The Dwarf only Order of The Damned, specialize in two things. A heavy offensive, and grudges sworn in blood. 

Conceived by the Dwarven Paragons of War, the Order as an institution sworn to aid the Dwarven Kingdoms against their most daunting foes, at the cost of their own damnation in spirit. This subclass, takes pride in a continous onslaught, and at it's core, is a Blood Oath which bolsters the Dwarven determination and undauntedness, befit for a Blood Hunter sect. This subclass sees firstly that of being able to follow their target, yet later on, becomes the class with most risk and reward, dealing impressive damage, whilst suffering high amounts of damage. 

With proficiency in heavy armor, the Order of The Damned allow themselves to withstand the attacks of their sworn enemies, Dragons and Orcs. And with their specialty in endless offensive, by terms of blood-seeking, empowering their resistances, and increasing their damage, the Order of The Damned, swear an endless pursuit of their foe.  

Damnation

When you join this order at 3rd level, you gain proficiency in Heavy Armor, as well as gaining the special feature Bloodseeking

Bloodseeking. As a bonus action, while you have a Blood Rite active you may target an amount of enemies equal to your wisdom modifier (minimum of 1) and suffer your Blood Rite die of damage for your first enemy chosen, and half that damage per additional chosen target. Your eyes begin to bleed, as you gain spectral sight of your chosen foes. For 1 hour, until the foes are dead, or until you drop your Blood Rite on your weapon, you can see the enemy through any type of darkness, for a range of 300 ft. - they appear to you as a blood-red blot in your vision. 

Additionally, while your Crimson Rite is active on a weapon, you deal an increased weapon damage equal to half your proficiency rounded up.

At 11th level, you also ignore difficult terrain when moving towards your chosen enemies. 

Stoneborn Fortification

Beginning at 7th level, the effects of Hunter's Bane begin to fortify your Dwarven attributes. You gain resistance to Necrotic damage. 

Additionally, when rolling saving throws against being moved against your will, or being unable to move, you gain advantage. 

Art of The Damned

Upon reaching 11th level, you've gained a greater control of your Crimson Rite as well as your combat prowess. You may use your bonus action to apply your current Blood Rite a second time on your weapon. When you do so, you add a die of the value below your current to the damage, it's type is the same as your current Blood Rite. You suffer damage as usual when applying your blood rite. 

Additionally, you gain the ability to apply special combat tactics to some of your attacks.
When attacking, before you roll your to see your attack, you may declare one of three types of attacks. You can do so a number of times equal to your Wisdom modifier (minimum of 1), per long rest. 

  • Goading Attack: Upon a hit, the target must make a Wisdom saving throw (8+ your proficiency bonus + your strength or dexterity score). On a failed save, the target has a disadvantage on all attack rolls against targets other than you until the end of your next turn.  
  • Pushing Attack: On a successful hit, the target is pushed up to twice your highest crimson rite roll, in ft. away from you. 
  • Sweeping Attack: When you hit a creature with a melee weapon attack choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal your Crimson Rite damage. The damage is of the same type as your Crimson Rite on your weapon.  

Unending charge

The effect of your increased control over your own body and it's mutations, has left you able to sleep less, and be active longer. Instead of sleeping, you may meditate deeply, remaining semiconscious, for 4 hours a day in place of sleeping. You gain the same benefit that a human does from 8 hours of sleep. Additionally, when traveling at a fast pace, you count as if having 40 points of movement, due to not needing to relax your muscles when moving long distances. 

Path of The Damned

Upon reaching 18th level, you gain the ability to envoy your entire being to the felling of a target. As a free action, you may pick 2 of your targets of Bloodseeking, and instantly know their resistances, vulnerabilities and one thing they are afraid of. For the duration of your Bloodseeking feature, all blood maledicts cast upon the chosen targets, also lower their movement by 10, in all aspects. If both targets are more than 50 ft. away from you, you gain +10 movement when moving towards them. When attacking you may add your full proficiency modifier to your damage, instead of half.

When you would be reduced to 0 by a chosen target, you may expend your blood rites, to instead be reduced to 1 hit point instead.

You may use this feature once per long rest. 

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