Blood Hunter
Base Class: Blood Hunter

The Order of the Unshackled empowers Blood Hunters to break free from their shackles and liberate others, whilst striking down oppressive enemies with methods befitting their own cruel nature. Blood Hunters that join this order either have a very strong sense of justice or know what it's like to be treated as less than.

Chains of Liberation

At level 3,  you begin with 6 Liberation points and then gain another point every other level (E.g. 5th, 7th etc). Liberation points can be used to both activate abilities and enhance them. 

Spend a Liberation point to activate Chains of Liberation. A chain, or chains, constructed of blood covers whichever melee weapon/s you’re using. The chains have the following properties: Finesse, light, reach, bludgeoning. 

After some experimentation with your crimson rite, you have learned to reverse engineer and alter it, creating a new method that instead allows you to imbue your chains with the attack and damage, including magical damage, properties of whichever melee weapon it’s covering including your fists (E.g. If you’re using a Rapier +1, the corresponding chain will have a +1 to attack and deal 1d8+1 bludgeoning etc.).

At 6th level, the Chains of Liberation count as magical in their own right for the purpose of overcoming resistance and immunity to non-magical attacks and damage.  

Once activated, you can then use a bonus action to switch forms between chains or your weapon. Chains of Liberation last until a long rest. 

You may restore a number of Liberation points equal to your PB on a short rest, and restore the full amount on a long rest. Additionally when you spend a liberation point you can roll a d20 and on a DC 17 or higher you restore that point. As you proceed to liberate broken souls and gain a better understanding of your powers, the DC lowers by 1 every other level until level 17.

Abilities count as an attack and deal your regular weapon damage on hit. If you have Extra Attack you may take your second strike as normal. Must make attack roll for each ability. As you continue to master your blood magic, your control over your constructs also increases, learning to shape, extend, and retract your chains more precisely and to greater effect.

  • Shackle: Form shackles around an enemy’s wrists and ankles that you can see within 30ft, chaining them to a nearby surface. Target must succeed on a DC (8 + PB + Dex Mod) Dexterity Saving Throw or be restrained until the end of your next turn. If a target is airborne and fails their Dex save, they fall to the ground. At 8th level the target is restrained for an extra turn, but they may make a strength saving throw at the beginning of their turn to break free, losing their action.

Enhance. Can restrain an enemy and then activate crimson rite to do rite damage, or if it’s already activated spend another Liberation point to deal an extra 2 die of rite damage. 

  • Claim:  Throw a chain out to latch onto a target within 30ft. Target must succeed on a Dexterity saving throw or be pulled towards you by 20ft. At 8th level the range you can pull an enemy increases to 30ft and you can choose how far you pull them.

Enhance. If the target is successfully pulled towards you, you may spend a Liberation point to knock them prone. If a creature is Huge or larger they must make a strength saving throw vs your Athletics check.

  • Leash: Throw a chain at a target within 10ft and form a collar around their neck, shackling the opposite end to your wrist. Target must succeed on a Dexterity saving throw or be bound to you within a 10ft radius. The enemy takes 1d4 piercing damage at the beginning of their turn for three turns, unless they leave that radius in which case they take 2d8 piercing damage and the ability stops. This ability also stops if you move any further than 10ft away from the bound target. At 8th level the recurring damage increases to 1d6, and damage for leaving the radius increases to 2d10.

Enhance. If the enemy leaves the radius, you may spend a Liberation point to add another die of damage.

  • Revolution: You whip your chain/s around in a frenzy in a 10 foot radius, striking any enemies caught within. At 8th level the radius increases to 15ft.

Enhance. Spend a Liberation point to push any enemies hit 15 ft back.

Coagulate

At level 7, as a reaction, form a chain shirt out of blood to raise your AC by 3 for two turns. Attackers must succeed on a Dexterity saving throw or have the chain shirt reflect the attack and deal half damage to the attacker. This ability can be used twice before needing a long rest. You gain another use at 10th level and again at 14th.

Oppression

At level 11, when you brand an enemy, you can freely use Shackle, Claim and Leash on the target without having to spend Liberation points. They must still roll any saving throws and points must be spent on enhancing abilities.

Blood Curse of the Marionette

At level 15 you gain access to Blood Curse of the Marionette. This does not count against your number of blood curses known.

When an enemy you can see within 30ft of you is below half health, you may use a bonus action on your turn to try and temporarily take control of their body. The target must make a constitution saving throw, and upon a success nothing happens. On a fail you can force them to take an extra turn, controlling their full movement, bonus actions, melee attacks, ranged attacks, and cantrips. This does not take up the enemy’s next turn.


Amplify. You grant the creature’s attacks advantage.

Mortal Cage

At level 18, you can spend an action to imprison a target with 100 hit points or less within their own body by manipulating and halting the blood coursing through their veins. They must be within 60ft and you must have line of sight. Once you halt their blood, the target becomes permanently paralyzed unless removed with a Wish spell. You may use this once per long rest.

Order Of The Unshackled Image

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