Blood Hunter
Base Class: Blood Hunter

These Bloodhunters hunt the worst insult to a dog ever: The Hellhound. They train themselves to be like their prey, so that they are even better at killing them. They also kill fiends and dabble in arts that give them permanent modifications. These Blood Hunters are seen as strange or different by people. Some Blood Hunters of this order have gone into the Nine Hells and the Abyss to cleanse the multiverse of fiends.

Hell Hound Senses

Hell Hound's Senses

When you choose this subclass at 3rd level, you have advantage on any perception checks that rely on smell or hearing, and you gain darkvision to a range of 120ft, and if you already have darkvision, it becomes 120ft unless it was higher. You have honed you senses to become more like your prey.

Rite of the Fang

Rite of the Fang When you join the order at 3rd level, you learn the Rite of the Fang esoteric Rite Detailed below.

Rite of the Fang Your rite damage is fire. It has the following special properties.

  • You are wreathed in flames that do no harm to you, but any creature that hits with an attack when within 5ft of you takes fire damage equal to a hemocraft die roll. This ignores resistance and immunities instead half the damage.
  • You have resistance to fire damage.
  • When you hit a fiend with an attack, it takes additional damage equal to your intelligence modifier, and if it is a hell hound, it takes damage equal to 2x you intelligence modifier instead. This damage ignores resistance and immunities instead half the damage fire damage. Death Dogs count as Hell Hounds for the purpose of the damage.

Infernal Canine Form

 Infernal Canine Form

At 7th level, you can us your bonus action to gain traits like that of the Hell Hound, so that you can defeat them easier. For rounds = to your 1/2 of your INT modifier (rounded up), you summon an aura of infernal energies and you gain the following changes:

  • Your size becomes Medium if it isn't already. Your speed becomes 50ft
  • You gain the Pack Tactics feature: Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.
  • You gain the fire breath attack:Fire Breath (Recharge 5–6). The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. This follows the same rules for the hellhound.

You can use this feature once per short or long rest. At 15th level, you can use it twice per short or long rest, but there must be at least one round in between the end of one use and the beginning of another

Brand of the Burning Bark

Brand of the Burning Bark

At 11th level, your Brand of Castigation burns the psyche of your opponents. Whenever the branded creature starts it's turn, it must succeed on a WIS save (DC= BH level+proficiency + INT mod) or take 1d6 psychic damage and 1d4 fire damage. This damage ignores resistance and immunities reduce the damage to half.

Blood Curse of Hell

Blood Curse of Hell:

At 15th level you gain the Blood Curse of Hell, and it doesn't count against the amount of Blood curses you know.

Blood Curse of Hell: You target one creature within 30ft of you, that creature must make a Charisma save or take 1d8 fire and 1d8 psychic damage and be stunned as you throw their mind through a infernal landscape. If the target succeeds, they take half damage and are not stunned

Amplify: All the creatures within 10ft of the target also must make the save or take that damage.

Hell's Bane

At 18th level, you have hunted and killed so many fiendish creatures that you are a master resisting them and killing them. You cannot be charmed, frightened, or paralyzed, or petrified by a fiend. When you hit a fiend with an attack, it takes extra damage that equals your 2x intelligence modifier. If you hit a hellhound, it takes 3x the damage from this attack. With Rite of the Fang active, fiends take 3x INT mod and hellhounds take 5x INT mod. Death Dogs count as Hell Hounds for the purpose of the damage. 

Fiendish Modification

When you choose this order, your training gives you a modification to from your experimentation with the forces of hell. You can choose or roll to determine the modification. Roll a d8

  1. Small Horns that jut out of the top of your head.
  2. A halo of fire that floats above your head.
  3. Hairier skin, but the hair is brimstone colored.
  4. Glyphs on your skin the color of lava, they pulse lighter and darker shades with your heart.
  5. A tail, you decide if it is scaly or furry.
  6. Roll twice, ignoring a second roll of 6 or more
  7. Roll twice, ignoring a second roll of 6 or more
  8. Roll twice, ignoring a second roll of 6 or more

These Modifications give you no concrete in game buffs, but your DM can change this depending on if you are dealing with fiends or celestials

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