Blood Hunter
Base Class: Blood Hunter

The Order of the Dhampir are Blood Hunters who master their hemocraft to a new level of blood magic.

Hemomancer Sight

Beginning at 3rd level, as an action until the end of your next turn, you gain truesight with a range of 60 feet and know if each creature you see within 60 feet of you is a fey, fiends or undead. If you see an invisible fey, fiend or undead, it is no longer invisible to you for 24 hours.

You can use this feature a number of times equal to proficiency bonus per long rest.

Hemopower

When you join this order at 3rd level, you learn the art of harness the power of your wounds, whenever you are damage by hostile a creature or at will by losing a number of hit points equal to one roll of your hemocraft die, you gain a Hemo Point which they fuel various hemoic powers you have, which are detailed below. You can have Hemo Points up to equal your proficiency bonus.

Blood Seeker. Whenever you miss an attack roll with crimson rite you can spend Hemo Points to add extra attack bonus equal to a roll of your hemocraft die per Hemo Point spend to try turn the miss into a hit.

Nightborn  Eyes. As a bonus action, you spend Hemo Points to see normally in darkness, both magical and nonmagical, to a distance of 120 feet for a number of turns equal to a roll of your hemocraft die per Hemo Point spend.

Hardened Scars. You can spend Hemo Points to gain temporary hit points equal to a roll of your hemocraft die per Hemo Point spend. If you gain a Hemo Point and you are at max of Hemo Points, you can immediately spend that extra Hemo Point (plus more if you want) on this power or its lost.

Hemotic Adept

Upon reaching 7th level, you have master new ways to use your hemoic abilitys, detailed below.

Batspeed. You can spend Hemo Points to gain a bonus flying speed equal to five times a roll of your hemocraft die per Hemo Point spend until the end of your turn. If you gain a Hemo Point and you are at max of Hemo Points, you can immediately spend that extra Hemo Point (plus more if you want) on this power or its lost. 

Blood Transfusion. As a reaction, you can spend Hemo Points to restore a creature's (other than you) hit points within 30 feet equal to a roll of your hemocraft die per Hemo Point spend. If you gain a Hemo Point and you are at max of Hemo Points, you can immediately use your reaction and spend that extra Hemo Point (plus more if you want) on this power or its lost.

Crimson Smite. Whenever you hit a creature with a crimson rite you can spend Hemo Points to deal extra rite damege equal to a roll of your hemocraft die per Hemo Point spend.

Brand of the Thirsty

Starting at 11th level, whenever you attack a branded creature with your Crimson Rite, you score a critical hit on a roll of 18–20. In addition, whenever branded creature regain hit points it regain the half.

Blood Curse of the Blood Bender

At 15th level, you gain the Blood Curse of the Blood Bender for your Blood Maledict feature. This does not count against your number of blood curses knownn.

Blood Curse of the Blood Bender
Prerequisite: 15th level, Order of the Dhampir

As a bonus action, a creature within 30 feet of you must make a Wisdom saving throw. On a failure, creature suffers 4d6 necrotic damage and is stunned until the start of your next turn. On a success, takes half damage and is restrained until the start of your next turn.

Amplify. On a failure, is paralyzed instead of stunned. On a success, takes all damage insted of half.

Hemoic Master

At 18th level, whenever you roll your hemocraft dice for Hemoic Powers you roll twice the number of dice.

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