Blood Hunter
Base Class: Blood Hunter

A reclusive branch of hunters, this order mainly consists of those with a dual distrust or even hatred towards both the divine and the foul. Even amongst the forbidden hemocraft of other blood hunters, the magic of this order is considered horrid and shameful. Initiates take part in a ritual of duality, binding each half of their essence to the mutual destruction of both spheres. Followers of this order are extremely rare, and most initiates only join by knowing a member due to it's secretive nature.

True Insight

You have a specially trained mind, developed to probe even the deepest secrets of your foes. At 3rd level, when you first come into contact with a celestial or fiend, you may force that celestial or fiend to roll an Intelligence saving throw against your hemocraft save DC. If the creature passes, the creature does not know that you have attempted and becomes immune to the feature.

If the creature fails, and is a fiend, you learn the fiend's true name. If the creature is a celestial, you learn if the angel has committed any heinous acts that, if found out, may deem it worthy of being cast down into the Lower Planes as well as any relevant details surrounding the crime.

Hostile Focus

Starting at 7th level, your commitment to the hunt grows more vicious. You gain a +2 modifier to attack and damage rolls against celestials and fiends.

Destructive Grace

Also at 7th level, you gain the ability to hamper the violent intent of those who would bring harm to your allies. As a reaction, when a creature within 30 feet of you makes an attack against an ally, you may force that creature to take 2d10 necrotic/radiant damage of your choice as tendrils of energy shrouds your ally, granting them 2d10 temporary hit points.

You can use this feature once per short rest. At 11th and 17th level, the damage and temporary hit points each increase by 1 die.

Brand of Retribution

At 11th level, your Brand of Castigation imposes a greater threat against the holy and the damned. When using your Destructive Grace feature against a branded creature, your ally now gains resistance to the damage from the attack.
In addition, you gain a bonus to saving throws against spells and other magical effects equal to your intelligence modifier from branded celestials and fiends.

Act of Vengeance

Starting at 15th level, you become supernaturally adept at nullifying the power of your foes. You gain an additional use of your Destructive Grace feature.

In addition, you gain access to the Blood Curse of Retaliation. This does not count against your number of blood curses known.

BLOOD CURSE OF RETALIATION:

As a reaction, when you are targeted by a special action, spell, or other magical effect, you counter a creature that you can see within 30 feet of you. The creature then becomes the target of it's own special action, spell, or magical effect.

Amplify. The countered special action, spell, or magical effect bypasses any relevant resistances to damage types.

Soul of Annihilation

At 18th level, you become the avatar of balance, maintaining order between the Seven Heavens of Celestia and the Nine Hells of Baator. Once per long rest, you may enter the State of Annihilation for up to 1 minute. You now deal an extra 1d10 necrotic or radiant damage (depending on your choice) on a weapon attack. In addition, you gain one of the following benefits:

  • On your first weapon attack against a celestial or fiend while in this state, that creature must make a Wisdom saving throw against your hemocraft save DC (if a celestial), or a Charisma saving throw against your hemocraft save DC (if a fiend). Upon failing this saving throw, your attack deals maximum damage, and you may immediately make an additional weapon attack. The creature then becomes immune to this effect for 24 hours.
  • As an action, you summon a weapon of otherworldly power to strike down your sworn enemy. You may make a melee or ranged weapon attack with proficiency; on a successful hit, the celestial or fiend suffers 4d10 necrotic or radiant damage in addition to the following effects. The creature becomes frightened of you for 1 minute (bypassing immunities), and is under the effect of the slow spell while frightened of you in this way. The affected creature may make a Wisdom saving throw at the end of each of their following turns against your hemocraft save DC to end the effects. The creature then becomes immune to this effect for 24 hours.

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