Base Class: Blood Hunter
Blood Hunters of Order of Primordial are aware of their elemental blood, and use it to full extent. Even though their curses might be less efective, their weapons enhanced with their Crimson Rite are more than dangerous. Primordial Blood Hunters tend to specialize on one element, and try to utilize its full potential.
Essential Rite
When you join this order at 3rd level, your chosen rite becomes your Essential rite. When you have your essential rite activated, you gain following bonuses
- When attacking with weapon, you deal damage equal to two rolls of your hemocraft die, instead of one.
Hemocraft specialist
Beginning at 3rd level, your ancient order teaches advanced mastery over your primordial blood. Once per short or long rest, you can choose to reroll your hemocraft die. You must use the new roll.
Improved Essential Rite
Upon reaching 7th level, you are even more connected with your primordial blood. You gain following benefits:
Activating your essential rite is a free action.
When you roll hemocraft die while activating your essential rite, you can reduce the damage you take by your constitution modifier(minimum of one).
As a bonus action, you can activate your Crimson Rite on a weapon that a willing person within 5 feet of you is holding. You take damage equal to one roll of your hemocraft die, even if you are activating your Essential Rite. Weapon then deals additional one roll of hemocraft die of chosen rite's damage. This effect lasts for one minute.
Brand of Elements
Beginning at 11th level, your Brand of Castigation now exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite. When you brand a creature with your Crimson Rite, It becomes vulnerable to rite damage until the end of your next turn.
Blood Curse of the Marked
At 15th level, you’ve honed your hemocraft to gain even bigger advantage when using your Rites. You gain the Blood Curse of the Marked for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
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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