Base Class: Blood Hunter
Be it knowing how to counter their beastly strength, how to manipulate their primitive minds or how to create the most devastating traps. Green Hunters are the masters of warfare against the primitive greenskins. Originally they were the guardsmen and the families of Norguard and Surguard, the fortresses protecting the civil lands from the east from the hobgoblins of the western steppe. This western passage was the route the greentide took to raid the civil lands. Overcome with the grief of their failure, they took it upon themselves to stay above ground despite the dangers and wage a guerilla warfare against them. This life of hardship has led to many losses and what was once a few hundred members is now diminished to just a few dozen. They live a nomadic life, constantly chased by the hordes, leaving traps and destruction in their wake.
Rite of Mork & Gork
When you join this order at 3rd level, you learn the Rite of the Dawn esoteric rite (detailed below).
Rite of the Mork & Gork. Your rite damage is force damage. While the rite is active, you gain the following benefits:
- Your weapon sheds bright light out to a radius of 20 feet.
- You have resistance to physical damage from greenskins
- Your weapon deals one additional hemocraft die of rite damage when you hit a greenskin
Greenskin Curse Specialist
Beginning at 3rd level, your ancient order teaches advanced mastery over blood curses. You gain two additional uses of your Blood Maledict feature so long as they target greenskins. In addition, your blood curses can target any creature, whether it has blood or not.
Adrenaline
Starting at 11th Level, Your body has grown accustomed to the hardships of fighting against greenskins and the toxins that the goblins produce. You have developed an immunity to poison and the poison status effect. As well, You can use your adrenaline to purge your body of any status effects related to constitution and prevent such future effects for 1 minute (10 rounds). (Up to DM discretion)
Brand of Rage
Beginning at 11th level, your Brand of Castigation now exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite. Whenever you damage a branded creature with your Crimson Rite, your weapon deals one additional hemocraft die of rite damage. In addition, if the creature is a greenskin, it must make a wisdom saving throw against your Hemocraft DC or be forced to spend its next turn pursuing and fighting you.
Waagh Breaker
At 15th level, You have experience encouraging others to fight against the demoralizing combat methods of the greenskins. As a bonus action, you can choose one creature you can see within 30 feet of you that is charmed, frightened, or possessed. The target creature is no longer charmed, frightened, or possessed.
Rite Revival
Upon reaching 18th level, you learn to protect your fading life by absorbing your blood rite. When you are reduced to 0 hit points while you have an active Crimson Rite, but don’t die outright, the rite ends and you drop to 1 hit point instead. If you have rites active on multiple weapons, you choose which one ends.
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Posted Apr 14, 2021this pretty cool