Blood Hunter
Base Class: Blood Hunter

The Order of the Kindred Souls is a relatively young order, formed during the fifth great incursion over two hundred years ago. Using the powers of hemocraft, these Blood Hunters bond with each other on a level far beyond brotherhood. They are the shields against the night and protect those warriors who fight by their side.

Brotherhood through Blood

At the 3rd level, when you choose this Order, you gain the ability to bond your lifeline with those closest to you. It takes a full action to bond with a willing ally and the bond lasts for 8 hours before it must be renewed.

A bonded creature gets the additional benefits:

  • You can communicate telepathically with your bonded allies as long as they are within 60 feet of you.
  • You are able to cast your Blood Curses through your bonded allies. You can curse enemies that are within 30 feet of your bonded allies.
  • You know all conditions your bonded allies are under as well as their hit points.
  • You know the general direction your bonded allies are.

You may bond up to a number of allies equivalent to half your Blood Hunter level (rounded up)

Vengeance through Blood

At the 7th level, certain elements of your Brand of Castigation apply to those you have bonded. Any creature you have bonded knows the direction of the branded creature and if the branded creature attacks anyone you have bonded, they take damage equivalent to your Intelligence modifier (minimum of 1). 

When Brand of Tethering is unlocked at 13th level, the psychic damage from Brand of Castigation is doubled and applies to this ability.

Pain through Blood

When you reach level 11, you can use your reaction to take the damage intended for one of your bonded creatures or they can take it for you. The damage must either be equally split between you and your bonded ally or one must take full damage for the other. The damage can be affected by certain resistances and immunities but only after you have determined how the damage is split.

Strength through Blood

At level 15, your blood bonds are so strong that you can momentarily share the strengths between you and the people you have bonded with. When you make a saving throw you can have one of your bonded creatures instead roll the saving throw for you and use their proficiencies and final roll. Bonded allies can also have you roll saving throws for them. Whoever rolls the saving throw must be decided before rolling the die.

Life Through Blood

At 18th level, for each time you roll your Hemocraft die, all bonded creatures heal the number of hit points you lose.

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