Base Class: Blood Hunter (archived)
The Order of the Blood Drunk is a relatively secretive order of Blood Hunters, their modus operandi is to study the shadowy organizations, cults, and Otherwolrdly beings that may be influencing our world and then using their own power against them. The Blood Drunk steal, kill, and bind to get what they need and then craft bastardized blood rituals to more effectively combat their their foes.
Rite of the Hunt
Rite of the Hunt. Your rite damage is acid damage.
While the rite is active, you gain the following benefits:
- You have resistance to psychic damage.
- Once on a long rest you can choose one creature type from a list provided to be the target of your hunt: Abberations, Fiends, Celestials, Fey, and Undead.
- While your Rite of the Hunt is active you gain advantage on Wisdom checks to track your chosen creature type.
- Your weapon deals one additional hemocraft die of rite damage when you damage a creature that is the target of your hunt.
Blood Lust
Beginning at 3rd level; If you take damage from a creature then on your turn if you deal damage to it you gain temporary hit points equal to twice your Proficiency Bonus.
Riposte
Upon reaching 7th level, when a creature makes an attack against you, you may use your reaction to make an attack against it at the cost of health equal to a roll of your Hemocraft die.
- If the attack roll you made as a reaction meets your opponents AC then your opponents attack against you is canceled however the target does not take damage.
- On your turn you may move away from the target of the Riposte, if it succeeded, without taking an attack of opportunity from it.
- One turn after a successful Riposte the first attack made against the target of the Riposte is made with advantage.
- If the Riposte reaction attack is a critical roll the target of the Riposte is immediately stunned for 1 turn.
- If the Riposte reaction attack ends in a critical failure you are immediately stunned and opposing attack is made against you as if it had critically hit.
Ardent Hunter
Upon reaching 7th level you become an Ardent Hunter and gain the following benefits:
- You gain the ability to track 2 types of creatures from your Rite of the Hunt list.
- The weapon you're applying your Crimson Rite to is considered magical for the purposes of overcoming resistances.
Otherworldly Augmentation
When you reach 11th level you can acquire a series of Otherworldly Augmentations, which use your Blood Curses, you may use one at a time but can exchange them on a long rest from the following list:
- Eldritch Remedy
On your turn as a bonus action you may expend a number of hit dice equal to your Int. Modifier.
Amplify: You may roll a hemocraft die to give yourself resistance to all damage until your next turn.
- Fiendish Roar
On your turn as an action you can expend a number of hit dice equal to your int. modifier, minimum of 1, to let out a Bestial Roar.
all creatures within 15 feet of you must make a wisdom saving through against your spell save DC. On a fail the targets each take a hemocraft die equal to the number of expended hit dice worth of psychic damage.
Amplify: You may roll a hemocraft die to cause each creature that failed the spell save dc, size large and smaller, to be knocked back 5 feet of you, additionally those creatures can not make an attack of opportunity against you until the end of your turn.
- Angelic Intervention
On your turn as an action when you are within 5 feet of a creature, and can touch it, you can expend a number of hit dice equal to your int. modifier to heal the creature.
Amplify: You may roll hemocraft die equal to the number of expended hit dice to cause the target of Angelic Intervention to gain resistance to all damage until the start of your next turn.
- Faerie Trickery
You can cast a number of spells from the following list:
Faerie Fire, Phantasmal Force, Misty Step, Charm Person, Dissonant Whisper, Vicious Mockery, Dimension Door, Dominate Person, Dominate Monster, Bestow Curse.
Amplify: You may roll hemocraft die equal to the spells level minus your wisdom modifier to cast the spell innately.
- Undead Curse
Lasts for 1 minute however you may expend a number of Hit Dice to increase the time by 1 per minute.
Undead creatures half your Blood hunter level rounded down make attack actions against you at disadvantage, additionally attacks you make ignore a creatures undead fortitude feature.
Amplify: You generate a 10 foot Aura that causes all attacks made by Undead, that are half your Blood Hunter level rounded down, to be rolled at Disadvantage. Roll hemocraft die equal to the number of allies within your 10 foot Aura.
Creatures in your aura also ignore creatures undead fortitude feature.
A creature that leaves and comes back inside your Aura does not require you to roll a hemocraft die, a creature that was not previously inside your aura will cause you to roll a hemocraft die.
Death Blow
When you reach level 15 you gain access to the Death Blow, you may expend one blood curse as an action, you can make an attack action against a creature in melee with you. On the first hit after expending the blood curse you may roll a number of hit dice equal to your int. modifier. The targeted creature then takes additional damage equal to the summed roll of those hit dice.
Amplified: You may Amplify Death Blow as a bonus action and hold your attack until the target of Death Blow makes an attack against you allowing for the use of Riposte.
Death Blow Riposte
- If the attack roll you made as a reaction meets your opponents AC then your opponents attack against you is canceled however the target takes half damage and it makes its next attack at disadvantage.
- On your turn you may move away from the target of the Riposte, if the riposte succeeded, without taking an attack of opportunity from the target.
- If the Riposte reaction attack succeeds against the targets AC by 5 or more it is considered a critical hit and takes double damage from all your sources of damage on that attack.
- If the Riposte reaction attack ends in a critical failure you are immediately stunned and opposing attack is made against you as if it had critically hit.
Zealous Hunter
Upon reaching level 18 you become renown as a Zealous Hunter and gain the following benefits:
- You gain the ability to track 3 types of creatures from your Rite of the Hunt list.
- The weapon you're applying your Crimson Rite to is considered magical for the purposes of overcoming resistances.
- The damage you deal causes a creatures immunity to your damage to be dropped to a resistance to the damage.
- You can now choose two Otheworldy Augmentations to keep per long rest.
Zealous Blood Lust
Upon reaching level 18 you have an unquenchable thirst for to slay greater and more powerful foes. You gain the following benefits:
- When you take damage from a creature, on your turn, when you make an attack action and deal damage to it you gain temporary hit points equal to twice your Proficiency Bonus.
- On the start of your next turn, if you still have temporary hit points remaining, you can remove all of them and gain half + your Int mod. back as Health Points.
- Alternatively you may remove your temporary hit points and add half as unresistable damage on your next attack that hits.
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