Base Class: Blood Hunter
The Hunter stands before the red dragon. Flames wreathing his armor, and shield raised high. His brethren standing behind him with not a singe on their armor or a scuff on their shields. “Be ready! Here comes the next attack.” Staring the Dragon in the eyes, trusting his order to surround the Foe, and finish it off...
Iron Talisman
At the 3rd level, you gain proficiency in smith’s tools.
You also gain access to the Iron Talisman, a medallion that is applied to one piece of armor you wear or one shield you wield. This ritual to create and apply the talisman takes over the course of an hour or a short rest and costs 50 gold. To complete the ritual you must expend 1 of your unused hit die. The equipment is now tied to you, and if anyone else were to use it, they will have a disadvantage on dexterity ability checks and Constitution saving throws as it feels like rust invades their body.
While donned, your talisman grants you resistance to your active Crimson rite; If you have two different Crimson Rites active you choose which one you are resistant to. The Talisman takes damage first, before your temporary hit points or you take any damage. The Talisman has maximum Hit Points equal to 5 times your level and it can be charged by expending hit die(charge the rolled amount) as part of the bonus action when you activate your crimson rite and while your crimson rite is active. Maximum Hit Die allowed to be expended is equal to your proficiency bonus per turn.
(In the effects that would target the item the talisman is on such as heat metal. The talisman would still take the damage before you, but you still have the secondary effect applied to you.)
The number of Hit Points reset at the completion of a long rest. If you are away from the talisman for days equal to your Intelligence modifier (minimum 1) it becomes inert and you must reapply the talisman to that armor or shield again if you wish to use it.
Staggering Thorns
At 7th level, Whenever you are hit with a melee attack, while your Crimson Rite is Active, the attacker takes your Intelligence modifier (minimum +1) + your hemocraft die in piercing, that is considered magical for the sakes of over coming resistances, damage.
If a creature reduces your Talisman to 0 Hit Points they cannot make any reactions until the end of your next turn and have disadvantage against your next Blood Maledict saving throw.
The Armor or Shield your Talisman is applied to becomes a +1 Magical Item. It increases to +2 at level 11 and +3 at level 15.
Brand of Unbridled Focus
Beginning at 11th level, a creature that is afflicted by your brand of castigation finds it hard to focus on anyone else but you. When your brand is applied to a creature, that creature has disadvantage on attack rolls on any other creature besides you.
If the creature attempts to move more than 30 feet away from you, it must make an intelligence-saving throw vs your Hemocraft DC, or their movement speed becomes 0 until the start of your next turn.
Blood Curse of the Bulwark
At 15th level, your body is one with your armor, iron your skin, steel your bones. You gain the Blood Curse of the Bulwark for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Unyielding Defender
At 18th level, your Talisman is fueled by your ever-enduring life force, at the completion of a long rest your Talisman is charged to half its maximum Hit Points(rounded down). While your crimson rite is active, the Talisman will charge by 1d6 at the start of your turn. If two crimson rites are active, it will have both damages for resistance.
-
View User Profile
-
Send Message
Posted Feb 24, 2021It is already loaded into the subclass, this is here for reference for those interested.
Blood Curse of the Bulwark:
(Prerequisite: Level 15, Order of Iron)
As a Reaction, you may increase your AC by a roll of your Hemocraft die until the start of your next turn.
Amplify: Creatures that attempt to attack anyone within 30 feet other than you must make a Wisdom saving throw or they take 4d6 psychic damage.