Blood Hunter
Base Class: Blood Hunter

Rite of the Demon Chain:  When you join this order at 3rd level, you learn the Rite of the Demon Chain esoteric rite (detailed below).

Rite of the Demon Chain. Your rite damage is fire OR necrotic damage. While the rite is active, you gain the following benefits:

  • You summon demonic chains equal to your hemocraft die, each one under your complete control but only able to reach out 10 ft from you, extending from the inside of your cape. You are proficient with said chains, able to wield them with expert precision.
  • You have resistance to necrotic or fire damage. You must choose one, but not both.
  • Your weapon (including chains) deals one additional hemocraft die of rite damage when you hit a fiend, and another hemocraft die when you hit a demon.

Skin of Spawn:  Beginning at 3rd level, the ruler of Hell has gifted you with a cape from Spawn before you. Once put on, your body is enveloped in a new skin, black with white markings, and you have no, absolutely no way of removing it unless the ruler of Hell allows it. The cape will listen to your commands, deflect a small amount of projectiles, and is used to summon your Demonic Chains, though limited based on the strength of the wearer. You have an amount of Hell points equal to your charisma mod+half of your proficiency bonus that you can use to do certain things.

  • As a bonus action, you can wrap your cloak around you, reducing all damage you take from projectiles and nonmagical weaponry by your hemocraft die+your charisma mod for up to 1 minute, or less if this ability is stopped. This costs 2 Hell points.
  • As a bonus action, your cape allows you to float above the ground, giving you flying speed equal to half your walking speed. This costs 2 Hell points.
  • All of your chains can lunge towards a creature at 5 hp or below within a 20 ft radius, wrapping around them and pulling their life force from them into you, giving you hp back equal to your Hemocraft Die+your proficiency bonus. This costs 4 Hell Points. Said creature, though, has a 40% chance of becoming a Devil (CR equal to your Level -1) that will attack you and only you for using said cape.
  • At the cost of all of your Hell points and health equal to your Hemocraft Die+the amount of Hell Points you used × 2, you can allow the cape to shift your body into a horror beyond imagination. All creatures within sight of you must make a Wisdom save equal to the amount of health you sacrificed for this or become frightened of you for one minute, dropping all weapons and freezing in place. A creature is immune to this ability if it succeeds the save. 

Hellfire Shift:  Upon reaching 7th level, you gain the power of using Hellfire to teleport away from a dangerous situation in case you're in a problematic situation. Once your health reaches half or below, you have the ability to use your bonus action to teleport a distance equal to your movement speed, dealing 2d6+your Hemocraft Die fire or necrotic damage to all creatures within 10 ft of you during teleportation, or half as much if they pass a Dex save equal to 8+your charisma mod+half your proficiency bonus. You can only use this a number of times equal to 3+your charisma mod, which recharges once you finish a short or long rest.

Brand of Hellish Judgement: Beginning at 11th lv, you become the one to judge those that commit evil deeds, no matter how innocent they have become. Whenever you use a Rite of any kind against a number of creatures equal to half your Blood Hunter or less, those creatures become vulnerable to your Chain attacks, even if they are immune to fire, necrotic, and slashing. Allies see said brands visibly on the individuals, but only if the creature has committed any kind of sin in its past. You can use this ability equal to the highest number on your Hemocraft die, which recharges after a short or long rest.

Emerald Blood of Hell:  At 15th level, the demonic cape filters your blood out with what could be called hell blood, a green substance that increases certain aspects of your being.

 

  • Your strength is increased by 2 and your Constitution is increased by 3, but you are vulnerable to radiant damage dealt by holy beings, such as Celestials and Aasimar. 
  • You learn the Eldritch Blast spell, but each blast comes out a dark green flame in the shape of a skull, and it's range is halved. Demons and beings vulnerable to radiant or necrotic damage take double damage from these blasts.
  • Each of your summoned chains are tipped with a sharp blade, adding magical piercing. Said blades can be burst into green flame, and you are able to deal both Fire and necrotic damage to creatures by dividing the total damage in half and setting a damage type to each number.
  • Abilities that summon demons can summon you instead, though your CR is equal to your level -2. When summoned, you are forced to listen to commands from your summoner unless said commands harm beings that have committed sins that are insignificant in hell, such as small theft and tiny lies. Your summoner knows everything about your stats and items, but cannot order you to do anything harmful to yourself.

True Spawn:  Upon reaching 18th level, you have reached a level of demonship that your body can be shifted into a devil to suit your needs of battle or intimidation, showing the extent of your horror and fear you can exert.

As an action, your body shifts into a more hellish look, giving you the following benefits for one minute:

  • Your strength score is changed to 26 for the duration, and all strength checks and saves have advantage.
  • You gain temporary hit points equal to your level+one Hemocraft die, and whenever a creature damages you while you have these hit points, they take necrotic damage equal to the damage they inflicted upon you.
  • Your size increases by 1
  • Your hands turn into claws, dealing damage equal to your Hemocraft die in necrotic damage. You're proficient in these strikes.
  • Your chains reach another 5 ft, but attacks have a -5 penalty when they reach past 10 ft from you. Said chains can also lift you 5 ft off the ground, pull you back 5 ft, or pull an object 10 ft in any direction at your whim as an action. 
  • Once used, you must complete a long rest to use this ability again. After use, you take an amount of damage equal to your charisma mod+your strength mod, but this cannot lower you to 0, but instead lowers you to 1 and knocks you unconscious.

Rite of the Demon Chain

When you join this order at 3rd level, you learn the Rite of the Demon Chain esoteric rite (detailed below).

Rite of the Demon Chain. Your rite damage is fire OR necrotic damage. While the rite is active, you gain the following benefits:

  • You summon demonic chains equal to your hemocraft die, each one under your complete control but only able to reach out 10 ft from you, extending from the inside of your cape. You are proficient with said chains, able to wield them with expert precision.
  • You have resistance to necrotic or fire damage. You must choose one, but not both.
  • Your weapon (including chains) deals one additional hemocraft die of rite damage when you hit a fiend, and another hemocraft die when you hit a demon.

Skin of the Spawn

Beginning at 3rd level, the ruler of Hell has gifted you with a cape from Spawn before you. Once put on, your body is enveloped in a new skin, black with white markings, and you have no, absolutely no way of removing it unless the ruler of Hell allows it. The cape will listen to your commands, deflect a small amount of projectiles, and is used to summon your Demonic Chains, though limited based on the strength of the wearer. You have an amount of Hell points equal to your charisma mod+half of your proficiency bonus that you can use to do certain things.

  • As a bonus action, you can wrap your cloak around you, reducing all damage you take from projectiles and nonmagical weaponry by your hemocraft die+your charisma mod for up to 1 minute, or less if this ability is stopped. This costs 2 Hell points.
  • As a bonus action, your cape allows you to float above the ground, giving you flying speed equal to half your walking speed. This costs 2 Hell points.
  • All of your chains can lunge towards a creature at 5 hp or below within a 20 ft radius, wrapping around them and pulling their life force from them into you, giving you hp back equal to your Hemocraft Die+your proficiency bonus. This costs 4 Hell Points. Said creature, though, has a 40% chance of becoming a Devil (CR equal to your Level -1) that will attack you and only you for using said cape.
  • At the cost of all of your Hell points and health equal to your Hemocraft Die+the amount of Hell Points you used × 2, you can allow the cape to shift your body into a horror beyond imagination. All creatures within sight of you must make a Wisdom save equal to the amount of health you sacrificed for this or become frightened of you for one minute, dropping all weapons and freezing in place. A creature is immune to this ability if it succeeds the save. 

Hellfire Shift

Upon reaching 7th level, you gain the power of using Hellfire to teleport away from a dangerous situation in case you're in a problematic situation. Once your health reaches half or below, you have the ability to use your bonus action to teleport a distance equal to your movement speed, dealing 2d6+your Hemocraft Die fire or necrotic damage to all creatures within 10 ft of you during teleportation, or half as much if they pass a Dex save equal to 8+your charisma mod+half your proficiency bonus. You can only use this a number of times equal to 3+your charisma mod, which recharges once you finish a short or long rest.

Brand of Hellish Judgment

Beginning at 11th lv, you become the one to judge those that vomit evil deeds, no matter how innocent they have become. Whenever you use a Rite of any kind against a number of creatures equal to half your Blood Hunter or less, those creatures become vulnerable to your Chain attacks, even if they are immune to fire, necrotic, and slashing. Allies see said brands visibly on the individuals, but only if the creature has committed any kind of sin in its past. You can use this ability equal to the highest number on your Hemocraft die, which recharges after a short or long rest.

Emerald Blood of Hell

At 15th level, the demonic cape filters your blood out with what could be called hell blood, a green substance that increases certain aspects of your being.

  • Your strength is increased by 2 and your Constitution is increased by 3, but you are vulnerable to radiant damage dealt by holy beings, such as Celestials and Aasimar. 
  • You learn the Eldritch Blast spell, but each blast comes out a dark green flame in the shape of a skull, and it's range is halved. Demons and beings vulnerable to radiant or necrotic damage take double damage from these blasts.
  • Each of your summoned chains are tipped with a sharp blade, adding magical piercing. Said blades can be burst into green flame, and you are able to deal both Fire and necrotic damage to creatures by dividing the total damage in half and setting a damage type to each number.
  • Abilities that summon demons can summon you instead, though your CR is equal to your level -2. When summoned, you are forced to listen to commands from your summoner unless said commands harm beings that have committed sins that are insignificant in hell, such as small theft and tiny lies. Your summoner knows everything about your stats and items, but cannot order you to do anything harmful to yourself.

True Spawn

Upon reaching 18th level, you have reached a level of demonship that your body can be shifted into a devil to suit your needs of battle or intimidation, showing the extent of your horror and fear you can exert.

As an action, your body shifts into a more hellish look, giving you the following benefits for one minute:

  • Your strength score is changed to 26 for the duration, and all strength checks and saves have advantage.
  • You gain temporary hit points equal to your level+one Hemocraft die, and whenever a creature damages you while you have these hit points, they take necrotic damage equal to the damage they inflicted upon you.
  • Your size increases by 1
  • Your hands turn into claws, dealing damage equal to your Hemocraft die in necrotic damage. You're proficient in these strikes.
  • Your chains reach another 5 ft, but attacks have a -5 penalty when they reach past 10 ft from you. Said chains can also lift you 5 ft off the ground, pull you back 5 ft, or pull an object 10 ft in any direction at your whim as an action. 

Once used, you must complete a long rest to use this ability again. After use, you take an amount of damage equal to your charisma mod+your strength mod, but this cannot lower you to 0, but instead lowers you to 1 and knocks you unconscious.

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