Base Class: Blood Hunter
Subclass Requirements: In order to choose this subclass a Bloodhunter must have chosen the Rite of the Storm as their first level Primal Rite. They must also abandon their Blood Maledict feature.
Eyes of Night
Starting at 3rd level, You can see through the deepest gloom & are at home in a storm. You have darkvision out to a range of 60ft. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. If the player already had darkvision increase the range by 60ft. Additionally during a storm your darkvision doubles.
Rite of the ArcBow
When you join this order at 3rd level, you learn the Rite of the ArcBow (detailed below).
Rite of the ArcBow. Your rite damage is lightning damage. While the rite is active, you gain the following benefits:
- Your weapon ignores the loading & ammunition property. When a ranged weapon is drawn a bolt of electrical energy appears ready to fire within the weapon. This bolt lasts until the end of your turn at which point it fades away.
- Your weapon becomes magical for the duration of your rite & gets a bonus to your attack roll equal to half your proficiency bonus rounded down.
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
- You can spend 10 minutes focusing on your weapon, if you do you pull the storm back inside you & recover the use of your Crimson Rite feature.
You are unable to learn any other rites. If you would learn another rite you instead add an additional hemocraft die to any uses of your Crimson Rite.
You lose access to the Blood Maledict feature & all bloodcurses you know.
Overload
Beginning at 3rd level, you can focus on a creature & cause an overload. The target takes a number of hemocraft die equal to the number of successful hits with your Crimson Rite it suffered this turn & loses its reaction until the beginning of its next turn, add your INT modifier (minimum of 1) to the total damage. If you haven't moved from where you attacked this turn the creature suffers disadvantage on the save. On a successful CON save it takes half the damage & can still use its reactions.
Thunderous Rebuttal
Upon reaching 7th level, as a reaction when an ally you can see takes damage. You can force the attacker to suffer sonic damage equal to the total damage it just dealt. You can use this ability a number of times equal to your INT modifier & they recharge on a long rest.
Brand of Thundering Retrieval
Beginning at 11th level, your Brand of Thundering Retrieval now afflicts your target with the destructive fury of the storm, leaving them vulnerable to your Crimson Rite. Whenever you damage a branded creature with your Crimson Rite, your weapon deals one additional hemocraft die of damage. In addition you can teleport the creature to an open space within 5ft of you causing 5d10 sonic damage to anyone within 5ft of the creature when it leaves. You can only do this to the creature one time before it becomes immune to this effect until branded again. You must be able to see the target & it takes a bonus action to activate.
Synaptic Paralysis
At 15th level, you’ve honed your hemocraft art to a fine point. Whenever you score a critical hit with your rite on a creature it becomes paralyzed until the end of its turn as the electrical damage racks through its body. On a successful CON save nothing happens. A creature marked with your Brand of Castigation feature is affected by this regardless of if the hit is critical & suffers disadvantage on the save to avoid this effect.
Storm Lord
Upon reaching 18th level, you become the Storm so many fear. When your Crimson Rite is active as a bonus action you cause a localized storm to form in a 30ft radius around you. The area becomes heavily obscured as lightning, thunder & high winds run rampant in the area .You can see clearly in the Storm & know the location of anyone within the radius regardless of line of sight. You also have advantage on all attacks within the storm. Additionally you can grant a number of creatures equal to your proficiency bonus the ability to see clearly while inside the storm. If you share this power the storm ends 1 minute later & doesn't start again until you start a new Crimson Rite.
Previous Versions
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11/12/2025 12:18:02 PM
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