Blood Hunter
Base Class: Blood Hunter

Every Order has it's beginning, some believe that the Hunter's bane was originally developed by a small group of individuals who fought off their own darkness or were consumed by it. Others believe the Order of the fallen is a perversion of the ideals the blood hunters stand for, taking hemeocraft too far. Through over experimentation, a cruel twist of fate, or interference of a dark force these warriors are imbued with unbridled abilities and are able to absorb the abilities of enemies further, at a price. As they grow in power they battle for their sanity and risk becoming the things they once hunted. Like their blood hunter kin they focus the magic of hemocraft to deal damage, frighten their prey, and alter their capabilities. Unlike their kin they are driven by an insatiable hunger. This hunger could be filled through consuming the flesh, blood, or very essence of your enemy. This act drives common folk from you in fear and marking you as a target for many, if not concealed.

Devourer

Devourer. As you increase in strength your fight the urge to devour your enemies gaining there strengths at the cost of your humanity and sanity. 

When an enemy dies within 5ft of you must make a DC 8 Wisdom Save or you feed on the fallen (body, blood, or soul). People and allies alike may come to fear you if you are not able to keep this hunger in check and devour the creature without thought of reprisal. The abilities you gain is determined by what you consume, if multiple are consumed the player may influence how abilities manifest. Creatures devoured change what abilities you take on but the affect on your sanity is irreversible. Devouring a humanoid will give you advantage on the next wisdom save made in this way.

Abilities are gained at level 3, 11, and 18 

Aberration

You have consumed the essence of an Aberration gaining Limited Telepathy You can magically transmit simple messages to any creature within 120 feet that you can see or are familiar with, the creature understands if you share a language This form of telepathy doesn't allow the receiving creature to telepathically respond.

 

Fey

You have devoured the essence of a fey creature allowing you to cast Disguise Self at will. Using your Intelligence modifier to cast the spell.

Fiend

You have devoured the essence of a fiend and gained the ability to cast Charm Person using your Hemocraft DC. Once you use this ability you can not use it again until you complete a long rest.

Monstrosity

You have consumed the essence of monstrosities gaining their abnormal strong sense of sight, smell, and hearing:

Keen Senses: You gain Advantage on Wisdom (Perception) checks 

Undead

You have devoured the essence of an undead creature gaining an stoppable fortitude: If damage reduces you to 0 hit points, you drops to 1 hit point instead. Once you use this ability you can't use it again until you finish a long rest.

 

Rite of the Damned

Rite of the Damned. Your rite damage is Necrotic damage. While the rite is active, you gain the following benefits:

  • Your weapon extinguishes non-magical light out to a radius of 20 feet, and noticeable chills the air.
  • You have resistance to Psychic damage.
  • If you select Rite of the Dead as your Esoteric Rite at level 14 your damage for this rite doubles (2d8 and 2d10 at level 17.

Altered Anatomy

You can shift your form temporarily to a shape of a creature you have devoured. Your stats and size remain the same though your psychical form changes.You can cast Alter Self  to transform into an exact copy of creature whose essence you have already consumed. 

Devourer's Adaptation

At 11th level, You've continued to devour the essence of your fallen enemies brandishing new abilities at a price.. When you reach this stage you may choose an ability of a creature type you have feasted upon, absorbing its essence. 

Aberration

You can cast Mirror Image once. You can’t do so again until you finish a long rest.

Fey

You have absorbed the essence of many curious fey creatures gaining the ability Heart Sight.You touch a creature and magically knows the creature's current emotional state. If the target fails a Charisma saving throw against your Hemocraft DC, You also knows the creature's alignment, and its immediate desire, and if hidden it's true form. Celestials, fiends, fey, monstrosities and undead have disadvantage on the saving throw. This ability consumes one of your blood maledict uses.

Fiend

Once per long rest you can activate an Aura based on your rite, This Aura extends 10ft from you in all directions. Creatures of your choice who enter this Aura or start their turn in it take damage equal to a roll of you Rite Die. Invisible creatures are unable to hide from you while in this Aura. This effects last one minute.

Fiend

When you make an attack you imbue your Rite with a dark energy, your the hit enemy must succeed in a constitution saving throw equal your hemocraft ability or take double damage from your rite. This damage reduces your enemies hit point maximum by the total damage, you also gain temporary hit points equal to the damage. On a failed save damage is calulated normally for the hit. Once this ability is used it can not be used again until you complete a short rest. 

Monstrosity

Absorbing the ferocity of Monstrous creatures allows you to take an Extra Attack when you take the attack action.

Brand of the Damned

Upon reaching 11th level, your Brand of Castigation feature now help you target the vital points of an enemy. Attack rolls of 19 and 20 count as critical hits against Monstrosities, Aberrations, Fey, Fiends, and Undead that are branded.

Blood Curse of Madness

Starting at 18th level, you’ve learned share your insanity with your enemies.  You gain the Blood Curse of the Madness for your Blood Maledict feature. This does not count against your number of blood curses known.

Blood Curse of Madness
You use your bonus action to let out a psychic scream, echoing all those you have devoured. Creatures within 30ft of you must succeed on a Wisdom save or become confused,  Confusion lasts for 1 minute.

Amplify. Creatures that fail by more than 5 are Stunned. Stunned creatures can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Once amplified you can not use this ability again until completing a Long Rest.

Devourer's Evolution

You've consumed the essence of countless enemies. Your body has undergone dramatic changes, while your mind drifts further from sanity. At Level 18 you choose another ability based on the creatures devoured. Your hunger has group beyond expectation, you have disadvantage on wisdom saving throws against devouring a fallen creature.

Aberration

Your mind has become twisted by the very creatures you have devoured granting you the ability Psychic Drain. As an Action you can force a creature to make a Intelligence Save against your Hemeocraft ability. A creature you can see within 60ft takes (5d8) psychic damage, half damage on a successful save, and the you regains hit points equal to the damage the creature takes. A creature that is stunned, incapacitated, unconscious, or charmed automatically fails the save.

Fey

Your movement speed increases by 10ft and you can cast Invisibility at will.

Fiend

You've absorbed the essence of powerful fiends gaining their resistance to magic. 

Monstrousity

Whenever you roll damage for melee weapon damage based on strength roll an additional 1d8. 

Undead

You have absorbed the essence of countless undead, gaining their immunity to the poison condition, poison damage, and necrotic damage.

Previous Versions

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