Blood Hunter
Base Class: Blood Hunter

An order of Blood Hunters who have Wild Magic running through their blood.

Rite of Chaos

Level 3 Order of the Chaotic Sanguine Feature

When you activate your Crimson Rite use the damage done to you as your roll on the following table, the extra damage done by your Crimson Rite will be associated with the number on the table. 

1 - Fire - A streak of fire rapidly snakes along the ground toward an enemy within a range of 30 feet, leaping towards the target and exploding into a column of flame upon reaching them. The target must make a Dexterity saving throw, taking 1d4 fire damage on a failed save, or half as much damage on a successful one.
2 - Cold - A frigid beam of blue-white light streaks toward a creature within 30 feet of you. Target must make a Dexterity saving throw. The target takes 1d4 cold damage, and its speed is reduced by 10 feet until the start of your next turn on a failed save, or half as much on a successful one and doesn't lose any speed.
3 - Lightning - A bolt of lightning arcs toward a target of your choice that you can see within range of 30-feet. The target must make a Dexterity saving throw. The target takes 1d4 lightning damage on a failed save, or half as much on a successful one.
4 - Thunder - A wave of thunderous force sweeps out around you. Each creature with in 10-feet from you must make a Constitution saving throw. On a failed save, a creature takes 1d4 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
5 - Radiant - Your wild magic blood creates a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 1d4 radiant damage and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
6 - Necrotic - Necromantic energy washes out of you targeting a creature of your choice that you can see within range of 30-feet, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 1d4 necrotic damage and you gain temporary hit points equal to the damage dealt on a failed save, or half as much damage and you gain no temporary hit points on a successful one.
7 - Psychic - The wild magic in your blood strikes a target’s mind with a psychic assault, inflicting damage and limiting its options. On a failed Intelligence save, the target suffers 1d4 psychic damage and is restricted to choosing only a move, an action, or a bonus action on its next turn, while also losing its reaction. Even on a successful save, the target still takes half damage, albeit without the additional restrictions.
8 - Force - A 20-foot-radius sphere of crushing force form around a creature of your choice that you can see within the range of 30-feet and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 1d4 force damage, and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled.
9 -10 - Roll an additional 2d8, you take additional damage equal to half of the roll and both effects happen simultaneously, and you now have both Rites active, although the extra damage of both Rites are 1d8 each.

Damage of all spells increase along with your Hemocraft die to 1d6 at level 5, 1d8 at level 11 and 1d10 at level 17.

Once you use this feature, you must finish a short or long rest before you can use it again. You can use this feature twice between rests starting at 15th level.

Wild Curses

Level 3 Order of the Chaotic Sanguine Feature

When you amplify one your Blood Curses use the damage done to you as your roll on the following table.

1 - You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
2 - You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
3 - You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
4 - You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration. Use your Hemocraft Modifier for spell save dc.
5 - For the next minute, you can see any invisible creature if you have line of sight to it.
6 - For the next minute, you regain 5 hit points at the start of each of your turns.
7 - Creatures have disadvantage on saving throws against the next ability you use in the next minute that involves a saving throw.
8 - You are frightened by the nearest creature until the end of your next turn.
9 - If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
10 - You can take one additional action immediately.

Wild Retreat

Order of the Chaotic Sanguine Feature

Level 7 Feature

When you are the target of a spell or attack, as a reaction you may roll a 1d4 and the following random outcome happens

1 - You use half your speed to move as close to the attacker/caster
2 - You teleport up to 15 feet to an unoccupied space that you can see.
3 - You use half your speed to move as far away from the attacker/caster.
4 - You vanish from your current plane of existence and appear in the Ethereal Plane until the start of your next turn, you then reappear in the space you left or in the nearest unoccupied space if that space is occupied.

Once you use this feature, you must finish a short or long rest before you can use it again. You can use Chaotic Retreat twice between rests starting at 15th level.

Chaotic Brand

Order of the Chaotic Sanguine Feature

Level 11 Feature

When you apply your Brand of Castigation to a target, roll 1d6 and the random affect also is applied

1 - You are also branded by your Brand of Castigation, as if by your target. Your branded target now gains all the benefits of Brand of Castigation against you. Furthermore, each time you deal damage to the branded creature or a creature they can see within 5 feet, you take psychic damage equal to your Hemocraft modifier (minimum of 1).
2 - Whenever you deal damage to another creature using your hemocraft die, you may deal that same damage to one other creature within 10 feet of you. 
3 - Can’t benefit from invisibility effects while branded by you.
4 - Your brand doesn't take hold and is dispelled immediately.
5 - Whenever you hit a creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite.
6 - Your Brand of Castigation feature digs dark arcane scars into your target, leaving them vulnerable to your attacks.

Chaotic Wings

Order of the Chaotic Sanguine Feature

Level 15 Feature

While you have Rite of Chaos active you sprout magic wings which take on the form of which rite is active. Your Chaotic Wings give you a fly speed equal to your walk speed.

Chaos Mastery

Order of the Chaotic Sanguine Feature

Level 18 Feature

Whenever you roll on any Chaotic Table you can roll one more die and taking any result you wish.

Comments

Posts Quoted:
Reply
Clear All Quotes