Base Class: Blood Hunter
Hunters in this order hold Tiamat in great reverence, not necessarily for her ideals, but for her power and versatility. As part of your Hunter’s Bane initiation your blood was infused with blood from each major type of chromatic dragon, or blood from Tiamat herself.
Note to DMs: This class has the potential to deal massive amounts of damage by using the character's lifeforce as a rescource instead of limiting ability uses per rest. Allow multiclassing at your own risk.
Chromatic Rites
As part of your Hunter’s Bane initiation your blood was infused with blood from each major type of chromatic dragon, or blood from Tiamat herself. At level 3 the dragons blood from your initiation begins grant you its power. You can now call upon fire, ice, lightning, acid, or poison for your crimson rite damage. You can also apply your Intelligence and Wisdom bonuses from Hunter's Bane to Draconic creatures.
Amplified Rites
At 7th level you gain the ability to use your lifeforce to amplify the crimson rite on your weapon, causing it to briefly erupt in elemental energy allowing it to hit multiple targets. Each amplified rite costs 1 Hemocraft die of your HP and your action to use. Make a normal damage roll with your weapon imbued with crimson rite. Each creature within the chosen rite's area of effect must make a dexterity save using your Hemocraft DC (8 + your proficiency bonus + your Intelligence modifier). A target takes damage equal to your damage roll on a failed save, or half as much damage on a successful one.
Melee:
Sundering Strike: 15ft cone
Whirling Strike: 5ft radius
Ranged (Thrown):
Piercing Shot: 40ft(20ft) line
Volatile Shot: 40ft(20ft) range AOE with 10ft radius
Combined Rites
At 11th level you gain the ability to apply all of your chromatic rite damage types at once. As an action you focus on your weapon and sacrifice 1 Hemocraft die of your HP per element added to the weapon. All desired elements need to be imbued at once and overwrite any existing rite effects on the weapon. The effect lasts until you finish a long rest, or if you aren’t holding the weapon at the end of your turn.
HP lost from activating the Combined Rite cannot be regenerated by usual means. In addition to taking damage from activating the rite Subtract the HP lost from your maximum HP. Every time you successfully take a long rest you may regain 1 Hemocraft die of you maximum HP.
If you want to remove individual elements from the Combined rite you can do so as a bonus action, also costs 1 Hemocraft die of HP per element removed as reclaiming the unleashed elements is a dangerous process.
Blood Curse of Draconic Exposure
At 15th level you gain the Blood Curse of Draconic Exposure. If you already had access to the Blood Curse of Exposure you may change it for another curse.
Blood Curse of Draconic Exposure
When a creature you can see within 30 feet is hit by an attack or spell, you can use your reaction to temporarily weaken their resilience against it. Until the end of the turn, the target loses resistance to the damage types of the triggering attack or spell. If the target had Immunity to the damage type it instead has resistance. If the target was neutral to the damage it instead gains weakness.
Amplify: the effect of this curse lasts until the end of your next turn.
Draconic Aspect
At 18th level you can invoke your draconic blood to alter your physical form. Effects last until the end of your next long rest or until you dismiss them.
Draconic Wings: pay 2 Hemocraft die of HP. You sprout draconic wings and gain a flight speed of 40ft.
Draconic Claws: pay 1 Hemocraft die of HP. Your forearms transition into scaly claws. Unarmed attacks with these claws deal 1d8 slashing damage. You can apply your Crimson Rite feature to your unarmed strikes as a single weapon. You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action.
Draconic Tail: pay 1 Hemocraft die of HP. You sprout a long dragon-like tail. As a bonus action you can use it to attempt to knock a target prone. The target must make a dexterity save against your Hemocraft save DC (8 + your proficiency bonus + your Intelligence modifier.) On fail it is knocked prone, If the target succeeds the save or is more than 1 size larger than you it fails
Comments