Base Class: Blood Hunter (archived)
You have, through unholy rituals, taken upon the essence of Fiends in an attempt to better hunt them. You are the vanguard of the Material Plane and an Exterminator to those who live in the 9 Hells.
Inhumane Combustion
When you join this order at 3rd level, your flames burn hotter than hell itself.
When you deal fire damage as a result of a Blood Hunter Class feature you ignore resistance to fire damage and creatures with immunity to fire take half damage.
Additionally, you are able to add your Wisdom modifier to fire damage dealt against Fiends.
Know your Enemy
At 3rd level you gain the ability to speak, read and write Infernal and Abyssal.
Fiendish Resilience
At 7th level your Fiendish essence becomes more apparent to those around you.
You become resistant to fire and cold damage as well as gaining access to the Thaumaturgy cantrip. Additionally you can cast Hellish Rebuke at 4th level once per Short Rest.
Infernal Adrenaline
Upon reaching 11th level, you’ve learned to energise the Fiendish essence within yourself, enabling swift and deadly strikes. When you use the Attack action on your turn, you can expend a use of this feature to attack three times, instead of twice. Until the end of your next turn, you become wreathed in flames and deal half your level Bloodhunter level in fire damage to enemies within 10ft.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.
Protection of Asmodeus
At 15th level you gain advantage on saving throws against spells and other magical effects.
The Devil Incarnate
Starting at 18th level, your Fiendish essence begins to react violently when you are in danger. When you are reduced below half your hit point maximum you can use a reaction to assume your fiendish form. You turn a deep red in colour growing long claws, fangs, horns and wings and gain the following benefits for 1 minute:
- You become Immune to Fire damage
- You can roll 2 damage die for your Rite of the Flame
- Your claws, fangs and horns are treated as magical weapons and deal 1d8 Magical Piercing damage, you are able to take an attack with any of these as a bonus action.
- You gain a Vulnerability to Radiant Damage and your creature type is now considered Fiend.
These effects end early if you are reduced to 0 Hit points or are subjected to a Remove Curse Spell of 5th level or higher.
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10/18/2019 12:03:11 PM
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