Base Class: Blood Hunter (archived)
The Hunter’s Bane uses alchemical knowledge to bind dark powers into the blood of those souls brave or foolish enough to partake of the accursed draught. The concoction alters the drinker for life, leaving mystical scars inside the body and forever tainting the blood. While most orders of blood hunters seek to expand their capabilities beyond those offered by the Hunter’s Bane, using the concoction as a doorway to other powers, the Order of the Scarred seek to refine its power. This small collective of blood hunters focuses their studies on maximizing the effects and efficacy of the Hunter’s Bane turning their studies inward to unlock the maximum potential within their blood.
Though the practices and findings of the Order of the Scarred have unlocked incredible power, many among the blood hunters maintain a cold and distant relationship with its adherents. Members of the Order of the Scarred tend to believe that the other orders are frightened by the implications of the Scarred’s findings. As the years pass and their studies advance, many Scarred blood hunters come to share this fear.
Weeping Rite
When you join this order at 3rd level, you learn to maximize the efficacy of your Crimson Rite by funneling your accursed blood into the rite. While your crimson rite is active, you may choose to add your Wisdom modifier to your crimson rite damage. If you do, you immediately suffer damage equal to your character level, and you reduce your maximum hit points by an amount equal to your character level. These lost maximum hit points return once the rite fades and cannot be restored otherwise.
You may only activate weeping rite once each time you activate your crimson rite.
Hemorrhaging Amplification
Upon reaching 7th level, when you amplify your Blood Maledict feature, you may choose to activate a hemorrhaging amplification. If you do so, your amplified blood curse experiences an additional bonus effect, and you suffer damage equal to your crimson rite damage die at the beginning of your next turn. This damage is in addition to the initial damage suffered for amplifying your blood curse.
Blood Curse Bonus Effects
The blood curses are presented in alphabetical order.
Blood Curse of Binding
Hemorrhaging Amplification. The target suffers disadvantage on saving throws made to resist this curse.
Blood Curse of Mutual Suffering
Hemorrhaging Amplification. This curse instead deals damage equal to double the damage you suffered, and it ignores necrotic resistance.
Blood Curse of Purgation
Hemorrhaging Amplification. Your target gains advantage on the saving throw granted via this blood curse.
Blood Curse of Spell Sunder
Hemorrhaging Amplification. You have advantage on your check to make the spell miss automatically.
Blood Curse of the Eyeless
Hemorrhaging Amplification. Following the triggering attack, the affected enemy has disadvantage on all attack rolls they make for a number of rounds equal to your Wisdom modifier (minimum 1).
Blood Curse of the Fallen Puppet
Hemorrhaging Amplification. You grant advantage to the cursed creature’s attack roll.
Blood Curse of the Fending Rite
Hemorrhaging Amplification. You and all allies within 5 feet of you may claim advantage on the saving throw against the triggering spell as well.
Blood Curse of the Marked
Hemorrhaging Amplification. You cause the marked target to gain vulnerability to your rite damage type until the beginning of your next turn.
Clarity of the Masochist
This ability is an outgrowth of the basic capability all blood hunters gain from the Hunter’s Bane. Through your refinement and understanding of the damage the blood curses have done to your body and soul, you can transform intent into action. Beginning at 11th level, you can choose to suffer damage equal to your crimson rite damage die to gain advantage on all attack checks you make until the end of your turn.
Blood Anima
At 15th level, your control of the Hunter’s Bane has grown to the point where your blood itself becomes a weapon. When you suffer piercing or slashing damage, you may use your reaction to activate Blood Anima. If you do, your blood seeps from your wounds, becoming animated and granting you a pseudopod. While you have an active pseudopod you may use a bonus action on each of your turns to make a melee attack with the pseudopod against any creature within 5 feet of you. You are considered proficient with your pseudopod. Your pseudopod’s attacks deal bludgeoning damage equal to your crimson rite damage die + Strength modifier. Your pseudopod dissipates after a number of rounds equal to your Wisdom modifier. You cannot activate a second pseudopod if you have an active pseudopod.
Exalted Rite
At 18th level, your mastery of the Hunter’s Bane has unlocked the ultimate sympathy between your accursed blood and the curses it spawns. While you have a crimson rite active, you gain immunity to the damage type of your active crimson rite.
-
View User Profile
-
Send Message
Posted Oct 17, 2018I think that the penalty for activating Weeping Rite is a little extreme. You are basically doubling the damage you take from your crimson rite, and only getting a small bonus in return. Maybe lower it to only half your character level or something. Other than that I think this is a very interesting subclass and I may want to use it in my game sometime.
-
View User Profile
-
Send Message
Posted Apr 29, 2018Thank you SO MUCH! I'm glad you enjoy!
-
View User Profile
-
Send Message
Posted Apr 28, 2018This is pretty solid. Not overly specialized, and adheres well to its themes. I like.
-
View User Profile
-
Send Message
Posted Apr 20, 2018Thank you SO much!
-
View User Profile
-
Send Message
Posted Apr 20, 2018The pseudopod was a great idea. The idea of a supercharged blood curse is also pretty cool, nice work!
-
View User Profile
-
Send Message
Posted Apr 20, 2018A pseudopod is basically a slimy protrusion that can be used to grab things. Amoeba have them. In D&D some oozes have them.
Definitely look into the Blood Hunter. VERY fun class.
-
View User Profile
-
Send Message
Posted Apr 20, 2018The hemorrhaging bonus effects are very interesting, as well as the pseudopod, although i'm not sure what the crimson rite thing does. Maybe I need to read up on the blood hunter more... Also, what is a pseudopod?
-
View User Profile
-
Send Message
Posted Apr 19, 2018-
View User Profile
-
Send Message
Posted Apr 19, 2018Thanks so much! Definitely the vibe I was going for!
-
View User Profile
-
Send Message
Posted Apr 19, 2018Really glad to have seen you bring your amazing subclass for Mr. Mercer's Blood Hunter over from DMs Guild. Can’t wait to play as one!
-
View User Profile
-
Send Message
Posted Apr 19, 2018This is actually a pretty solid order, and it has a flavor similar to Darkest Dungeon's Flaggelant class (who beats himself up to so enemies end up taling more damage- can become nearly unstippunst with the right build).