Base Class: Blood Hunter
The Order of the Crisol are typically a devout collective that are granted blessings through the blood of their god. These blessings often grow with their faith, and function as both mediums for sacrifice and tools to assist in handling the heretical.
"Almighty Sun, guide my path. In this hour of darkness, as the shadows of the abyss close in. Let your sacred light banish them. And if I have to fall, let my flesh turn to ash, so my soul can sing to you. Consumed in your flames for all eternity, now and forever. Crisol." -Gabriel, soldier of the Sun God.
Level 3: Rite of the Sun
When you join this order at 3rd level, you learn the Rite of the Sun as part of your Crimson Rite feature. When you activate the Rite of the Sun, the extra damage dealt by your rite is Radiant. Additionally, while that rite is active on your weapon, you gain the following benefits:
- The Long Range of your ranged weapons are doubled.
- You cannot have Disadvantage on ranged weapon attacks as the result of your distance to your target.
- When you hit a creature with a ranged weapon attack with a weapon for which the Rite of the Sun is active, you roll an additional hemocraft die when determining the extra damage from the rite.
Level 3: Escarlata
Starting at 3rd level, your order grants you an ornate sanguine pistol called 'Escarlata'.
Escarlata is a magical ranged weapon that you are proficient with. The weapon has a range of 30 feet, a long range of 60 feet, and each bullet does magical piercing damage equal to your Hemocraft Die plus your proficiency bonus. You may only fire a maximum number of unexpended bullets each turn equal to your proficiency bonus, and all bullets fire as part of your attack action. Once a bullet is fired, it is expeneded and you must reload in order to replenish it.
Escarlata has a maximum number of bullets equal to the maximum result of your Hemocraft Die (3rd level = 4 bullets, 5th = 6 bullets, 11th = 8 bullets, and 17th = 10 bullets). You may load up to 2 expended bullets as a bonus action, or up to 5 as an action. You lose a number of Hit Points equal to your proficiency bonus for each bullet you load this way. If you are reduced to 0 Hit Points this way, you are immediately Stable, but may not reload until you finish a Long Rest.
Hemocraft Modifier: Intelligence
Your chosen Hemocraft modifier is Intelligence.
Hemocraft Modifier: Wisdom
Your chosen Hemocraft modifier is Wisdom.
Level 7: Weave Blood
Upon reaching 7th level, you can draw life from the less fortunate. As an action, choose a dead creature within 15 feet of you that you can see. The creature must have 0 Hit Points and died within the last 6 hours. Choose to either Absorb or Erupt the blood of your target as part of this action.
Absorb. You regain a number of Hit Points equal to twice your proficiency bonus, and the creature's body is destroyed.
Erupt. The creature's body explodes in a 10-foot Sphere, destroying it. Each creature within this space must succeed a Constitution saving throw against your Hemocraft save DC or take Necrotic damage equal to three rolls of your Hemocraft die plus your Blood Hunter level. Success = half damage, rounded up.
You may also perform a 1 minute ritual to target all eligible dead creatures within 60 feet of you, regardless of if you can see it or not. This only expends one use of this feature, and you may choose either Absorb or Erupt on each individual body.
You may use this feature a number of times equal to your proficiency bonus each Long Rest.
Level 11: Sawed-off Shotgun
Starting at 11th level, your order grants you an ornate sanguine shotgun that has been modified to defend the blood you've claimed.
Unlike Escarlata, the Sawed-off Shotgun can be fired as a special reaction. When a creature within the Sawed-off Shotgun's Long Range makes an attack roll against you, you may immediately take this reaction to fire the Sawed-off Shotgun at the attacking creature, regardless of if you can see it. This is a special reaction that you can take once per turn, and any number of times per round, so you can take other reactions normally.
Sawed-off Shotgun is a magical ranged weapon that you are proficient with. The weapon has a range of 15 feet, a long range of 30 feet, and each bullet does magical Piercing damage equal to of X rolls of your Hemocraft Die plus your proficiency bonus, where X is your proficiency bonus. You may only fire a single unexpened bullets as part of your attack action. Once a bullet is fired, it is expeneded and you must reload in order to replenish it.
Sawed-off Shotgun has a maximum of 2 bullets. You may load 1 expended bullet as a bonus action, or up to 2 as an action. You lose a number of Hit Points equal to your proficiency bonus times itself for each bullet you load this way. If you are reduced to 0 Hit Points this way, you are immediately Stable, but may not reload until you finish a Long Rest.
Level 11: Brand of Bermejo
Also at 11th level, your Brand of Castigation allows you to grow stronger at your foe's expense. Whenever you hit a branded creature with a weapon for which you have an active crimson rite, that rite is also applied to both your Escarlata and Sawed-off Shotgun.
While either your Escarlata or Sawed-off Shotgun are benefiting from a Crimson Rite, both weapons gain the following ability:
When you make a successful ranged weapon attack using the weapon, roll one of your Hemocraft die. If the result is 8 or higher, the bullet fired is not expended and can be fired again.
Level 15: Blood Curse of the Crusible
At 15th level, you force the power of your hemocraft to infect the veins of those unlucky enough to bare your curse - and those foolish enough to follow them. You gain the Blood Curse of the Crusible for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Crusible.
As a bonus action, you solidify the blood of a creature or object you can see within 30 feet of you. When the cursed creature takes damage from ranged weapon attacks, all other creatures you choose within 15 feet of it take magical Piercing damage equal to one roll of your Hemocraft Die. The cursed creature may make a Constitution saving throw on the end of each of its turns to end this curse.
Amplify. For every 5 feet the cursed creature moves, it takes magical Piercing damage equal to one roll of your Hemocraft Die as its solid blood strains against its own veins. Additionally, the cursed creature has Disadvantage on the saving throw.
Blood Curse of the Crusible
As a bonus action, you solidify the blood of a creature or object you can see within 30 feet of you. When the cursed creature takes damage from ranged weapon attacks, all other creatures you choose within 15 feet of it take magical Piercing damage equal to one roll of your Hemocraft Die. The cursed creature may make a Constitution saving throw on the end of each of its turns to end this curse.
Amplify. For every 5 feet the cursed creature moves, it takes magical Piercing damage equal to one roll of your Hemocraft Die as its solid blood strains against its own veins. Additionally, the cursed creature has Disadvantage on the saving throw.
Blood Curse of the Crusible
As a bonus action, you solidify the blood of a creature or object you can see within 30 feet of you. When the cursed creature takes damage from ranged weapon attacks, all other creatures you choose within 15 feet of it take magical Piercing damage equal to one roll of your Hemocraft Die. The cursed creature may make a Constitution saving throw on the end of each of its turns to end this curse.
Amplify. For every 5 feet the cursed creature moves, it takes magical Piercing damage equal to one roll of your Hemocraft Die as its solid blood strains against its own veins. Additionally, the cursed creature has Disadvantage on the saving throw.
Level 18: Theater of Idols
Upon reaching 18th level, you've finally come to understand that your faith in blood is greater than the devotion pledged to your order. You gain the following abilities.
Blades of the Four Disciples. Whenever you roll your Hemocraft Die to deal Necrotic, Piercing, or Radiant damage, the minimum number you can roll is 4.
Sanguine Surplus. When you use Absorb from your Blood Weaving feature, your Escarlata or Sawed-off Shotgun load one expended bullet.
Blood Blank. When at 0 Hit Points, you may expend any number of loaded bullets from your Escarlata or Sawed-off Shotgun. You add +1 to your next death saving throw for each bullet expened this way.
Comments