Blood Hunter
Base Class: Blood Hunter

In a world of many great monsters and terrors, still none strike such fear as the original evil: demons. Vile fiends from Hell itself that exist only to spread chaos, death, and suffering. Many adventurers and blood hunters of all stripes work to combat such hellish evils, but to those of the Order of the Doomslayer, it is their life’s only purpose.

They are a single-minded order of blood hunters known for their quiet, stoic demeanors and obsession with weaponry. Also known as Night Sentinels, hunters of this order stalk demons of the lower planes, studying their weaknesses and methods of attack, with the ultimate goal of learning to rip and tear the souls from their demonic foes so that their deaths are permanent. Higher-ranking Doomslayers use blood magic rituals to travel to the lower planes themselves to wreak havoc on devils and demons directly, before they might take hold in their Material Plane to threaten the common people. Doomslayers who set foot in the lower planes for this purpose are known as Hell Walkers, whereas the current leader of the order is known as the Scourge of Hell.

Rite of the Doom

When you join this order at 3rd level, you learn the Rite of the Doom esoteric rite (detailed below).

Rite of the Doom. Your rite damage is your weapon’s damage type, supernaturally amplifying the weapon’s own power instead of imbuing elemental energy. While the rite is active, you gain the following benefits:

  • The rite does not end if you aren’t holding the weapon at the end of your turn as long as you have attacked a hostile creature with it within the last minute.
  • Your weapon gains a +2 to damage rolls for each other weapon you have invoked the Rite of the Doom within and its damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. This damage bonus cannot exceed your proficiency bonus.
  • Your weapon deals one additional hemocraft die of rite damage when you hit a fiend.

Weapon Mastery

Beginning at 3rd level, your ancient order teaches advanced mastery over weaponry of all kinds, allowing you to utilize and modify a vast arsenal. You gain the following benefits:

  • You ignore the loading quality of weapons with which you are proficient.
  • Once per round, you may stow a weapon and draw another weapon as a free action.
  • You treat weapons and ammunition you carry as only half their normal weight when calculating your equipment weight against your carrying capacity.
  • You gain proficiency with smith’s tools if you don’t already have it. With access to your tools and an open flame hot enough to make metal pliable, you can restore 5 hit points to a damaged metal object for every 10 minutes of work.
  • You have advantage on ability checks to repair, upgrade, or modify weapons, such as sharpening a blade, silvering a weapon, or coating a weapon in adamantine.

Optional Rule: Firearm Proficiency

If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's Guide and your blood hunter has been exposed to the operations of such weapons, your blood hunter is proficient with them at 3rd level.

Destruction Empowerment

Starting at 7th level, you grow stronger and become even more tenacious with every foe you defeat, absorbing fragments of their soul. When you reduce a hostile creature to 0 hit points, you gain a bonus to the damage rolls of your weapon attacks equal to your Intelligence modifier (minimum of 1) until the end of your next turn and you gain temporary hit points equal to your blood hunter level. If the creature was a fiend, you gain temporary hit points equal to twice your blood hunter level.

If you did this with a melee attack and you have fewer than half of your hit points remaining, you can also regain a number of hit points equal to your proficiency bonus as a reaction.

When you kill a creature in this way, you weaken its soul. If this creature is brought back to life with a spell such as raise dead, its hit point maximum is halved (rounded up) until it finishes a long rest.

Additional Fighting Style

At 7th level, you can choose a second option from the Fighting Style class feature.

Indomitable Will

Upon reaching 11th level, your tremendous willpower and determination cannot be weakened. You can never have disadvantage on Wisdom saving throws, and you gain proficiency in death saving throws. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.

In addition, you cannot be charmed, frightened, or possessed by fiends.

Optional Rule: Sanity Proficiency

If your Dungeon Master uses the rules on Sanity scores in chapter 9 of the Dungeon Master's Guide and your blood hunter has a Sanity score, your blood hunter is proficient in Sanity saving throws at 11th level.

Brand of the Doomed Soul

Upon reaching 15th level, your Brand of Castigation now weakens your foe’s bond with their own soul, leaving it vulnerable for you to rip and tear it from them, and absorb its power. When a creature branded by you dies, you can use your reaction to regain hit points equal to your Intelligence modifier + your blood hunter level (minimum of 1). If you are healed to your hit point maximum in this way, you gain temporary hit points equal to the number of excess hit points of healing (if any).

When you use this feature, the branded creature’s soul is destroyed. It cannot be brought back to life with spells such as raise dead.

Immortal

At 18th level, your immense experience fighting against demons of the lower planes and absorbing their power has transcended you to more than a mere mortal. You no longer age, and you can’t be aged magically. In addition, you no longer need food or water, you don’t need to sleep, and you have advantage on saving throws against being banished to another place of existence.

You also gain the Blood Curse of the Unchained Predator for your Blood Maledict feature. This does not count against your number of blood curses known.

Blood Curse of the Unchained Predator

Prerequisite: 18th level, Order of the Doomslayer

As a bonus action, you empower yourself to hunt down your prey. Until the end of your turn, you gain the benefits of both the Dash and Disengage actions, you gain a bonus to your weapon attack rolls equal to your Intelligence modifier (minimum of 1), and your weapon attacks score a critical hit on a roll of 18-20.

Amplify. Until the end of your turn, you have truesight to a range of 60 feet. In addition, if you are blinded, charmed, frightened, or poisoned, you are no longer blinded, charmed, frightened, or poisoned, and you automatically escape from any restraints causing you to be grappled or restrained, such as manacles or a spell such as evard's black tentacles. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

Comments

Posts Quoted:
Reply
Clear All Quotes