Base Class: Blood Hunter (archived)
Blood Hunters of this order revel in bloodshed. Their favored prey are usually blood drinking creatures such as vampires, chupacabras and stirges.
Blood Curse of Hemorrhaging
At 3rd level when you join this Order you learn the blood curse, Blood Curse of Hemorrhaging (detailed below).
Blood Curse of Hemorrhaging. Whenever a creature within 30 feet of you hits a creature that you can see and draws blood, you can use your Reaction to hemorrhage the wound. The creature must make a Constitution saving throw or take additional necrotic damage equal to your Crimson Rite damage die on a fail; or half as much on a success. This curse ignores necrotic resistance.
Amplify. This curse deals additional necrotic damage equal to your Wisdom modifier.
Life Through Blood
At 3rd level when you join this Order you always Amplify any Blood Curse you use. However you also gain Temporary Hit Points equal to the amount of damage taken in order to Amplify a Blood Curse or when casting a Crimson Rite.
Temporary Hit Points gained in this way can stack meaning damage taken from Amplifying a Blood Curse or casting a Crimson Rite do not subtract from the Temporary Hit Points as part of their costs of casting, instead always directly affecting your hit points. You cannot gain Temporary Hit Points from sources other than the features of this class and any healing you receive while you have Temporary Hit Points is halved.
In the event you would reduce yourself to 0hp from using an Amplified Blood Curse or casting a Crimson Rite you fall unconscious and lose any Temporary Hit Points.
Rite of Viscera
At 7th level whenever you activate a Crimson Rite the damage you take to your hit point maximum in now only equal to half your level (rounded down) but the damage itself remains the same. (Example: you are level 7, your hit point maximum = 70. You cast your Crimson Rite, your hit point maximum becomes 67 and you are now at 63/67 hit points.)
Additionally, you learn the esoteric rite, Rite of Viscera (detailed below).
Rite of Viscera. Your rite damage is acid type. The damage you suffer from activating this rite is doubled. In addition to adding your Rite damage you gain the following benefits:
- Your weapon's reach increases by 5 feet
- If the subject of this Rite is a one handed melee weapon without the Versatile property it becomes Versatile. If the weapon is already Versatile its damage dice scale up by 1.
Upon reaching 13th level, while Rite of Viscera is active you can make a ranged spell attack as an Action on your turn using your Wisdom modifier. The range is 60 feet, the damage is acid type and equals your Crimson Rite damage die rolled twice.
Exsanguinous Epidemic
At 11th level whenever you use your Blood Curse of Hemorrhaging it can now effect any creature regardless of whether or not it has blood. Additionally any creature you choose within 10 feet of the victim of your Blood Curse of Hemorrhaging that is not at full hit points must also make the saving throw.
Essence Drain
At 15th level you learn the spell Vampiric Touch, you regain hit points equal to the full damage dealt as opposed to half, you can cast it with a range of 30 feet and can cast it Wisdom modifier times per rest. Whenever you hit with the first melee weapon attack of your turn you can forgo your Extra Attack to instead cast Vampiric Touch as a Bonus Action.
Sanguine Evisceration
At 18th level you attempt to siphon the life from everything around you after expunging your own. As an Action, reset your maximum hit point total to its normal level, remove any temporary hit points you currently have and reduce yourself to 0 hp; you fall unconscious but do not fall prone and cannot be healed by sources other than this feature when rendered unconscious in this manner. At initiative count 1 the second effect of this feature will proc. As a part of this same Action the following effects occur:
- Every creature, regardless of whether or not it has blood, within 100 feet of you must make a Constitution saving throw, you can choose individual creatures to not be affected. Each creature in the 50 foot radius takes irresistible necrotic damage equal to your Crimson Rite damage die times your Blood Hunter level (18d12 at 18th level), or half as much on a success. You heal for the amount rolled.
- If you heal more than half your maximum hit points as a part of Sanguine Evisceration you regain one use of Blood Maledict and your Rite of Viscera is applied to your currently equipped weapon.
- In the event a Medium or smaller creature dies as a result of Sanguine Evisceration, it is reanimated under your control at the start of your next turn as a Vampire Spawn (use the stat block from the Monster Manual) they take their turn(s) directly after yours and you can command them all as a Bonus Action. They remain until reduced to 0hp. After 1 minute any Vampire Spawn created by this feature die and are reduced to ash.
Previous Versions
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10/17/2019 8:11:40 PM
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82
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13
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1.0
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Coming Soon
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