Base Class: Blood Hunter
A dancer who fights in a flurry of blood steel and magic slashing themselves and others in an intricate dance. The Order of the Crimson Dance was founded by two drow members of The Order of the Profane Soul, they did not want to make pacts with entities as they were devout followers of Eilistraee, so they broke off and formed their own order under their goddess combining hemocraft with some bardic and clerical magic. They were the most trusted warriors of Eilistraee and were specially tasked by the goddess herself with various missons.
Bardic Inspiration
You can inspire others through your dancing. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can see you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
Once a day you can use one of your inspiration die to amplify a blood curse or activate a rite.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when your hemocraft die does. The die becomes a d8 at 5th level, a d10 at 11th level, and a d12 at 17th level.
Rite of the Dance
Beginning at 3rd level, your weapon becomes a core to your dances. You gain the Rite of the Dance and whenever you use this rite while wielding two weapons you can enchant both weapons, when one of the weapons rite ends the other ends as well.
You can also use your weapons as a spell casting focus while they have an active rite.
When you join this order at 3rd level, you learn the Rite of the Dance esoteric rite (detailed below).
Rite of the Dance. Your rite damage is radiant damage. While the rite is active, you gain the following benefits:
- You can end your rite to counter a charm spell on a creature you can see within 60 ft
- When you roll a 20 on a attack roll with this rite on your weapon the target of the attack must make a Wisdom saving throw against your spell DC or dance along side you while dancing there movment is halved and they have disadvantage on attack roles, this ends at the end of their next turn
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.
Cantrips
You learn two cantrips. You learn another cantrip of your choice at 10th level.
Spell Slots
The Order of the Crimson Dance Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Spells Known of 1st-Level and Higher
You know two 1st-level bard spells of your choice.
The Spells Known column of the Order of the Crimson Dance Spellcasting table shows when you learn more bard spells of 1st level or higher. Each must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your bard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Order of the Crimson Dance Spellcasting
|
Blood Hunter LEVEL |
CANTRIPS KNOWN |
SPELLS KNOWN |
— SPELL SLOTS PER SPELL LEVEL — |
|||
|---|---|---|---|---|---|---|
|
1ST |
2ND |
3RD |
4TH |
|||
|
3rd |
3 |
3 |
2 |
— |
— |
— |
|
4th |
3 |
4 |
3 |
— |
— |
— |
|
5th |
3 |
4 |
3 |
— |
— |
— |
|
6th |
3 |
4 |
3 |
— |
— |
— |
|
7th |
3 |
5 |
4 |
2 |
— |
— |
|
8th |
3 |
6 |
4 |
2 |
— |
— |
|
9th |
3 |
6 |
4 |
2 |
— |
— |
|
10th |
4 |
7 |
4 |
3 |
— |
— |
|
11th |
4 |
8 |
4 |
3 |
— |
— |
|
12th |
4 |
8 |
4 |
3 |
— |
— |
|
13th |
4 |
9 |
4 |
3 |
2 |
— |
|
14th |
4 |
10 |
4 |
3 |
2 |
— |
|
15th |
4 |
10 |
4 |
3 |
2 |
— |
|
16th |
4 |
11 |
4 |
3 |
3 |
— |
|
17th |
4 |
11 |
4 |
3 |
3 |
— |
|
18th |
4 |
11 |
4 |
3 |
3 |
— |
|
19th |
4 |
12 |
4 |
3 |
3 |
1 |
|
20th |
4 |
13 |
4 |
3 |
3 |
1 |
Channel Divinity - Comforting Shadow
You gain this power as you reach 7th level. As an action you channel the kindness of Eilistraee and your hair turns into Silvery Fire (doesnt harm you). You evoke healing power that can restore hit points equal to your blood hunter level times 2.
Choose any creatures within 30ft a shadow wraps around them and heals them. This has no effect on undead or constructs.
You can use this feature once per day and it comes back when you take a long rest. When you reach 15th you can use this feature two times (in 1 hour intervals) and the healing increases to 4 times your blood hunter level.
Brand of the Flooding Hymm
Upon reaching 11th level, your Brand of Castigation feature floods the targets ears with music, leaving them distracted and vulnerable to your magic. A creature branded by you has disadvantage on their saving throws against your bard spells.
Alluring Dance
Begining at 13th level you can add your Intelligence modifier to your performance checks.
And as an action you can entrance your enemies with your dancing a number of creatures in 60ft that can see you up to your INT modifier (at least 1) must make a wisdom saving throw against your performance check (with advantage if you are in combat with them) or be charmed for 10 minutes or until you or your allies damage them or force them to make a saving throw. While charmed in this way they cannot move or take actions being to entranced in your dancing. At the end of their turn they can make a wisdom saving throw against your first performance check (or you can make a new one but must use that roll) to end the charm. This feature can not be used again until you finish a long rest or take 3 hemocraft die as damage to use it again.
Magical Secrets
At 15th level, you learn two spells of your choice from any class. The first spell you choose must be of a level you can cast, The second must be first level or a cantrip, as shown on the Order of the Crimson Dance table, or a cantrip. The chosen spells count as Order of the Crimson Dance spells for you but don’t count against the number of spells you know.
Blood Curse of the Moonlight
Starting at 18th level you learn how to punish anyone who wounds your friends. You gain the Blood Curse of the Moonlight for your Blood Maledict feature. This does not count against your number of blood curses known.
When a creature is attacked within 30ft of you, you can use your reaction to deal half the damage done by that attacker back to them in radiant damage.
Amplify. Instead you do full damage and grant the creature who was attacked resistance to all damage until the end of your next turn. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.
Activating a Blood Curse requires a use of your Blood Maledict feature.
Previous Versions
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