Base Class: Blood Hunter
The Hunter's Bane is too often strenuous on the body. Many Blood Hunters often find themselves maimed or disfigured, and disgusted with what they went through and what they've become. Forced to live with this pain, many devolve into madness. However, some take an oath - an oath to stop the Hunter's Bane from ever happening again, and to destroy all knowledge of it.
Spellcasting
By taking this oath, you gain the powers of wrath, mortality, and empathy. By exemplifying these ideals, you are able to cast spells.
Invoke Wrath
When you hit a creature with a melee weapon attack, you can expend one spell slot to deal psychic damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 4d6. The damage increases by 1d6 if the target is a Fey, Monstrosity, or Blood Hunter, to a maximum of 5d6.
Embrace Your Mortality
You have undergone horrible tortures, which may have led to disfigurement, extreme trauma, and even death. But in all of the pain and ordeals, you have found your center. You no longer fear death. You've become well acquainted with your own limits and capabilities, and in doing so, have achieved a fortitude and sense of calm even when faced with daunting adversity.
Beginning at 7th level, you gain the following effects:
- You have advantage on saving throws against effects that cause the Stunned, Charmed, and Frightened conditions.
- You may expend a spell slot to give yourself advantage on a death saving throw.
- As a bonus action, you may roll your Crimson Rite die plus your Constitution modifier. You regain HP equal to that number. You may use this feature a number of times equal to your proficiency bonus, per long rest.
Brand of Imbuement
Beginning at 11th level, your Brand of Castigation has become imbued with empathic energies. Once per turn, when you deal damage to a branded creature with your Crimson Rite, you may choose a creature within 30 feet of the target. That creature regains hit points equal to one roll of your crimson rite die.
Empathic Wrath
At 15th level, you have become a conduit for the world's hope for good, and anger towards evil. Their wrath and hope have suffused into your mentality, and have empowered your strikes. You deal an additional 1d6 necrotic damage whenever you hit a creature with a melee weapon attack.
Blood Curse of Vulnerability
Starting at 18th level, you can curse a creature to lower its defenses and become weak. You gain the Blood Curse of Vulnerability for your Blood Maledict feature. This does not count against your number of blood curses known.
Blood Curse of Vulnerability. As a bonus action, you can choose a creature within 30 feet of you. That creature becomes weak and lowers its defenses and resistances. The creature must make a Constitution saving throw. On a failure, the creature's resistances are nullified for the next attack that hits it. If this does not trigger, this lasts until the end of your next turn.
Amplify. The creature gains vulnerability to all damage from the next attack that hits it.
Previous Versions
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2/21/2026 5:25:51 PM
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54
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6
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1.0
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Coming Soon
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