Base Class: Blood Hunter
The Order of the Ghosthunter specialize in tracking down, isolating, and capturing or destroying ghosts, spirits and other undead. Most are self-employed or small-business owners hired by those concerned about spirits haunting their home or place of work.
Level 3: Rite of the Holy
When you join this order at 3rd level, you learn the Rite of the Holy as part of your Crimson Rite feature. When you activate the Rite of the Holy, the extra damage dealt by your rite is radiant damage. When you hit an undead creature with a weapon for which the Rite of the Holy is active, you roll an additional hemocraft die when determining the extra damage from the rite.
Level 3: Hunter's Weapon
While you have a Crimson Rite active on one of your weapons, you can use the Weapon Mastery property associated with that weapon.
Level 3: Curse the Cursed
Starting at 3rd level, your blood curses can target any creature, whether it has blood or not. When you target a creature with your Blood Maledict feature, the target takes 2d8 radiant or necrotic damage (you choose when you use this feature).
In addition, you gain 3 additional uses of your Blood Maledict, you regain these uses when you finish a long rest.
Level 7: Exorcist
You know how to defend yourself from the undead, and how to protect others. You have resistance to necrotic damage. In addition, you gain the following Blood Maledict Option:
Blood Curse of Purification
As an Action, touch one willing creature. The target is protected against Aberrations, Fey, Fiends, or Undead. The target can’t be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect. This protection lasts for 10 minutes.
Level 7: Hunter's Resilience
When you fail a saving throw against a fey, fiend, or undead, you can roll your hemocraft die and add the value rolled to your save potentially turning the failure into a success. When you use this feature you take necrotic damage equal to the value rolled on your hemocraft die, this damage cannot be reduced in any way. Once you've used this feature you cannot use it again until you finish a short or long rest
Level 11: Brand of Death
Your Brand of Castigation exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite feature. 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. In addition, you can expend a use of your Blood Maledict feature to use your Brand of Castigation.
Level 11: Soul Trap
When you hit a creature with a weapon that has an active rite, you can use a Bonus Action to bind it's soul to its current location. The target loses all benefits from any feature that allows it to move through objects (such as Incorporeal Movement).
In addition, if it willingly moves more than 30 ft from you it must make a Wisdom saving throw against your hemocraft DC, on a failure its speed is reduced to 0 until the start of your next turn (this has no effect if the creature starts its movement more than 30 ft from you). This effect lasts for 1 minute or until you end your turn more than 30 ft away from it.
Level 15: Curse Breaker
You can perform an esoteric rite to break curses and magical effects. As an Magic Action, choose one cursed creature or magic item, or spell or magical effect that is affecting an object, area or creature within 30 ft of you. Make an ability check using your hemocraft modifier, you are proficient in this check, and compare the result to the DC of the caster of the spell or magical effect on a success the spell or magical effect ends. If you target a cursed creature the curse affecting them ends, if you target a cursed magic item it instantly breaks attunement to the item allowing it to be removed.
Each time you use this ability, you take 3d8 necrotic damage that cannot be reduced by any means.
Cure Breaker (Wisdom)
Make an ability check using your Wisdom modifier + your proficiency bonus.
Curse Breaker (Intelligence)
Make the ability check using your Intelligence modifier + your proficiency bonus.
Level 18: Twisted Faith
You learn to protect your fading life by reabsorbing the Holy energy you coat your weapons in. If you have your Rite of the Holy active and it deals radiant damage when you are reduced to 0 hit points or die, you can choose to end this Rite and instead be restored to half your hit point maximum instead.
Once you have use this ability, your Rite of the Holy switches to necrotic damage, thus preventing this ability to be used again, until you finish a short or long rest.
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