Blood Hunter
Base Class: Blood Hunter

A once forgotten Order of Blood Hunters, the Order of the Black Sword are renegades of other orders, mostly those who sought out power greater than they could achieve through their old ways. Though they can be seen as traitors to other orders, they stand out as the most dangerous of all Blood Hunters.

This subclass drawn inspiration from the dark fantasy book series featuring Elric of Melniboné (Written by Michael Moorcock) and minor inspirations from the italian power metal band Domine.

The Chronicles of the Black Sword

Starting at 3rd level, you gain spellcasting. The spellcasting table is the same as the one from the Eldritch Knight Fighter archetype, but you may take any spells from the Wizard spell list of appropriate level.

Thunderstorm

At 3rd level, while you have an active Blood Rite and you deal damage to a creature, you may roll a hemocraft die to fuel your attack. The target must succeed on a constitution saving throw, or take the same  amount of damage from the attack one more time.

The Hurricane Master

At 7th level, after casting a cantrip with your action, you may make an attack roll using your bonus action.

Brand of the Scarlet Robe

At 11th level, you begin to siphon energy from the target of your Brand of Castigation. While you have an active Blood Rite and hit the target of your Brand of Castigation, you heal for the same amount of damage of your Rite.

Ancient Spirit Rising

When you reach the 15th level, you gain the ability to potentialize your concentration on spells. Whenever you cast a concentration spell, you may also utilize a Blood Curse as part of the same action, as long as the casting time of the Blood Curse is either an Action or a Bonus Action.

The Bearer of the Black Sword

Starting at 18th level, you may use your Bonus Action to activate both your Blood Rites on the same weapon, for the cost of three Hemocraft dice. You also gain the Blood Curse of the Champion Eternal.

 

Blood Curse of the Champion Eternal

As an action, you may force a creature within 60 feet of you to make a Constitution Saving throw. On a failure, they take two points of exhaustion and must use their next turn to use the attack action. If they are immune to exhaustion, they instead take 4d8 psychic damage.

Amplify: They take the psychic damage even if they are not immune to exhaustion.

Comments

Posts Quoted:
Reply
Clear All Quotes