Blood Hunter
Base Class: Blood Hunter

"Let me suffer for your sins."

-Abraham Greene, a martyr known for his deeds to help bless those who had previously been criminals.

 

A Greater Good

The sacred Order of the martyrs was founded in a lost time out of desperation, in a time where war and bloodshed were rampant, disease and famine were ravaging the common souls, many injured and sick left unattended. The hope of a miracle or blessing from the gods diminishes as time went on and more souls are lost. Some folks simply cannot watch as their loved ones dies before them. And so, the Order of martyr was created as one of the desperate efforts to curb the bloody aftermath. Through the use of hemocraft, they sacrifice and push their own vitality to the limits to mimic the healing capabilities of clerics, taking on the pain and suffering of others. All in the hopes of comforting the injured and instilling hope to those with the means of betterment. Though those times have long since passed, the Order still persist to this day, aiding those in need at the cost of their own suffering.

Self-Sacrificing Healers

A martyr of the order is not a death-seeker; quite the contrary, they hold life at the highest value, to the extent of being willing to sacrifice something so priceless for something of even greater worth. If the martyrs would be to take act in battle, they would not hesitate to stand alongside the front lines to lessen the burden of pain and fend off the aggressors. Most martyrs spend their days in hospitals or temples, helping alongside clerics and paladins to heal and comfort the wounded. Though, it is not uncommon for martyrs to take part in physical training in order to strengthen their own vitality and martial prowess as to better protect the weak in dire situation.  They often lead a quiet unassuming live, striving to end as much of the pain in the world as they can, before the pain they give themselves finally catches up.

Sin Bearer

Beginning at 3rd level, you gain a pool of d8s equal to your blood hunter level known as Martyr Dice.

Once per turn, as an action, you can spend a number of these dices up to your Hemocraft modifier to heal an ally other than yourself that you can touch. You can choose to replace one of your attack action from multiattack feature with this action. You take irreducible necrotic damage equal to half the health healed to your ally(rounded down).

If the damage taken from this feature would result in you reaching 0hp or below, your ally will only be healed twice the amount of hp you have loss from this feature before you reached 0hp or below, you will then go into the dying state under normal rules.

You regain all spent martyr dice on a long rest.

Devotion

Starting at 3rd level, you gain the ability to further sacrifice your own lifeforce to save the gravely wounded. 

You gain an additional use of your blood maledict feature. Once per turn, as a bonus action you can expend one use of your blood maledict feature and roll a hemocraft dice, healing an ally within 90ft of you that you can see for the total number rolled, as you take the same amount of irreducible necrotic damage.

If this feature would reduce your hp to 0 or below, your ally will only heal the same amount of hp you have loss from this feature before you reach 0 hp or below. You will then go into the dying state and roll death saves as normal.

At 5th level you roll 2 hemocraft dice when determining the amount healed and damage taken; At 11th level you roll 3 hemocraft dice, and at 17th level you roll 4 hemocraft dice.

Unyielding Servitude

Upon reaching 7th level, your repeated usage of sacrificial hemocraft have altered your body to be more resilient and enduring. While in the dying state, you have the following effects:

  • You have advantage on death saving throw.
  • A critical hit against you only counts as one failed death saving throw.
  • You regain 1 hp if you are stabilized. 

Additionally, upon failing three death saves but before declared as dead, you can cause your body to erupt with hemocraft energy, causing the following effects in a 30ft radius, only then you are declared dead.

  • Hostile creature within the radius must make a wisdom save throw against your martyr DC (8 + wisdom modifier + proficiency bonus). If the creatures fail the saving throw, they are stunned for 1 round. If they succeed, nothing happens.
  • Allies within that radius recovers hit points equal to your blood hunter level.

Once you have used this feature, you cannot use it again until you have long rested.

Scapegoat

Beginning at 7th level, you gain access to the Blood Curse of the Scapegoat. This doesn't count towards your Blood curses known.

Blood Curse of the Scapegoat

As a reaction, whenever you see an ally within 30ft of you take damage from a spell or attack roll, you can swap places with the target, taking the damage for them. This damage cannot be reduced in any way.

Amplify. The range increases to 60ft, and you can make a single weapon attack as part of the reaction after taking the damage.

Brand of Pain Resonance

Upon reaching 11th level, your Brand of Castigation feature muddles the mind and sanity of your target with immense feeling of agony, leaving them vulnerable to your hemocraft magic. A creature branded by you has disadvantage on saving throws against your Blood Curses. Additionally, whenever the branded creature would recover hit points in any way, you would recover hit points equal to half of the hit points recovered by the branded creature (rounded up).

Resonant Curse

Beginning at 15th level, your curses resonate with others, granting you bonus effects.

You gain an additional use of your Blood Maledicts and your Blood curses can now target up to two creatures within 10ft of each other.

Once per short rest, when using a blood curse, you can amplify the curse without rolling additional hemocraft dice.

Last Penance

At 18th level, when damage you take would drop you to 0 hp or below but not kill you outright, you can choose to remain standing, your own blood resonating with your last breath to puppeteer your dying corpse.

For a number of turns equal to your Hemocraft modifier, your body defies the rule of death, allowing you to take your turns as normal. During these turns you roll death saves as normal and cannot regain hit points through any methods.

If you would be stabilized by an ally performing a DC10 medicine check on you, rolling 3 successful death saving throw or roll a natural 20 for death saving throw, you would instead reset the death saving throw counter.

At the end of your final turn, your body immediately collapses, if you would have accumulated 3 failed death saving throw before you could be stabilized at any point during these turns, you die immediately. If not, your body cocoons itself in a thick layer of hardened blood for 1d4 days. After these days are up, you awake at 1hp, with two levels of exhaustion.

The cocoon has an AC of 18 and 100 hit points; if it is destroyed before you awake, you immediately die.

Once this feature has been used, it cannot be used again until you have taken a long rest.

 

Previous Versions

Name Date Modified Views Adds Version Actions
4/9/2024 1:04:21 PM
10
1
1.0
Coming Soon