Blood Hunter
Base Class: Blood Hunter

Originally founded by a Noble House of Lepidoity, this sect of Blood Hunters are trained and bred to sacrifice in the name of order.  Members of this order are often members of noble houses that do not have a claim to any land or inheritance, and are seeking other ways to glory or power.

Sanguine Elegance

When you use your bonus action to activate one of your Crimson Rites, you may choose to activate it on two weapons you are currently holding.  You do not take any additional necrotic damage for activating your Crimson Rite in this way, and both weapons must have the same Crimson Rite activated at once. 

Additionally, while holding two separate melee weapons with an active Crimson Rite with different hands, you may use your Hemocraft modifier to determine the attack roll and damage bonuses for the two weapons.

Sanguine Elegance (Intelligence)

While holding a separate melee weapon in different hands, you may use your Hemocraft modifier to determine the attack roll and damage bonuses for the two weapons.

Sanguine Elegance (Wisdom)

While holding a separate melee weapon in different hands, you may use your Hemocraft modifier to determine the attack roll and damage bonuses for the two weapons.

Righteous Decree

You learn the Command, Heroism and Suggestion spells.  Once you cast one of these spells with this feature, you cannot cast that spell again this way until you complete a long rest, unless you take an amount of necrotic damage equal to one Hemocraft die per spell level.  This damage cannot be reduced in any way.

Righteous Decree (Intelligence)

You learn the Command, Heroism and Suggestion spells.  Intelligence is your spellcasting modifier for these spells.  Once you cast one of these spells with this feature, you cannot cast that spell again this way until you complete a long rest, unless you take an amount of necrotic damage equal to one Hemocraft die per spell level.  This damage cannot be reduced in any way.

Righteous Decree (Wisdom)

You learn the Command, Heroism and Suggestion spells.  Wisdom is your spellcasting modifier for these spells.  Once you cast one of these spells with this feature, you cannot cast that spell again this way until you complete a long rest, unless you take an amount of necrotic damage equal to one Hemocraft die per spell level.  This damage cannot be reduced in any way.

Tactful Guidance

If a creature you can see within 30 feet fails an ability check or misses with an attack roll, you may use your reaction to roll your Hemocraft die and add it to the total, potentially changing the result.  Once you use this feature you cannot use it again until you complete a short or long rest, or unless you take necrotic damage equal to two rolls of your Hemocraft die.

Crimson Benevolence

Starting at 11th level, your rites can extend to affect the weapons of other creatures as well. As part of the same bonus action you use to activate a crimson rite on a weapon you are holding, you can choose to activate one rite you know on one weapon that a creature within 30 feet of you is holding. When you do so, you take necrotic damage equal to two rolls of your hemocraft die; as always, this damage cannot be reduced in any way. 

While a rite is in effect on a weapon that isn’t yours, attacks made with that weapon are magical, and deal 1d6 extra damage of the type determined by the chosen rite. The rite lasts until the weapon is no longer being held, until you or the creature holding the weapon is incapacitated, or until you or the creature holding the weapon finishes a short or long rest. 

Once you invoke a rite on another creature’s weapon, you cannot do so again until you finish a long rest.

Blood Curse of the Crimson Word

At 15th level, you master the art of enforcing your will, bypassing other's resistance to your orders.  You gain the Blood Curse of the Crimson Word for your Blood Maledict feature, which does not count against the number of blood curses known.

Blood Curse of the Crimson Word

As a bonus action, you project your will into the lifeblood of a creature you can see within 30 feet in order to bring it to heel.  The target must make a Wisdom saving throw or become Charmed by you for one minute.  While charmed in this way, the creature automatically fails its saving throw against any Command spell you cast, and casting the Command spell through your Righteous Decree does not take a use of the feature when targeting someone cursed this way.  The target may repeat the Wisdom saving throw at the end of each of its turns, ending the curse on a successful save.

Amplify. You may choose to target a number of targets up to your Hemocraft modifier as long as they are within 30 feet of you.

 

Blood Curse of the Crimson Word (Intelligence)

Blood Curse of the Crimson Word

As a bonus action, you project your will into the lifeblood of a creature you can see within 30 feet in order to bring it to heel.  The target must make a Wisdom saving throw or become Charmed by you for one minute.  While charmed in this way, the creature automatically fails its saving throw against any Command spell you cast, and casting the Command spell through your Righteous Decree does not take a use of the feature when targeting someone cursed this way.  The target may repeat the Wisdom saving throw at the end of each of its turns, ending the curse on a successful save.

Amplify. You may choose to target a number of targets up to your Hemocraft modifier as long as they are within 30 feet of you.

Blood Curse of the Crimson Word (Wisdom)

Blood Curse of the Crimson Word

As a bonus action, you project your will into the lifeblood of a creature you can see within 30 feet in order to bring it to heel.  The target must make a Wisdom saving throw or become Charmed by you for one minute.  While charmed in this way, the creature automatically fails its saving throw against any Command spell you cast, and casting the Command spell through your Righteous Decree does not take a use of the feature when targeting someone cursed this way.  The target may repeat the Wisdom saving throw at the end of each of its turns, ending the curse on a successful save.

Amplify. You may choose to target a number of targets up to your Hemocraft modifier as long as they are within 30 feet of you.

Wrathful Judgement

At 18th level, you have honed your ability to manage and view your surroundings, piecing out the truth and meting out justice as you see fit.  You gain proficiency in Wisdom saving throws.

Additionally, when you hit a target with a weapon that has an active Crimson Rite, you can choose to end your active Rite on that weapon in a flare of elemental power; Doing so allows you to roll three additional Hemocraft dice in order to determine the damage the target takes. You may use this feature twice and regain all uses of it on a short or long rest.

Previous Versions

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12/1/2023 10:04:12 AM
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