Blood Hunter
Base Class: Blood Hunter

This Blood Hunter subclass is designed for a Gruul hunter whose purpose is to wreak havoc on the civilized Ravnica. I edited this to fit the old Blood Hunter, because that's what I'm using.

Call to Ruin

Starting at 3rd level when you join this order, your blood compells you to destroy. Whenever you deal damage to an object or structure with a weapon that has an active crimson rite, you can roll all the damage dice four times and use the combined result.

Primal Hemorrhage

Starting when you join this order at 3rd level, whenever you successfully use your blood maledict on a creature, it suffers necrotic damage equal to 2 rolls of your hemocraft die. If a creature is reduces to 0 this way, you regain one use of your blood maledict.

The number of hemocraft dice rolled for this ability increase as you level. Rolling 3 at 7th level, and 4 at 15th level.

Rampage

Starting at 7th level, your blood boils in combat, lending you primordial strength. As a bonus action, can enter a rampage. While rampaging, you gain the following benefits:

  • Your melee attacks critically hit on 19 and 20.
  • You gain advantage on saving throws to resist becoming charmed or frightened.
  • When you use your action to make more than one attack, you may use your bonus action to immediately make melee weapon attack.

 Your rampage lasts for 1 minute. It ends early if you are knocked unconscious. You can also choose to end it early as a bonus action.

You can use this ability a number of times equal to your wisdom modifier (minimum 1). You regain all expended uses of this ability after a long rest.

Ancient Power

Starting at 11th level, your crimson rite is empowered by ancient primordials that share a common enemy with you. Your crimson rite gains the following benefit based on its type:

Rite of Dead

Your rite damage sucks the life force out of the living. Whenever you deal rite damage to a creature, its maximum hit points are reduced by 1d4.

Rite of Flame

Your rite damage ignites your foe. When you deal rite damage to a creature, it must succeed on a Dexterity saving throw or be engulfed in flames. The creature takes 1d6 damage at the beginning of each of its turns. It may use its action to attempt the save again, ending the effect on a success.

Rite of Frozen

Your rite freezes enemies. When you deal rite damage to a creature, its movement speed is reduced by half (rounded down) until the beginning of your next turn.

Rite of Oracle

Your rite damage muddies your foes' perception. Whenever you deal rite damage to a creature, if the attack was a critical hit, the creature becomes confused for 1 round.

Rite of Roar

Your rite damage releases explosive shockwaves. Whenever you deal rite damage to a creature, you can force it to make a Constitution saving throw, or be pushed back 15 feet.

Rite of Storm

Your rite damage arcs from one enemy to another. When you deal rite damage to a creature, you can choose to deal damage to up to 3 creatures within 15 feet. The damage is equal to half of one roll of your hemocraft die (rounded down).

Visage of Annihilation

Starting at 15th level, when you use your bonus action while rampaging to make a melee weapon attack, you may make a second attack as part of the same bonus action.

Additionally, while rampaging, your attacks critically hit on 18, 19 and 20.

Unending Ferocity

Starting at 18th level, you become an unstoppable avatar of bloodlust. The speed increase gained from Dark Velocity increases by 20 feet.

Additionally, while rampaging, you may use replace any attack with an amplified use of your Blood Maledict feature without expending any uses of the ability.

Previous Versions

Name Date Modified Views Adds Version Actions
1/15/2021 10:45:45 PM
10
0
0.5A
Coming Soon
1/16/2021 2:10:39 AM
10
0
0.5B
Coming Soon
1/16/2021 8:35:09 PM
15
1
0.75A
Coming Soon

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