Base Class: Blood Hunter
Anger? Anger has nothing to do with it. This is not some playground feeling. No, no this is unbridled fury and a passion for mercilessly ridding the world of its sinful. There are some blood hunters that specialize in utilizing monstrous traits or black magics to aid them in defeating the scum that plagues the world. These are seen as unnecessary to the Unforgiving.
Rite of the Merciless
When you join this order at 3rd level, you learn the Rite of the Merciless esoteric rite (detailed below).
Rite of the Merciless. Your rite damage is force damage. While the rite is active, you gain the following benefits:
- Your weapon sheds dim light out to a radius of 10 feet.
- You have resistance to the type of damage your weapon deals.
- You cannot be disarmed so long as the rite is active.
The Painful Way
Beginning at 3rd level, your anger numbs the pain you go through on a daily basis. You have resistance to damage you deal to yourself for your Crimson Rite and Blood Maledict features.
Bring Them Down
Upon reaching 7th level, when you damage a creature with your crimson rite feature you can attempt to find a break in their defenses.
You must make an Intelligence check vs the creatures Armor Class. If you succeed you manage to chip off a part of what keeps them so defended. Decrease the creatures AC by 1 for {{modifier:int@min:1#unsigned}} rounds.
You cannot decrease a creatures AC more than -1, but you can affect multiple creatures at any one moment.
Brand of Suffering
Beginning at 11th level, your Brand of Castigation now exposes a portion of your foe’s vitality, 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, when the branded creature hits you with a melee attack, you can use your reaction to make one melee attack back.
Blood Curse of the Undefeated
At 15th level, you’ve honed your hemocraft to punish anyone who would stand over yourself or your allies. You gain the Blood Curse of the Undefeated for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Undefeated
Choose one creature you can see within 30 feet of you that is under half their maximum health. That creature has advantage on all attack rolls and saving throws until the end of their next turn.
Amplify. The creature that you targeted also becomes the focal point of a blast that deals 2d6 force damage to everything within 10 feet else around it and knocks other creatures prone. Any creature can make a dexterity save vs your spell save dc to half the damage and not be knocked prone.
Activating a Blood Curse requires a use of your Blood Maledict feature.
Master in his own Rite
Upon reaching 18th level, you learn the true power of your crimson rite feature. You can activate any number of crimson rites on the same weapon, but only if the rite is not already active on said weapon. Additionally activating a new rite on a weapon with an already active rite can be done as a free action.
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