Blood Hunter
Base Class: Blood Hunter

Those that are a part of the Order of the Hellfire Avenger are among the most devoted to the ideas of punishing evil creatures for their crimes against the innocent.  Having witnessed the unchecked power of hellfire firsthand, primarily through the study of the hell knights known as narzugons, these hunters have adopted it as a means of delving out vengeance to the wicked.  The fire in their blood can burn the body and sear the mind, afflicting a terrible retribution.  Along with their newfound capabilities comes the unyielding desire to purge those guilty of the greatest sins and a volatile change to the nature of their hemocraft.  They are the fiery scourge of miscreant monsters.

Volatile Reviler

You gain the Rite of the Flame as a part of your Crimson Rite ability.

In addition, our blood ignites whenever you use hemocraft magic.  Whenever you roll a hemocraft die and lose hit points, creatures within 10 feet of your location take fire damage equal to the amount rolled.  You can choose a number of creatures equal to your Intelligence or Wisdom modifier (minimum of 1) that are unaffected by the damage.  The damage of this ability increases to to two rolls of your Hemocraft die at Level 11.

Hellfire Knight

You gain the Blood Curse of Exposure for your Blood Maledict feature.  You can use this blood curse an additional number of times equal to your proficiency bonus.  This does not count against your number of blood curses known.

While your Crimson Rite is active, you gain resistance to the associated damage type.

Additionally, you gain proficiency with heavy armor and the Infernal language.


Blood Curse of Exposure

When a creature you can see within 30 feet is hit by an attack or spell, you can use your reaction to temporarily weaken their resilience against it. Until the end of the turn, the target loses resistance to the damage types of the triggering attack or spell.

Amplify. The target instead loses invulnerability to the damage types of the triggering attack or spell, having resistance to them until the end of the turn.

Through Fire and Brimstone

The connection granted by your Brand of Castigation magically draws you towards your prey.  As a bonus action, you can take the Dash action towards a branded creature.  Whenever you utilize this specialized movement, you ignite the path that you travel.  You create a 5-foot line of fire behind you for the duration of this movement that lasts until the beginning of your next turn.  Creatures that move for the first time or begin their turn within 5 feet of the flames take fire damage equal to a roll of your hemocraft die.

Additionally, whenever a branded creature is reduced to 0 hit points, you can utilize your reaction to move the Brand of Castigation to a new target within 60 feet of your location.  If you use this feature, you must roll your hemocraft die and lose hit points equal to the amount rolled.

Brand of Penance

Your fire damage against foes marked with Brand of Castigation subjects them to painful visions of their wrong-doing. Whenever a branded creature takes fire damage from your Blood Hunter abilities, it takes additional psychic damage equal to the fire damage dealt.

Hellfire Steed

You can call forth a creature corrupted by hellfire to assist in riding down those that would attempt to escape your judgement.  As an action, you can summon a nightmare, as if conjured by the find steed spell.  While mounted on this creature, you can utilize your Through Fire and Brimstone ability to command the nightmare to Dash with a bonus action and conjure a line of fire behind the steed as it moves this way.  The damage of this feature increases to two rolls of your Hemocraft die. This creature disappears after 1 hour or when its hit points reach 0.

You can utilize this ability once per long rest, unless you roll your hemocraft die and lose hit points equal to the amount rolled to summon it again.

Blood Curse of the Condemner

You can ignite the evils with a creature's past to scourge their mind with hemocraft magic.  You gain the Blood Curse of the Condemner for your Blood Maledict Feature.  This does not count against your number of blood curses know.


Blood Curse of the Condemner
Prerequisite:  18th level, Order of the Hellfire Avenger

As an action, you can choose one creature that you can see within 120 feet of your location and attempt to mentally subject it to its own evil.  That creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute.  A creature frightened this way has its speed reduced to 0 for the duration of the effect and cannot look away from you.  They can make a saving throw at the end of each of their turns to resist its effects.  A creature that succeeds on this saving throw is immune to this blood curse for the next 24 hours.

Amplify.  The target takes psychic damage equal to four rolls of your Hemocraft die each time they fail the saving throw.

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