Blood Hunter
Information
Blood hunters are clever warriors driven by an unending determination to destroy evils old and new. Armed with rites of secretive blood magic and a willingness to sacrifice their own vitality and humanity for their cause, they protect the realms from the shadows — even as they remain ever vigilant against being drawn to the darkness that consumes the monsters they hunt. Variant Hemocraft Ability Score: As a blood hunter, you use your Intelligence modifier for some of your class and subclass features. However, you can choose to instead use your Wisdom modifier for all your blood hunter features that use your Intelligence modifier by default.Sub-class options
Order of The Runebearer
The Order of the Runebearers is a group of individuals dedicated to mastering runic magic, following the teachings of their founding Blood Hunter, Xiphos—a fire giant who established the order. Their purpose was to use runic magic to hunt and slay the creatures lurking in the dark mountains of Haros.
After imprisoning the God-Dragon that once ruled the mountain, the order expanded its reach across Ferra, becoming renowned as runic monster hunters for hire.
3rd Level Feature
Bonus Proficiencies
You gain proficiency with smith's tools, and you learn to speak, read, and write Giant. Runic Rite
Starting at 3rd level, you gain the ability to empower your crimson rite weapon with a glowing runic symbol infused with your blood. When you activate your Crimson Rite on a weapon, you can choose one of the following runes to apply to that weapon, in addition to the other features of the rite. To apply a rune, you must meet the prerequisite associated with it. You have the following options;
Lineage of Runes
Starting at 7th level, you are capable of altering the runes themselves and shape them into another form of magic. As a bonus action, you can choose to sacrifice your currently active crimson rite along with the runes to cast a 3rd level spell or lower that is either transmutation or divination and has a casting time of an action. You can use this feature once per short or long rest. 11th Level Feature
Runic Giant's Fury
Starting at 11th level, your crimson rite has some energy of your orders founder within it. Once per turn when you hit a creature with your crimson rite weapon, you deal additional damage equal to a roll of your hemocraft die. The damage is your chosen crimson rite damage type. 15th Level Feature
Rejuvenating Blood
Starting at 15th level, the resilience of a giant flows through your veins, granted by the Founder. You gain resistance to poison damage and have advantage on saving throws against being poisoned. Additionally, you reduce all slashing, piercing, and bludgeoning damage you take by an amount equal to your Hemocraft modifier. Also, you gain the Blood Curse of the Opened Wound for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Runic Expulsion
Starting at 18th level, you can cause the runes from your blood to become explosive and uncontrollable. As a bonus action, you can release a 90ft cone of chaotic runic magic, all creatures within the cone must make a Dexterity saving throw against your hemocraft DC; on a failure the creatures take 10 rolls of your hemocraft die in damage and they are all branded with a Rune of Death. On a success the targets take the full damage and aren't branded. The damage uses your crimson rite damage. Once you use this feature, you cannot do so again until your next long rest.
Bonus Proficiencies
You gain proficiency with smith's tools, and you learn to speak, read, and write Giant. Runic Rite
Starting at 3rd level, you gain the ability to empower your crimson rite weapon with a glowing runic symbol infused with your blood. When you activate your Crimson Rite on a weapon, you can choose one of the following runes to apply to that weapon, in addition to the other features of the rite. To apply a rune, you must meet the prerequisite associated with it. You have the following options;
- Striking Rune (Melee Weapon Only): While you are holding your weapon that has a crimson rite, you gain an extra 1d4 bonus to your first attack roll each turn.
- Bloodthirst Rune: While you are holding your weapon that has a crimson rite, the weapon scores a critical hit on 19s or higher. If you critically hit, you can roll your hemocraft die twice instead of once.
- Restoring Rune: While holding a weapon imbued with a crimson rite, if you take damage while you are at or reduced to half your hit points or lower, you can use your reaction to roll your Hemocraft die and heal an amount equal to the result plus your Hemocraft modifier.
- Surge Rune (7th Level or Higher): While you are holding your weapon that has a crimson rite, and fail a saving throw, you can choose to reroll and use the new result instead. Once you have used this feature you cannot use it again until the start of your next turn.
- Challenging Rune (7th Level or Higher): While holding a weapon imbued with a crimson rite, you can use your bonus action to challenge an enemy within 30 feet by pointing your weapon at them. The targeted creature must make a Wisdom saving throw against your Hemocraft DC. On a failed save, the creature takes damage equal to a roll of your Hemocraft die, suffers disadvantage on attack rolls against any creature other than you, and cannot move away from you for 1 minute. If the creature succeeds on the saving throw, it still takes damage equal to a roll of your Hemocraft die. The damage type for this rune is the same as the damage type you chose for your Crimson Rite.
- Death Rune (11th Level or Higher): While holding a weapon that has a crimson rite, when you hit a creature, you can choose to brand them with a Rune of Death. This brand lasts for a number of hours equal to your Blood Hunter level. While the creature is branded, you regain hit points equal to your Hemocraft modifier each time you hit them with your weapon.
Lineage of Runes
Starting at 7th level, you are capable of altering the runes themselves and shape them into another form of magic. As a bonus action, you can choose to sacrifice your currently active crimson rite along with the runes to cast a 3rd level spell or lower that is either transmutation or divination and has a casting time of an action. You can use this feature once per short or long rest. 11th Level Feature
Runic Giant's Fury
Starting at 11th level, your crimson rite has some energy of your orders founder within it. Once per turn when you hit a creature with your crimson rite weapon, you deal additional damage equal to a roll of your hemocraft die. The damage is your chosen crimson rite damage type. 15th Level Feature
Rejuvenating Blood
Starting at 15th level, the resilience of a giant flows through your veins, granted by the Founder. You gain resistance to poison damage and have advantage on saving throws against being poisoned. Additionally, you reduce all slashing, piercing, and bludgeoning damage you take by an amount equal to your Hemocraft modifier. Also, you gain the Blood Curse of the Opened Wound for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
- Blood Curse of the Opened Wound (Prerequisite: 15th level, Order of the Runebearers): As a bonus action, you can choose one creature within 30ft of you, the chosen creature is vulnerable to your crimson rite damage until the start of your next turn. If the creature is resistant or immune to the damage type then it becomes normal. Amplify: The creature is vulnerable to your next attack damage ignoring resistances and immunity.
Runic Expulsion
Starting at 18th level, you can cause the runes from your blood to become explosive and uncontrollable. As a bonus action, you can release a 90ft cone of chaotic runic magic, all creatures within the cone must make a Dexterity saving throw against your hemocraft DC; on a failure the creatures take 10 rolls of your hemocraft die in damage and they are all branded with a Rune of Death. On a success the targets take the full damage and aren't branded. The damage uses your crimson rite damage. Once you use this feature, you cannot do so again until your next long rest.
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