Blood Hunter
Base Class: Blood Hunter

Blood Hunters of the Order of the Sanctified bind their Hemocraft not to darkness, but to radiant purpose. Their rites burn like halos, their blood becomes sacrament, and their suffering is offered so that others might endure. These hunters are warriors who have learned to make pain holy, turning each wound they inflict upon themselves into light, judgment, and grace.

Some are chosen by celestial powers, marked by visions, radiant sigils, or wings of spectral fire. Others ascend through discipline alone, forcing their own blood to answer to a higher calling. Whatever their path, all who walk this order share the same creed: their flesh is a vessel, their blood a covenant, and their suffering a shield for those who still stand in the light.

Level 3: Halo Rite

Starting at 3rd level, when you activate a Crimson Rite, you can choose for the rite’s damage type to be Radiant instead of its normal damage type, if the chosen type's Radiant, your shed blood turns into liquid light. For the duration of the rite, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. Furthermore, while the rite is active, your veins and scars glow faintly with holy fire, granting you Advantage on Charisma (Persuasion) checks made to interact with Celestials, clerics, and paladins of good-aligned deities who can see this manifestation.

In addition, while a Crimson Rite is active on weapon you wield, once on each of your turns when you hit a creature with that weapon, one creature of your choice other than you within 30 feet of you regains Hit Points equal to your Intelligence modifier.

Level 3: Sanguine Benediction

Your blood carries restorative grace.

Starting at 3rd level, when you use your Blood Maledict, choose one creature of your choice other than you within 30 feet of you. That creature regains Hit Points equal to one roll of your Hemocraft die + your Intelligence modifier.

A creature can regain Hit Points from this feature only once on each of your turns.

Additionally, your blood burns with a purifying light. As an Action, you can take Necrotic damage equal to one roll of your Hemocraft die to touch a creature and cleanse its body. You end one disease or one of the following conditions afflicting the creature: Blinded, Deafened, Paralyzed, or Poisoned. The damage you take from this feature can’t be reduced in any way.

Level 7: Interceding Wing

You can cast your pain outward as a warding grace.

Starting at 7th level, when a creature you can see within 30 feet of you takes damage, you can use your Reaction to reduce that damage by one roll of your Hemocraft die + your Intelligence modifier. You then take Necrotic damage equal to half the amount reduced.

If this reduces the damage to 0, that creature also regains Hit Points equal to your Intelligence modifier. Additionally, whether the damage is reduced to 0 or not, the spectral feathers linger as a blinding ward; the attacker has Disadvantage on the next attack roll it makes against the shielded creature before the start of your next turn.

You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Level 11: Judgment of Grace

Your curses punish cruelty and turn suffering into mercy.

Starting at 11th level, when a creature affected by one of your Blood Curse deals damage to a creature other than you, the cursed creature takes Radiant damage equal to one roll of your Hemocraft die.

In addition, you can choose to have the damaged creature regain Hit Points equal to your Intelligence modifier.

Level 15: Ascendant Saint

Starting at 15th level, as a Bonus Action, you manifest a halo and spectral wings for 1 minute. For the duration, you gain the following benefits:

* You gain a flying speed equal to your walking speed.
* You shed Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
* Once on each of your turns, when you deal Crimson Rite damage to a creature, one creature of your choice within 30 feet of you regains Hit Points equal to one roll of your Hemocraft die + your Intelligence modifier.
* When you use Interceding Wing, the damage reduced increases by one roll of your Hemocraft die.
* Creatures of your choice within 10 feet of you have Advantage on saving throws against the Charmed and Frightened conditions.
* If a creature regains Hit Points from one of your Order of the Sanctified features and any of those Hit Points would exceed its Hit Point maximum, the excess becomes Temporary Hit Points instead.

Once you use this feature, you can’t do so again until you finish a Long Rest.

Level 18: Sacrament of the Martyr

Your blood becomes a vessel of transcendent grace.

Starting at 18th level, when you take damage from one of your Blood Hunter class features or Order of the Sanctified features, choose one creature other than you within 30 feet of you. That creature regains Hit Points equal to your Intelligence modifier.

In addition, while Ascendant Saint is active, when one of your Order of the Sanctified features causes a creature other than you to regain Hit Points, you can choose a second creature other than you within 30 feet of you to regain the same number of Hit Points.

Finally, your ultimate sacrifice brings salvation in the darkest hour. When you are reduced to 0 Hit Points but not killed outright, you can choose to erupt in a blinding halo of grace. You immediately drop to 1 Hit Point instead of 0, and up to three creatures of your choice within 30 feet of you regain Hit Points equal to three rolls of your Hemocraft die + your Intelligence modifier. Once you use this part of the feature, you can't do so again until you finish a Long Rest.

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