Base Class: Blood Hunter
Delving deeper into the forgotten magics of Hemocraft, the Order of the Blood Knights forged a pact with an Ancient shadow entity called Dragula. Blood Knights are suited to higher social circles as much as they are the slums of cities.
Cloak of Shadows
As a reaction when struck with an attack you can cause your body to erupt in bat like shadow wisps causing all creatures within 5 ft of you take piercing damage equal to your proficiency modifier and you can move up to half your movement speed. this movement doesn't provoke opportunity attacks. You can use this ability equal to your Int modifier, recharges on a short or long rest.
Hemocraft Specialist
Beginning at 3rd level, your ancient order teaches advanced mastery over Hemocraft. When rolling a Hemocraft die that damages you, you ignore damage on rolls of 1s or 2s
Dread Magic
At level 7 you learn to tap into the dread magics bound to your blood. You can cast Spider Climb or Gaseous form on yourself with no Arcane focus or Material components required.
You can use this feature equal to your Intelligence Modifier. You regain all expended uses when you finish a long rest.
Silver tongue
Your words are naturally graced with seductive magic. When you make a Charisma Persuasion or Charisma Deception check you count any roll of 9 or lower as a 10
Brand of Blood Gorging
Beginning at 11th level, your Brand of Castigation now draws vitality from your foe’s essence, healing you with every strike. Whenever you damage a branded creature with your Crimson Rite, you regain hit points equal to the crimson rite damage dealt.
Blood Curse of the Clouded Senses
At 15th level, you’ve honed your hemocraft to cloud the minds of others around you to make them more susceptible to manipulation. You gain the Blood Curse of the Clouded Senses for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Vampiric Magnetism
When you make a Charisma Persuasion Charisma Intimidation or Charisma Deception check you count any roll of 14 or lower as a 15
When a creature you can see targets you with an attack they must make a Charisma save against you Spell DC. If they fail they must choose another target to attack, of no other targets are available they lose their attack. If they succeed they are immume to this effect for 24 hours.
Comments