Blood Hunter
Base Class: Blood Hunter

Order of the Dreadnaught Blood hunters focus on crippling their foes and weakening them for their allies to terminate. With the ability to strike fear into foes, crush their limbs and inflict magical effects, they are forces to be reckoned with. 

Broken Bones

Starting at 3rd level, you can cause deadly injuries to targets harmed by your crimson rite. Whenever you hit a creature with a weapon effected by your crismon rite, you may force to it make a consitituion saving throw against your Blood curse DC. One a failure it suffers one of the following effect.
Broken skull: Effected creature has disadvanatge on intelligence saving throws and perception checks.

Shattered arms: Effected creature has disadvantage on melee and ranged weapon attacks.

Fractured shins: Effected creatures speed is reduced by 10 feet and it can not take the dash action.

Dreadful Aura

Starting at 3rd level, You can strike fear into those are effected by your blood curses. Whenever a creature fails a saving throw against your blood curses, they become frightened until the end of your next turn. You may use this feature a number of times equal to your proficiency bonus. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest..

Iminent Demise

Starting at 7th level, your deadly wounds can be easily exploitable by your allies. Whenever a friendly creature hits a creature under the effects of Broken bones, one of the following happens depending on what effects of broken bones the creature is under. An ally can trigger this ability no more then once a turn

Broken Skull: The attack deals additional psychic damage equal to double your intelligence modifier. Minimum of 2.

Shattered arms: the attack deals additional Piercing damage equal to your hemomancy die and can only make half as many attacks as it usually could be able too, rounded up (minimum of 1)

Fractured Shins: The attack deals an additional Piercing damage equal to your hemomancy die and must make a strength saving throw against your Blood curse saving throw or fall prone. This feature can only be used once per turn

Brand of Desolation

starting at 11th level, your hemomancy has altered your Brand of Castigation to show your foes true emptiness. When you brand a creature, it suffers on of the following effects

It stared back: The branded creature become frightened for the duration of the brand. it must use its action to move as far away is it can from you. Once it can not see you, it may make wisdom saving throws at the end of its turn against your blood curse DC to end this effect

Seeping eyes: The branded creature is blinded for the duration of the brand and can not gain the benefits of invisibility. At the end of its turns, it may make an intelligence saving throw against your Blood curse DC to end this effect

Drained endurance: The branded creature is poisoned for the duration of the brand. This effect bypasses immunity to the poisoned condition. At the end of effected creature turn, it may make a constitution saving throw against your Blood curse DC to end this effect

Blood Curse of Isolation

Starting at 15th level, your blood curse can wrack a creature’s mind with thoughts of fear and isolation. You gain the Blood Curse of Isolation for your Blood Maledict feature. This does not count against your number of blood curses known.

They have no place to run

Starting at 18th level, you are a master of destroying a foes will to fight and survive, crippling their bodies and mind. Your crimson rite effects creatures in more lethal ways.

Whenever you hit a creature with a weapon affected by your crimson rite, you may force a creature under one of the effects of your Broken bones. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

In addition, whenever you hit a creature under the effects of Broken bones or one of your blood curses, it suffers on affect of your choosing.

Dead zone: the affected creature can not cast spells, use magic items or similar effects until the start of your next turn.

Isolated: The affected creature is banished until the end of your next turn, returning in the space it once occupied or the closest location

Marked for death: Whenever the effected creature attacks, you may use your reaction to make an attack roll with advantage against it. if it hits, you deal an additional necrotic damage equal to half you level.

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