Base Class: Blood Hunter
The people of Del'Varem are hardy folk out of necessity, constantly fighting off the creatures from the Core Layer. The Hunters of this city have refined the skills to not only rip aberrations limb from limb, leveraging carapaces from flesh, but to scale terrain quickly. Utilizing their surroundings, Deep Stalkers together are able to quickly scale sheer cliffs or trees to get an advantage on any opponents.
Aberration's Bane
Upon choosing this archetype at 3rd level, your Hunter's Bane now also includes aberrations and monstrosities, and you learn Rite of the Forsaken.
Rite of the Forsaken. Your rite damage is force damage. While the rite is active, you gain the following benefits:
- Your weapon sheds bright light out to a radius of 20 feet.
- You have resistance to being frightened.
- Your first successful strike per turn deals one additional hemocraft die of rite damage when you hit an aberration or monstrosity.
Terrain Specialist
Beginning at 3rd level, your ancient order teaches advanced mastery over curses and movement. You gain an additional use of your Blood Maledict feature. In addition, when climbing or using acrobatics, you only expend half your movement. When you take falling damage, you take damage as if you fell ten fewer feet.
Hunter's Reach
At 7th level, your speed increases by 10 feet. You also can add 10 feet to your long jump distance and 3 feet to your high jump distance. In addition, after defeating an opponent, you may use your bonus action to move an additional 15 ft toward another opponent within 5ft of an ally.
Brand of Sundering
Beginning at 11th level, your Brand of Castigation now exposes a fragment of your foe’s essence, 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, the branded creature can’t move through creatures or objects.
Brand of the Hunter
Upon reaching 15th level, your Brand of Castigation feature now digs dark, arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on their saving throws against spells cast by an ally of your choice.
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.
Previous Versions
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