Base Class: Blood Hunter (archived)
Blood magic is inherently unruly, and often unpredictable. The Order Of Chaotic Blood embraces this mindset; its followers allowing their blood magic to cause wild, random, and sometimes dangerous affects, often to their benefit, and other times not. Choosing this subclass means you enjoy a bit of danger and randomness in your play style. Let's just hope that your enemies are the ones who catch the worst of it.
Rite of Chaos
When you join this order at 3rd level, you learn the esoteric rite Rite of Chaos (detailed below).
Rite of Chaos. Your rite damage is randomly chosen by dice rolls. You also gain a resistance and a vulnerability based on these rolls.
When you activate your Crimson Rite, roll 2d8, and choose one of the numbers rolled to be your rite damage type according to the following list (1=fire, 2=cold, 3=lightning, 4=thunder, 5=acid, 6=poison, 7=psychic, 8=necrotic). Your rite damage becomes that type, and you also gain resistance to damage of that type. If you already have resistance to that type of damage, you gain no additional resistances. If you use your Crimson Rite on a second weapon while your first rite is still active, the new weapon's damage type is the same as the first. The other number you rolled becomes your weakness, and you gain vulnerability to that type. If you rolled 2 of the same number, you must roll the second die again until you get a different number. If your vulnerability is a type that you already had resistance to, you simply lose your resistance to that type.
Mystic Frenzy
At 7th level, you learn two cantrips of your choice from the Wizard spell list. Wisdom is your spellcasting ability for these cantrips. You gain an additional cantrip of your choice at 11th level, and another at 14th level.
Additionally, when you use your Action to cast a cantrip, you can make one weapon attack as a Bonus Action.
Chaotic Healing
At 11th level, you can regain some of your precious life essence at the cost of a randomly selected outcome. You can only use this feature during combat. As a Bonus Action, you can roll your rite damage die twice and gain that many temporary hit points. After you do so, select one allied or enemy creature, and roll a d6. The selected creature is affected according to the roll:
- The selected creature regains HP equal to the amount of temporary HP you gained.
- The selected creature becomes invisible for 1 minute.
- You cast Haste on the selected creature.
- The selected creature takes rite damage equal to the amount of temporary HP you gained.
- The selected creature is blinded for 1 minute.
- The selected creature gets -3 AC for 1 minute.
Sacrificial Surge
Upon reaching 15th level, you’re able to sacrifice HP to increase your rite damage on a blow-by-blow basis. Once per turn, when you deal rite damage to a target, you can roll 2 rite damage dice instead of 1. When you do this, you take damage equal to your proficiency bonus.
Mind Addler
Upon reaching 18th level, you gain the ability to addle the minds of your opponents, or yourself.
Any time you're able to cast a cantrip, including with your Mystic Frenzy feature, you can instead attempt to cast the Confusion spell on one creature you see within 90 feet. You can cast the spell this way a number of times per long rest equal to your Wisdom modifier (minimum of 1).
Once per long rest, you also have the ability to regain some powers at the expense of addling your own mind. You can only use this feature during combat. As an action, you and all of your allies regain HP equal to 2 rolls of your rite damage die, and you regain all uses of your Blood Maledict feature. You are then confused for 1 minute, and this confusion cannot be ended with a saving throw or restoration spell.
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Posted Jan 20, 2020cool
so are blood hunters of course