Base Class: Blood Hunter (archived)
The order of the hunt is among the oldest, dating back to when the blood magics first were first discovered. These hunters were known for being the most persistent, never letting their prey escape.
Enhanced Sense
Due to side effects of your imbibing you become more sensitive to addition threats. choose one of the following creature types and add it to the list of creatures you can track with your Hunters bane
Aberration, Celestial, Dragon, Giant, or Monstrosity
for the purposes of this feature a transformed lychanthrope is considered a monstrosity
Also at the beginning of each day choose a creature type from your Hunters bane list, When ever you examine tracks left over by that creature type you will automatically know that it is that creature that and start your hunt against it.
at 7th and 15th level you get to choose an additional creature type to add to your Hunters bane list and you choose an additional creature type to track at the beginning of the day
Aberration
Aberrations are utterly alien beings. Many of them have innate magical abilities drawn from the creature’s alien mind rather than the mystical forces of the world. The quintessential aberrations are aboleths, beholders, mind flayers, and slaadi.
Celestial
Celestials are creatures native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi.
Dragon
Dragons are large reptilian creatures of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less magical, such as wyverns and pseudodragons.
Giant
Giants tower over humans and their kind. They are humanlike in shape, though some have multiple heads (ettins) or deformities (fomorians). The six varieties of true giant are hill giants, stone giants, frost giants, fire giants, cloud giants, and storm giants. Besides these, creatures such as ogres and trolls are giants.
Monstrosity
Monstrosities are monsters in the strictest sense — frightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owlbears), and others are the product of terrible curses (including minotaurs and yuan-ti). They defy categorization, and in some sense serve as a catch-all category for creatures that don’t fit into any other type.
Rite of the Venomous fang
When you join this order at the third level you gain access to the esoteric Rite of the Venomous fang
Rite Of The Venomous fang. Your rite damage is poison . The damage you take from activating this rite is halved.
Upon reaching 11th level you add you wisdom modifier to any damage you deal with this rite. When you deal damage with this rite to a creature it must make a constitution saving throw against your save dc ( 8 + proficiency + wisdom modifier), on a failed save the target becomes poisoned.
Hunters edge
You adapt your movement and techniques to the creatures you are tracking. Creatures that are being tracked by your Hunters bane feature have disadvantage on perception checks or a -5 to their passive perception when trying to perceive you.
Additionally when you start a Crimson Rite on a weapon all of its damage is considered magical until the rite ends.
Hunters toxin
At 11th learn to modify the toxin you apply to your weapon when you activate the Rite of the Venomous Fang . Chose one of the following damage types poison, fire, lightning, thunder or cold damage. Attacks made with the weapon with the activated rite ignore resistance to that damage. If a creature becomes poisoned from your Rite of the Venomous Fang they lose resistance to that damage as long as they are poisoned from the rite.
Additionally your poison is potent enough to effect creatures normally immune, If a creature has immunity to poison damage it is treated as resistance, if they have immunity to the poisoned condition they make the constitution saving throw against you Rite Of The Venomous Fang at advantage
Perfected hunt
You master every aspect of hunting the targets of your hunters bane. When ever you make a check to track , percieve, or recal information about a target of your hunters bane and roll lower than a 10 on the d20 you treat the roll as a 10
Keen sense
You use your action to take your senses to the extreme sensing the weaknesses and strengths of a creature that is the target of your Hunters bane and within your sight. You learn all immunities, resistances and vulnerabilities of the creature. You can use this feature a number of times equal to your wisdom modifier+ 1
You can enhance this ability by taking damage equal to your crimson rite dice.
When you enhance it you can add you wisdom modifier to attack rolls made against that creature till the end of your next turn
Adaptability
As an action you can consume flesh or blood from one of the creature types you can hunt with your Hunters bane feature and alter your body to take on some of its properties. When you do this you take damage equal to your level and gain one of the following effects for 1 hour. The flesh or blood must less than 24 hours old otherwise it will have no effect. While this effect is active any effects that activate on the creature who's blood or flesh you consumed will also activate on you. (I.E. dragon slaying sword or mace of disruption).you can only benefit from this feature once per a long rest
Aberration: The process alters your mind in strange and alien ways. You gain resistance to psychic damage and you gain telepathy to 30 feet
Celestial : You feel divinity rush through you. You gain resistance to radiant damage and you gain truth sense
Dragon: Your body alters and you gain the ferocity of a dragon. Choose one damage resistance or immunity that the dragon who's blood you are drinking has and gain resistance to that damage type, additionally gain a single use of legendary resistance
Giant: You can feel the ancient blood of the giants Chang and strengthen your own body. You become enlarged as if effected by the enlarge/reduce spell, additionally your constitution score and maximum increase by 2.
Fiend: The dark power of the lower planes floods through you. Choose one damage resistance or immunity that the fiend who's blood you are drinking has and gain resistance to that damage type, additionally you choose one of the senses that fiend has and gain it with half the normal range. If you already have that sense you choose which ever has the longer range.
Fey: The primal magic of the fey alters your mind .Your charisma or wisdom score and maximum are increased by 2 and you have advantage on the chosen scores saving throws
Monstrosity: Your body changes, making you a more physically frightening foe. Your strength or dexterity score and maximum is increased by 2 and you gain advantage on the chosen scores saving throws
Undead: You feel the tether your mind and body have to your soul weaken. You gain resistance to necrotic damage and gain advantage on saving throws against being paralyzed, frightened or poisoned
You can only use this feature once per a long rest.
Previous Versions
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