Blood Hunter
Base Class: Blood Hunter

The Order of the Dark Moon is a fringe order of Blood Hunters that was formed by a single induvial. This hunter lived a desperate life of poverty and oppression. As he grew he saw the power a hunter had in helping the people around him, but their reach was limited as long as they only focused on the beast of the wilds. After a life changing encounter and a vison attributed to The Moon Goddess, this hunter decided to take his work to the people oppressed by the monsters that thrived in civilization. This hunter formed a small group of revolutionaries who began to act against the people in control of the society around them. 

Rite of the Moon

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

Rite of the Moon. Your rite damage is force damage. While the rite is active, you gain the following benefits:

  • Your weapon sheds a dim light out 10ft. This counts as moonlight.
  • Your walking speed increases by 10ft.
  • You add your hemocraft roll to saving throws against being frightened or charmed.

Aspect of the Revolt

You gain proficiency in the Stealth, Sleight of Hand, or Persuasion skill (your choice).

Persuasion

You gain proficiency in the Persuasion skill.

Sleight of Hand

You gain proficiency in the Sleight of Hand.

Stealth

You gain proficiency in the Stealth.

Phases of Battle

Upon reaching 7th level, you choose a battle style that augments your fighting style. All of the modifications can be done a number of times equal to your proficiency bonus

  • New Moon:  When you hit an enemy with a ranged attack you can force them to make an intelligence save against your hemocraft DC or you become invisible to them until the end of your next turn or you make an attack.
  • Waxing Crescent: As a bonus action you can give your blindsight to a number of allies equal to your Intelligence modifier within 30ft of you for 10 minutes.
  • First Quarter: You can use your reaction to give your AC to an ally within 60ft until the start of your next turn.
  • Waxing Gibbous: As a bonus action you can summon a beam of moonlight to fire from your blade. This counts as a ranged attack that uses your weapons stats, this attack deals force damage.
  • Full Moon: As a reaction you can summon a shield of moonlight from your great weapon, when you do so you can add your proficiency bonus to your AC.
  • Waning Gibbous: When you intercept an attack you can force the attacker to make a Dexterity save or take force damage equal to the intercepted damage.
  • Third Quarter:  When you use the protection feature you also give the target of the attack advantage on their next attack along with 1d4 force damage.
  • Waning Crescent: The superiority die used for your technique is replaced by a hemocraft die for the purposes of scaling. This is permanent and has no charges.
  • Blue Moon: When you miss with a thrown weapon you can use your reaction to summon it back and attack again.
  • Lunar Eclipse: When you activate a crimson rite on one weapon it automatically spreads to your second weapon, any condition that would end one ends both. This has no charges
  • Blood Moon: You can now apply your crimson rite to your unarmed attacks you must have gloves or gauntlets for this to work. This has no charges.
Blood Moon

  • Blood Moon: You can now apply your crimson rite to your unarmed attacks you must have gloves or gauntlets for this to work. This has no charges.

Blue Moon

  • Blue Moon: When you miss with a thrown weapon you can use your reaction to summon it back and attack again.

First Quarter

  • First Quarter: You can use your reaction to give your AC to an ally within 60ft until the start of your next turn.

Full Moon

  • Full Moon: As a reaction you can summon a shield of moonlight from your great weapon, when you do so you can add your proficiency bonus to your AC.

Lunar Eclipse

  • Lunar Eclipse: When you activate a crimson rite on one weapon it automatically spreads to your second weapon, any condition that would end one ends both. This has no charges

New Moon

  • New Moon:  When you hit an enemy with a ranged attack you can force them to make an intelligence saving throw against your hemocraft DC or you become invisible to them until the end of your next turn or you make an attack.

Third Quarter

  • Third Quarter:  When you use the protection feature you also give the target of the attack advantage on their next attack along with 1d4 force damage.

Waning Crescent

  • Waning Crescent: The superiority die used for your technique is replaced by a hemocraft die for the purposes of scaling. This is permanent and has no charges.

Waning Gibbous

  • Waning Gibbous: When you intercept an attack you can force the attacker to make a dexterity save or take force damage equal to the intercepted damage.

Waxing Crescent

  • Waxing Crescent: As a bonus action you can give your blindsight to a number of allies equal to your Intelligence modifier within 30ft of you for 10 minutes.

Waxing Gibbous

  • Waxing Gibbous: As a bonus action you can summon a beam of moonlight to fire from your blade. This counts as a ranged attack that uses your weapons stats, this attack deals force damage.

Brand of Freedom

Beginning at 11th level, your Brand of Castigation now creates a magic aura of freedom, whenever you a branded creature tries to restrain or incapacitate you you gain 1d6 to your roll. This includes

Moonlit Step

Upon reaching 15th level, you learn to create a path of moonlight. You can use a bonus action to teleport 60ft a number of times equal to your intelligence modifier per long rest.

Blood Curse of Retribution

At 15th level, you’ve honed your hemocraft to help your allies when they are in danger. You gain the Blood Curse of Retribution for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

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