Blood Hunter
Base Class: Blood Hunter

The corruption process known as the "awakening" is a painful one where the blood of an individual is suffused with arcane sentience hungry for vengeance. This grants the body and mind super natural ability in the presence of magic.

Hungry Blood

Hungry Blood. While your crimson rite is active you gain the following benefits

-When you are forced to make a save against a spell, you gain advantage for that save. 

-When a spell is casted within 30 feet of you, you can use your reaction to move 30 feet and make an attack against the caster with advantage. This feature does not provoke attacks of opportunity. 

Crimson Consumption

Blood Reservoir. When you successfully dodge a spell, or pass the DC you can attempt to let your blood eat the spell and store its power in your body for later. In order to successfully take a spell, you must roll an Intelligence save, and beat the casters spell DC to obtain the energy. your reservoir size is proficiency + Blood Hunter level.  Spell level does NOT affect how much energy you can store, but it does affect Arcanized Reflexes

Arcanized Reflexes. You can tap into the magic your blood feeds off of to improve yourself in combat.

Fury. You can as a bonus action expend a Blood Reservoir point to regain your attack action and all hemocraft die damage is increased by the spell level expended

-Blood Ward. As a reaction, you can project a barrier of blood on yourself which gives temporary hit points equal to your hemocraft die + spell level expended. 

-Arcane curse. When using an amplified blood maledict, your blood can weave arcane destruction into it. when you strike an enemy and apply an amplified curse to them, they burn with the arcane eating blood, and deal damage over time, equal to the spell level, for your hemocraft die in turns. 

-Arcane coagulation. you can expend a point from your reservoir to heal yourself in the rage of combat, for a bonus action you can heal yourself equal to spell level + hemocraft die.

Carmine Vengeance

Carmine Vengeance. Your blood is relentless, when invoking a blood maledict on a mage, until that blood curse is lifted, you deal an extra die of rite damage, and the cursed mage must cast 1st level spells or higher at disadvantage, and anyone forced to make a save against their spells get advantage. 

Brand of Silence

Brand of Silence. At level 11, your brand of castigen can use the arcane essence in your body to silence that same arcane energy within others. When you attack a branded creature, that same turn they must make a constitution save against your DC, upon a fail the creature cannon cast spells 3rd level and above. 

Arcane Blood Virus

Arcane Blood Virus. Starting at 15th level, when ever you use your blood curse, you can expend all of your arcane reservoirs to amplify the curse, and in addition to that, makes the target vulnerable to all damage until your next turn. 

Witch Bane

Witch Bane. When you are reduced to 0 hit points by a spell or any magical damage, your blood erupts from the body as needle sharp tendrils in search for the creature that dealt the killing blow. The target must make a DC save equal to the number of points in your reservoir + your hemocraft DC. Dealing damage equal to how many reservoir points you had multiplied by your hemocraft die number (Example. you have 3 reservoir points, at this level your hemocraft die is1d10, the damage dealt would equal 10*3) and half as much on a success. 

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2/26/2021 7:42:41 AM
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