Base Class: Blood Hunter
The multiverse holds infinite threats. From the demons, prowling from the depths of the Abyss, to the aberrations machinating from the Far Realm, where the gods’ eyes dare not gaze. The forces of the realms beyond are vast and powerful, and the ordinary person cannot hope to stand against them.
You are a blood hunter whose order’s arcane rites bend space to their will. You can tear open rifts through spacetime and travel through planes to combat the forces of evil all across the universe.
Hemolytic Rift
When you choose this archetype at 3rd level, you learn special blood techniques that allow you to open Rifts in space time. These Rifts use your Blood Maledict score and consume a charge of your Blood Maledict to use. You can use two types of Rift:
Hemolytic Portal: As an action, you choose an unoccupied space that you can see within 30 feet of you, and another unoccupied space within 30 feet of the first space. You tear open spacetime, creating two connected portals in those spaces that remain for one minute. These portals are amorphous and occupy the spaces they appeared in. You and friendly creatures can enter one of the portals and appear out the other. Hostile creatures cannot enter the space of the portal as they are repelled by the fabric of reality.
At 11th level, the range you can place both portals increases to 60 feet.
Hemolytic Sinkhole: As an action, you choose an unoccupied space that you can see within 30 feet of you. You tear open a volatile hole in spacetime that attracts things into it. All creatures within a 15 foot radius centered on the sinkhole must make a Strength saving throw or be moved 15 feet towards the center. A creature that starts their turn in or enters the center for the first time on their turn's movement speed is halved and takes 2d6 force damage. They must repeat the saving throw to avoid being drawn back in at the start of each of their turns so long as they remain in range of the sinkhole.
Weightless Blood
Starting at 3rd level, your blood carries permanent gravitational magic. You gain a climbing speed equal to your walking speed, and can walk on walls and the ceiling as if they were floors.
Gravitational Adaptation
Upon reaching 7th level, you have some level of resistance to the effects of gravity. You have resistance against fall damage, have advantage on saving throws against being knocked prone and effects that manipulate gravity such as the Levitate, Gravity Sinkhole, and Reverse Gravity spells.
Additionally, your attacks carry gravitational force. Once per turn when you successfully hit a creature with a weapon attack using a weapon with a Crimson Rite active, you can force the target to make a Dexterity saving throw using your Hemocraft modifier or be knocked prone.
Brand of Anchoring
Starting at 11th level, your Brand of Castigation distorts your mark's spatial and gravitational center. Creatures marked by your brand have disadvantage on Strength, Dexterity, and Constitution skill checks and saving throws.
Star Walker
At 15th level, your ability to tear apart reality has granted the ability to traverse reality with ease. Once per long rest, you can cast either Teleport or Plane Shift.
Merge With Stars
Upon reaching 18th level, your ability to step in and out of realms has become instinctual, and can save you from death. Once per long rest when your hit points are lowered to zero, you can retreat into a space between spaces as if under the effects of the Etherealness spell, but without the restrictions of what planes you can use this ability in. When you enter this state, you can immediately move your entire movement speed and spend up to half of your maximum hit dice to restore your hit points. You re-enter the material plane at the start of your next turn.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/14/2025 7:08:20 AM
|
1
|
0
|
1.0
|
Coming Soon
|
|
|
2/12/2026 6:44:59 AM
|
3
|
2
|
--
|
Coming Soon
|
Comments