, which they can make at the start of their turn after Blighted would normally end. A branded creature has disadvantage on saving throws that would Blight them.
TOXIC!
At 15th level, your body becomes virulent to those around you. While at or below 50% or your max health and not unconscious, you enter a Toxic state, gaining the Toxic condition. When you take damage while Toxic, including the damage that triggered Toxic, you deal acid damage equal to a roll of your Hemocraft die to all creatures of your choice within a 10 foot radius of you. You gain additional effects based on your Path.
Maniac. While Toxic, creatures automatically fail their saving throw against More! MORE!
Examinate. While Toxic, acid damage you deal ignores resistance and immunity.
Scourge. You are ALWAYS Toxic.
Blood Curse of Sinew
Upon reaching 18th level, you have learned how to spread your pain and the unending pleasures that come with it. You gain the Blood Curse of Sinew for your Blood Maledict feature. This does not count against your number of blood curses known.
Blood Curse of Sinew. As a reaction when a creature dies within 60 feet of you, you can fill it with acidic energy. Choose one of the following options.
- Fester. The corpse overflows with corrupted blood until it explodes. A 10 foot radius surrounding the creature becomes Blighted gas until the end of your next turn. Enemies that start or end their turn in the area become Blighted and you have advantage against Blighted creatures while either you or the Blighted creature are in the area.
- Endure. An ally believes that they can defy death just as you have. Choose an ally other than yourself within 30 feet of you. They have advantage on all ability checks, attack rolls, and saving throws until the end of their next turn.
- Deathless. You steal the lifeforce of the corpse before it fades away permanently. You regain hit points equal to twice your Blood Hunter level. Any acid damage you deal Blights enemies until the end of your next turn.
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