Base Class: Blood Hunter
Dragon themed subclass for blood hunter
Rite of the Elements
When you join this order at 3rd level, you learn the Rite of Elements as part of your Crimson Rite feature. While the Rite of the Elements is active, the extra damage dealt by your rite is based on the dragon type you choose. While active you gain the following benefits:
- Creatures that start their turn within a 5 foot radius of you takes damage equal to one roll of your Hemocraft die plus half your level in Blood Hunter rounded down.
- You are resistant to damage the damage typed based on the dragon you choose.
Black
Your Crimson Rite damage is acid.
Blue
Your Crimson Rite damage is lightning.
Green
Your Crimson Rite damage is poison.
Red
Your Crimson Rite damage is fire.
White
Your Crimson Rite damage is cold.
Draconic Physiology
Starting at 3rd level, The dragons blood flowing through you greatly increases your resilience. Your hitpoint maximum increases by 1 per level in Blood Hunter, you gain a +1 bonus to your armor class, and you learn draconic.
Brand of Superiority
Starting at 7th level, You may make an additional weapon attack against branded creatures as a part of the attack action. The branded creature cannot prevent the damaged type of your chosen dragon. If a branded creature's hitpoints are reduced to zero hit points, you regain the use of your Brand of Castigation ability.
Dragon's Breath
Upon reaching 11th level, as an action you can absorb the elemental energy bound to your weapon, ending your Crimson Rite, doing so causes you to release a torrent elemental energy. Each creature in a 60 foot cone makes a dexterity saving throw against your Hemocraft DC. Creatures under you Brand of Castigation have disadvantage on the saving throw. On a failed save creatures takes damage equal to 4 rolls of your Hemocraft die plus your level in Blood hunter and half as much on a successful save. The damage type is the same as your ended Crimson Rite.
Blood Curse of the Feeble
At 15th level, your presence on the battlefield inspires dread in your enemies, causing them to flee in terror. You gain the Blood Curse of the Feeble for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Feeble
As a bonus action, a creature you can see in a 60 foot range is marked by your Brand of Castigation and must succeed on a Wisdom saving throw or be frightened for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the frightened effect on itself on a success.
Amplify. Each creature you can see in a 60 foot is marked by your Brand of Castigation and must succeed on a Wisdom saving throw or be frightened for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the frightened effect on itself on a success.
The of Brand of Castigation that this ability uses is counted separately from your regular Brand of Castigation. Meaning that if you use your regular Brand of Castigation and this ability, you can have two or more branded creatures. This Brand of Castigation benefits from all other class or subclass ability that may affect it. And Finally, marking a single creature with multiple Brand of Castigations does NOT give stacking benefits.
Body of the Ancients
Upon reaching 18th level, large draconic wings sprout from your back. You gain a flying speed of 80 feet. Creatures under the affect of your Brand of Castigation are vulnerable to the damage type associated with your dragon type.
Previous Versions
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