diff --git a/collaborations/blood-hunter-2022.index b/collaborations/blood-hunter-2022.index new file mode 100644 index 000000000..5c054ef2f --- /dev/null +++ b/collaborations/blood-hunter-2022.index @@ -0,0 +1,19 @@ + + + + Blood Hunter 2022 + + + + + + + + + + + + + + + diff --git a/collaborations/blood-hunter-2022/BH22.png b/collaborations/blood-hunter-2022/BH22.png new file mode 100644 index 000000000..8703934e3 Binary files /dev/null and b/collaborations/blood-hunter-2022/BH22.png differ diff --git a/collaborations/blood-hunter-2022/bloodhunter-ghostslayer.xml b/collaborations/blood-hunter-2022/bloodhunter-ghostslayer.xml new file mode 100644 index 000000000..305339d98 --- /dev/null +++ b/collaborations/blood-hunter-2022/bloodhunter-ghostslayer.xml @@ -0,0 +1,117 @@ + + + + + + + + + + Blood Hunter Order 2022 + +

The Order of the Ghostslayer is the oldest of the blood hunter orders, its members having originally rediscovered the secrets of hemocraft and refined them for combat against the scourge of undeath. Ghostslayers seek out and study the moment of death, obsessing over the mystery of the transition from life, and the unholy power that can cause the dead to rise once more. These zealous blood hunters make it their life’s work to destroy the scourge of undeath wherever it is found, tuning their abilities to engage undead creatures and those who manipulate the necromancy that creates them.

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+ + + + + + + + + + + + + + !ID_CR_BH22_FEATURE_REPLACEMENT_BLOOD_HUNTER_ORDER_OF_THE_GHOSTSLAYER_RITE_OF_THE_DAWN + +

When you join this order at 3rd level, you learn the Rite of the Dawn as part of your Crimson Rite feature. When you activate the Rite of the Dawn, the extra damage dealt by your rite is radiant damage. Additionally, while that rite is active on your weapon, you gain the following benefits:

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  • Your weapon sheds bright light out to a range of 20 feet.
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  • You have resistance to necrotic damage.
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  • When you hit an undead creature with a weapon for which the Rite of the Dawn is active, you roll an additional hemocraft die when determining the extra damage from the rite.
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+ + Your rite damage is radiant damage. While the rite is active, you gain the following benefits: + • Your weapon sheds bright light out to a range of 20 feet. + • You have resistance to necrotic damage. + • Your weapon deals one additional d{{hemocraft:dice:size}} of rite damage when you hit an undead. + +
+ + + !ID_CR_BH22_FEATURE_REPLACEMENT_BLOOD_HUNTER_ORDER_OF_THE_GHOSTSLAYER_CURSE_SPECIALTIST + +

Starting at 3rd level, you learn to master blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.

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+ + Your blood curses can target any creature, whether it has blood or not. + + + + +
+ + + !ID_CR_BH22_FEATURE_REPLACEMENT_BLOOD_HUNTER_ORDER_OF_THE_GHOSTSLAYER_AETHER_WALK + +

Upon reaching 7th level, at the start of your turn, you can magically step into the veil between the planes as long as you aren’t incapacitated. You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object.

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This feature lasts for a number of rounds equal to your Hemocraft modifier (minimum of 1 round). If you are inside an object when it ends, you are immediately shunted to the nearest unoccupied space and you take force damage equal to twice the number of feet you moved.

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Once you use this feature, you must finish a short or long rest before you can use it again. You can use Aether Walk twice between rests starting at 15th level.

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+ + At the start of your turn, you can choose to magically step into the veil between the planes as long as you aren't incapacitated. You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object. This feature lasts for {{aether walk:rounds}} rounds. If you are inside an object when this feature ends, you are immediately shunted to the nearest unoccupied space and you take force damage equal to twice the number of feet you moved. + At the start of your turn, you can choose to magically step into the veil between the planes as long as you aren't incapacitated. You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object. This feature lasts for {{aether walk:rounds}} rounds. If you are inside an object when this feature ends, you are immediately shunted to the nearest unoccupied space and you take force damage equal to twice the number of feet you moved. + + + + + +
+ + + !ID_CR_BH22_FEATURE_REPLACEMENT_BLOOD_HUNTER_ORDER_OF_THE_GHOSTSLAYER_BRAND_OF_SUNDERING + +

Starting at 11th level, your Brand of Castigation exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite. Additionally, if a branded creature has the Incorporeal Movement trait or a similar feature, it can’t move through creatures or objects while branded.

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+ + Whenever you hit a creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite. Additionally, if a branded creature has the Incorporeal Movement trait or a similar feature, it can’t move through creatures or objects while branded. + +
+ + + !ID_CR_BH22_FEATURE_REPLACEMENT_BLOOD_HUNTER_ORDER_OF_THE_GHOSTSLAYER_BLOOD_CURSE_OF_THE_EXORCIST + +

At 15th level, you hone your hemocraft to tear corruption from the minds and bodies of your allies—and to punish those responsible for it. You gain the Blood Curse of the Exorcist for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

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+ + + !ID_CR_BH22_FEATURE_REPLACEMENT_BLOOD_HUNTER_ORDER_OF_THE_GHOSTSLAYER_RITE_REVIVAL + +

Upon reaching 18th level, you learn to protect your fading life by reabsorbing the energy you feed to your weapons. If you have one or more crimson rites active and you are reduced to 0 hit points but don’t die outright, you can choose to have all your active crimson rites end and drop to 1 hit point instead.

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+ + If you have one or more crimson rites active and you are reduced to 0 hp but don’t die outright, you can choose to have all your active crimson rites end and drop to 1 hp instead. + +
+ + + + + + + + + diff --git a/collaborations/blood-hunter-2022/bloodhunter-lycan.xml b/collaborations/blood-hunter-2022/bloodhunter-lycan.xml new file mode 100644 index 000000000..662559d4e --- /dev/null +++ b/collaborations/blood-hunter-2022/bloodhunter-lycan.xml @@ -0,0 +1,193 @@ + + + + + + + + + + Blood Hunter Order 2022 + +

The ancient curse of lycanthropy is feared by nearly all peoples and cultures, passed through blood and seeding a host with the savage strength and hunger for violence of a wicked beast. The Order of the Lycan is a proud group of blood hunters who undergo “the Taming”—the ceremonial infliction of lycanthropy by a senior member of the order, for those who do not already carry the curse before seeking this path. These hunters then use the magic of their blood to harness the power of the monster they harbor, without losing themselves to it. Using intense will and secret blood magic rituals, members of the Order of the Lycan learn to control and unleash their hybrid forms for short periods of time. Enhanced physical prowess, unnatural resilience, and razor-sharp claws make these warriors a terrible foe to any evil that crosses their path. Yet no training is perfect, and without care and complete focus, even the greatest of blood hunters can temporarily lose themselves to their own hunger.

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+ + + + + + + + + + + + + + !ID_CR_BH22_FEATURE_REPLACEMENT_BLOOD_HUNTER_ORDER_OF_THE_LYCAN_HEIGHTENED_SENSES + +

When you choose this archetype at 3rd level, you gain the improved senses of a natural predator. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

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+ + You gain advantage on Perception checks that rely on hearing or smell. + +
+ + + !ID_CR_BH22_FEATURE_REPLACEMENT_BLOOD_HUNTER_ORDER_OF_THE_LYCAN_HYBRID_TRANSFORMATION + +

Also at 3rd level, you learn to control the lycanthropic curse that courses through your veins. As a bonus action, you transform into a special hybrid form for up to 1 hour. You can speak, use equipment, and wear armor while in this form, and can revert to your normal form as a bonus action. You automatically revert to your normal form if you fall unconscious or die.

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This feature replaces the rules for lycanthropy in the Monster Manual. Once you use this feature, you must finish a short or long rest before you can use it again.

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While you are transformed, you gain the following benefits and drawbacks:

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Feral Might. You have advantage on Strength checks and Strength saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level.

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Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. Additionally, while you are not wearing heavy armor, you have a +1 bonus to AC.

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Predatory Strikes. Your can apply your Crimson Rite feature to your unarmed strikes. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action.

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Additionally, when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action.

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Bloodlust. If you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 8 Wisdom saving throw or move directly toward the nearest creature and use the Attack action against that creature. If you’re concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian’s Rage feature), you automatically fail this saving throw.

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If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself.

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+ + You can transform into your hybrid form for up to 1 hour. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier as a bonus action. You automatically revert to your normal form if you fall unconscious or die. + You can transform into your hybrid form indefinitely. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier as a bonus action. You automatically revert to your normal form if you fall unconscious or die. + + + + + + + + + +
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You have advantage on Strength checks and Strength saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level.

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+ + You gain a +1 to melee damage rolls. You also have advantage on Strength checks and Strength saving throws. + You gain a +2 to melee damage rolls. You also have advantage on Strength checks and Strength saving throws. + You gain a +3 to melee damage rolls. You also have advantage on Strength checks and Strength saving throws. + +
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You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. Additionally, while you are not wearing heavy armor, you have a +1 bonus to AC.

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+ + You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. Additionally, while you are not wearing heavy armor, you have a +1 bonus to AC. + +
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You can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, which deal 1d6 bludgeoning or slashing damage (your choice). This damage increases to 1d8 at 11th level.

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Additionally, when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action.

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+ + You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, which deal 1d6 bludgeoning or slashing damage. When you use the Attack action to make an unarmed strike, you can make another unarmed attack as a bonus action. You can apply your Crimson Rite feature to your unarmed strikes, which are considered a single weapon. + You have a +1 bonus to the attack and damage rolls of your unarmed strikes, and you can use Dexterity instead of Strength for them. Your unarmed strikes deal 1d6 bludgeoning or slashing damage. When you use the Attack action to make an unarmed strike, you can make another unarmed attack as a bonus action. You can apply your Crimson Rite feature to your unarmed strikes, which are considered a single weapon. While Crimson Rite is active in this way, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. + You have a +2 bonus to the attack and damage rolls of your unarmed strikes, and you can use Dexterity instead of Strength for them. Your unarmed strikes deal 1d8 bludgeoning or slashing damage. When you use the Attack action to make an unarmed strike, you can make another unarmed attack as a bonus action. You can apply your Crimson Rite feature to your unarmed strikes, which are considered a single weapon. While Crimson Rite is active in this way, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. + You have a +3 bonus to the attack and damage rolls of your unarmed strikes, and you can use Dexterity instead of Strength for them. Your unarmed strikes deal 1d8 bludgeoning or slashing damage. When you use the Attack action to make an unarmed strike, you can make another unarmed attack as a bonus action. You can apply your Crimson Rite feature to your unarmed strikes, which are considered a single weapon. While Crimson Rite is active in this way, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. + +
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If you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 8 Wisdom saving throw or move directly toward the nearest creature and use the Attack action against that creature. If you’re concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian’s Rage feature), you automatically fail this saving throw.

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If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself.

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+ + If you start your turn with fewer than half of your maximum hit points, you must succeed on a DC{{lycan bloodlust:dc}} Wisdom saving throw or move directly towards the nearest creature and use the Attack action against that creature. If you’re concentrating on a spell or are under an effect that prevents you from concentrating, you automatically fail this saving throw. If you have the Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself. + + + + +
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At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you gain hit points equal to 1 + your Constitution modifier (minimum of 1). If you are in hybrid form, you gain these hit points before you must make the saving throw for your bloodlust.

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+ + At the start of each of your turns, you regain {{lycan regeneration:hp}} hit points if you have at least 1 hit point and no more than half of your hit points left. If you are in hybrid form, you gain these hit points before you must make the saving throw for your bloodlust. + + + + + + + +
+ + + !ID_CR_BH22_FEATURE_REPLACEMENT_BLOOD_HUNTER_ORDER_OF_THE_LYCAN_STALKERS_PROWESS + +

At 7th level, your speed increases by 10 feet, and you add 10 feet to your long jump distance and 3 feet to your high jump distance. Your hybrid form also gains the following additional benefit.

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Improved Predatory Strikes. You have a +1 bonus to attack rolls made with your unarmed strike. This bonus increases to +2 at 11th level and to +3 at 18th level. Additionally, when you have an active crimson rite on your unarmed strike while in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

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+ + You can add 10 feet to your long jump distance and 3 feet to your high jump distance. + + + + +
+ + + !ID_CR_BH22_FEATURE_REPLACEMENT_BLOOD_HUNTER_ORDER_OF_THE_LYCAN_ADVANCED_TRANSFORMATION + +

At 11th level, you learn to unleash and control more of the beast within. You can use your Hybrid Transformation feature twice, regaining all expended uses when you finish a short or long rest. Your hybrid form also gains the following additional benefit.

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Lycan Regeneration. At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you gain hit points equal to 1 + your Constitution modifier (minimum of 1). If you are in hybrid form, you gain these hit points before you must make the saving throw for your bloodlust.

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+ + + !ID_CR_BH22_FEATURE_REPLACEMENT_BLOOD_HUNTER_ORDER_OF_THE_LYCAN_BRAND_OF_THE_VORACIOUS + +

Starting at 15th level, you have advantage on the saving throw for your bloodlust while in hybrid form. Additionally, your Brand of Castigation can now bind a foe to your hunter’s ferocity. While in your hybrid form, you have advantage on attack rolls against a creature branded by you.

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+ + You have advantage on the saving throw for your bloodlust while in hybrid form. Additionally, your Brand of Castigation can now bind a foe to your hunter’s ferocity. While in your hybrid form, you have advantage on attack rolls against a creature branded by you. + +
+ + + !ID_CR_BH22_FEATURE_REPLACEMENT_BLOOD_HUNTER_ORDER_OF_THE_LYCAN_HYBRID_TRANSFORMATION_MASTERY + +

At 18th level, you have mastered your inner predator. You can use your Hybrid Transformation feature an unlimited number of times, and your hybrid form lasts until you revert to your normal form, fall unconscious, or die.

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You also gain the Blood Curse of the Howl for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

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+ + + + + + + + + + diff --git a/collaborations/blood-hunter-2022/bloodhunter-mutant.xml b/collaborations/blood-hunter-2022/bloodhunter-mutant.xml new file mode 100644 index 000000000..994a54ec8 --- /dev/null +++ b/collaborations/blood-hunter-2022/bloodhunter-mutant.xml @@ -0,0 +1,338 @@ + + + + + + + + + + Blood Hunter Order 2022 + +

The process of undertaking the Hunter’s Bane ritual is a painful, scarring, and sometimes fatal experience. Those who survive are irrevocably changed—and not always for the better. Over generations of experimentation, a splinter order of blood hunters honed the way in which hemocraft alters the body, using corrupted alchemy and toxic elixirs to alter their blood even further. Over time, they have modified their capabilities in battle, becoming something beyond what they once were. Calling themselves the Order of the Mutant, these blood hunters now specialize in assessing the strengths and weaknesses of their foes, altering their biology to be best prepared for any conflict.

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+ + + + + + + + + + + + + + !ID_CR_BH22_FEATURE_REPLACEMENT_BLOOD_HUNTER_ORDER_OF_THE_MUTANT_MUTAGENCRAFT + +

When you choose this archetype at 3rd level, you learn to master forbidden alchemical formulas—known as mutagens—that can temporarily alter your mental and physical abilities.

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As a bonus action, you consume a mutagen, whose effects and side effects last until you finish a short or long rest unless otherwise specified. While one or more mutagens are affecting you, you can use an action to focus and flush all mutagens from your system, ending their effects and side effects.

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Mutagens are designed for the specific biology of the character who concocted them, and your mutagens have no effect on other creatures. They are also unstable by nature, losing their potency over time and becoming inert if not used before you finish your next short or long rest.

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Mutagencraft
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Blood Hunter LevelMutagens CreatedFormulas Known
3rd14
7th25
11th26
15th37
18th38
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+ + You can consume a single mutagen, and the effects and side effects last until you finish a short or long rest, unless otherwise specified. While one or more mutagens are affecting you, you can use an action to focus and flush the toxins from your system, ending the effects and side effects of all mutagens. + Mutagens have no effect on other creatures. They also lose their potency and becoming inert if not used before you finish your next short or long rest. + You can concoct a single mutagen when you finish a short or long rest. + You can consume a single mutagen, and the effects and side effects last until you finish a short or long rest, unless otherwise specified. While one or more mutagens are affecting you, you can use an action to focus and flush the toxins from your system, ending the effects and side effects of all mutagens. + Mutagens have no effect on other creatures. They also lose their potency and becoming inert if not used before you finish your next short or long rest. + You can concoct two mutagens when you finish a short or long rest. + You can consume a single mutagen, and the effects and side effects last until you finish a short or long rest, unless otherwise specified. While one or more mutagens are affecting you, you can use an action to focus and flush the toxins from your system, ending the effects and side effects of all mutagens. + Mutagens have no effect on other creatures. They also lose their potency and becoming inert if not used before you finish your next short or long rest. + You can concoct three mutagens when you finish a short or long rest. + +
+ + + !ID_CR_BH22_FEATURE_REPLACEMENT_BLOOD_HUNTER_ORDER_OF_THE_MUTANT_FORMULAS + +

The number of mutagens you can concoct when you finish a rest, and the number of formulas you know, increases as you gain levels in the blood hunter class, as shown on the Mutagencraft table above. Additionally, when you learn a new mutagen formula, you can replace one formula you already know with a new mutagen formula. You choose four mutagen formulas to learn from the options detailed at the end of this subclass description, and you can concoct one mutagen when you finish a short or long rest.

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+ + + !ID_CR_BH22_FEATURE_REPLACEMENT_BLOOD_HUNTER_ORDER_OF_THE_PROFANE_SOUL_PACT_MAGIC + +

Also at 3rd level, you augment your combat techniques with the ability to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the warlock spell list.

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Cantrips. You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.

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Spell Slots. The Profane Soul Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

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For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.

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Spells Known of 1st Level and Higher. At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.

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The Spells Known column of the Profane Soul Spellcasting table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 13th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

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Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

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Spellcasting Ability. Your chosen Hemocraft ability (Intelligence or Wisdom) is your spellcasting ability for your warlock spells, so you use your Hemocraft ability whenever a spell refers to your spellcasting ability. In addition, you use your Hemocraft modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

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Spell save DC = 8 + your proficiency bonus + your Hemocraft modifier

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Spell attack modifier = your proficiency bonus + your Hemocraft modifier

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PROFANE SOUL SPELLCASTING
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LevelCantrips KnownSpells KnownSpell SlotsSlot Level
3rd2211st
4th2211st
5th2311st
6th2321st
7th2422nd
8th2422nd
9th2522nd
10th3522nd
11th3622nd
12th3622nd
13th3723rd
14th3723rd
15th3823rd
16th3823rd
17th3923rd
18th3923rd
19th31024th
20th31124th
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+ + + + + + +
+ + + + + Warlock + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Warlock + + + + + + + + + + + + + + + + + + + + + + + + + + + !ID_CR_BH22_FEATURE_REPLACEMENT_BLOOD_HUNTER_ORDER_OF_THE_PROFANE_SOUL_RITE_FOCUS + +

Starting at 3rd level, your weapon becomes a conduit for the power of your pact with your chosen patron. While you have an active Crimson Rite, you can use your weapon as a spellcasting focus for your warlock spells, and you gain a specific benefit based on your chosen pact.

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The Archfey. When you damage a creature with a weapon for which you have an active Crimson Rite, that creature glows with faint light until the end of your next turn. For the duration, the creature gains no benefit from any cover or from being invisible.

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The Celestial. As a bonus action, you expend one use of your Blood Maledict feature to heal one creature you can see within 60 feet of you. That creature regains a number of hit points equal to one roll of your hemocraft die + your Hemocraft modifier (minimum of +1).

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The Fathomless. You can breathe underwater. Additionally, once per turn when you damage a creature with a weapon for which you have an active Crimson Rite, you can reduce that creature’s speed by 10 feet until the start of your next turn.

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The Fiend. While using the Rite of the Flame, if you roll a 1 or 2 on a damage die when you roll the extra damage from the rite, you can reroll the die and choose which roll to use.

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The Genie. As a bonus action, you expend a use of your Blood Maledict feature to give yourself a flying speed of 30 feet, which lasts for a number of rounds equal to your Hemocraft modifier (minimum of 1 round).

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The Great Old One. When you score a critical hit against a creature, that creature and any other creatures of your choice within 10 feet of it are frightened of you until the end of your next turn.

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The Hexblade. When you successfully target a creature with a Blood Curse, the next time you hit that creature with an attack while the curse is in effect, the attack deals additional damage equal to your proficiency modifier.

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The Undead. When you take necrotic damage, you can use your reaction to halve that damage. In addition, your appearance changes to reflect some aspect of your patron while you have any Crimson Rite active.

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The Undying. When you reduce a hostile creature of at least mild threat (DM’s discretion) to 0 hit points, you regain a number of hit points equal to one roll of your hemocraft die.

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+ + + !ID_CR_BH22_FEATURE_REPLACEMENT_BLOOD_HUNTER_ORDER_OF_THE_PROFANE_SOUL_MYSTIC_FRENZY + +

Starting at 7th level, when you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action.

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+ + When you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action. + +
+ + + !ID_CR_BH22_FEATURE_REPLACEMENT_BLOOD_HUNTER_ORDER_OF_THE_PROFANE_SOUL_REVEALED_ARCANA + +

At 7th level, your patron grants you the use of a distinctive spell based on your pact. You cast this spell using any pact magic spell slot, and can’t do so again until you finish a long rest.

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The Archfey. You can cast blur.

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The Celestial. You can cast lesser restoration.

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The Fathomless. You can cast gust of wind.

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The Fiend. You can cast scorching ray.

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The Genie. You can cast phantasmal force.

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The Great Old One. You can cast detect thoughts.

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The Hexblade. You can cast branding smite.

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The Undead. You can cast blindness/deafness.

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The Undying. You can cast silence.

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+ + You can cast {{revealed arcana:spell}} with a pact magic spell slot. + +
+ + + !ID_CR_BH22_FEATURE_REPLACEMENT_BLOOD_HUNTER_ORDER_OF_THE_PROFANE_SOUL_BRAND_OF_THE_SAPPING_SCAR + +

Upon reaching 11th level, your Brand of Castigation feature digs dark arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on saving throws against your warlock spells.

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+ + A creature branded by you has disadvantage on saving throws against your warlock spells. + +
+ + + !ID_CR_BH22_FEATURE_REPLACEMENT_BLOOD_HUNTER_ORDER_OF_THE_PROFANE_SOUL_UNSEALED_ARCANA + +

At 15th level, your patron grants you the use of an additional spell based on your pact. You cast this spell without expending a spell slot, and can’t do so again until you finish a long rest.

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The Archfey. You can cast slow.

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The Celestial. You can cast revivify.

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The Fathomless. You can cast lightning bolt.

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The Fiend. You can cast fireball.

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The Genie. You can cast protection from energy.

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The Great Old One. You can cast haste.

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The Hexblade. You can cast blink.

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The Undead. You can cast speak with dead.

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The Undying. You can cast bestow curse.

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+ + You can cast {{unsealed arcana:spell}} without a spell slot. + +
+ + + !ID_CR_BH22_FEATURE_REPLACEMENT_BLOOD_HUNTER_ORDER_OF_THE_PROFANE_SOUL_BLOOD_CURSE_OF_THE_SOULEATER + +

Starting at 18th level, you learn to siphon the life energy from your fallen prey. You gain the Blood Curse of the Soul Eater for your Blood Maledict feature. This doesn’t count against your number of Blood Curses known.

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+ + + + Profane Soul Otherworldly Patron 2022 + +

Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.

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RITE FOCUS

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When you damage a creature with a weapon for which you have an active crimson rite, that creature glows with faint light until the end of your next turn. For the duration, the creature gains no benefit from any cover or from being invisible.

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REVEALED ARCANA

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You can cast blur spell using any pact magic spell slot, and can’t do so again until you finish a long rest.

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UNSEALED ARCANA

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You can cast slow spell without expending a spell slot, and can’t do so again until you finish a long rest.

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+ + + While you have an active Crimson Rite, you can use your weapon as a spellcasting focus for your warlock spells. And when you damage a creature with a weapon for which you have an active Crimson Rite, that creature glows with faint light and gains no benefit from any cover or from being invisible until the end of your next turn. + + + + + + + + + Profane Soul Otherworldly Patron 2022 + +

Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, or unicorn or to another entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.

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Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world.

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RITE FOCUS

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As a bonus action, you expend one use of your Blood Maledict feature to heal one creature you can see within 60 feet of you. That creature regains a number of hit points equal to one roll of your hemocraft die + your Hemocraft modifier (minimum of +1).

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REVEALED ARCANA

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You can cast lesser restoration spell using any pact magic spell slot, and can’t do so again until you finish a long rest.

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UNSEALED ARCANA

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You can cast revivify spell without expending a spell slot, and can’t do so again until you finish a long rest.

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+ + + While you have an active Crimson Rite, you can use your weapon as a spellcasting focus for your warlock spells. And as a bonus action, you expend one use of your Blood Maledict feature to make one creature you can see within 60 feet of you regain 1d{{hemocraft:dice:size}}+{{celestial rite focus:hp}} hit points. + + + + + + + + + + + Profane Soul Otherworldly Patron 2022 + +

You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world?

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RITE FOCUS

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You can breathe underwater. Additionally, once per turn when you damage a creature with a weapon for which you have an active Crimson Rite, you can reduce that creature’s speed by 10 feet until the start of your next turn.

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REVEALED ARCANA

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You can cast gust of wind spell using any pact magic spell slot, and can’t do so again until you finish a long rest.

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UNSEALED ARCANA

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You can cast lightning bolt spell without expending a spell slot, and can’t do so again until you finish a long rest.

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+ + + While you have an active Crimson Rite, you can use your weapon as a spellcasting focus for your warlock spells. Once per turn when you damage a creature with a weapon for which you have an active Crimson Rite, you can reduce that creature’s speed by 10 feet until the start of your next turn. Additionally, you can breathe underwater. + + + + + + + + + Profane Soul Otherworldly Patron 2022 + +

You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

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RITE FOCUS

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While using the Rite of the Flame, if you roll a 1 or 2 on a damage die when you roll the extra damage from the rite, you can reroll the die and choose which roll to use.

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REVEALED ARCANA

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You can cast scorching ray spell using any pact magic spell slot, and can’t do so again until you finish a long rest.

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UNSEALED ARCANA

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You can cast fireball spell without expending a spell slot, and can’t do so again until you finish a long rest.

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+ + + While you have an active Crimson Rite, you can use your weapon as a spellcasting focus for your warlock spells. When you roll a 1 or 2 on a damage die when you roll the extra damage from the rite, you can reroll the die and choose which roll to use. + + + + + + + + + Profane Soul Otherworldly Patron 2022 + +

You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.

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RITE FOCUS

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As a bonus action, you expend a use of your Blood Maledict feature to give yourself a flying speed of 30 feet, which lasts for a number of rounds equal to your Hemocraft modifier (minimum of 1 round).

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REVEALED ARCANA

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You can cast phantasmal force spell using any pact magic spell slot, and can’t do so again until you finish a long rest.

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UNSEALED ARCANA

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You can cast protection from energy spell without expending a spell slot, and can’t do so again until you finish a long rest.

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+ + + While you have an active Crimson Rite, you can use your weapon as a spellcasting focus for your warlock spells. As a bonus action, you expend a use of your Blood Maledict feature to give yourself a flying speed of 30 feet, which lasts {{genie rite focus:rounds}} rounds. + + + + + + + + + + + Profane Soul Otherworldly Patron 2022 + +

Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.

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Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.

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RITE FOCUS

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When you score a critical hit against a creature, that creature and any other creatures of your choice within 10 feet of it are frightened of you until the end of your next turn.

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REVEALED ARCANA

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You can cast detect thoughts spell using any pact magic spell slot, and can’t do so again until you finish a long rest.

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UNSEALED ARCANA

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You can cast haste spell without expending a spell slot, and can’t do so again until you finish a long rest.

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+ + + While you have an active Crimson Rite, you can use your weapon as a spellcasting focus for your warlock spells. When you score a critical hit against a creature, that creature and any other creatures of your choice within 10 feet of it are frightened of you until the end of your next turn. + + + + + + + + + Profane Soul Otherworldly Patron 2022 + +

You have made your pact with a mysterious entity from the Shadowfell—a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexbade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.

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Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.

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RITE FOCUS

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When you successfully target a creature with a Blood Curse, the next time you hit that creature with an attack while the curse is in effect, the attack deals additional damage equal to your proficiency modifier.

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REVEALED ARCANA

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You can cast branding smite spell using any pact magic spell slot, and can’t do so again until you finish a long rest.

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UNSEALED ARCANA

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You can cast blink spell without expending a spell slot, and can’t do so again until you finish a long rest.

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+ + + While you have an active Crimson Rite, you can use your weapon as a spellcasting focus for your warlock spells. Whenever you target a creature with a Blood Curse, your next attack against the cursed creature deals {{proficiency}} additional damage. + + + + + + + + + Profane Soul Otherworldly Patron 2022 + +

You’ve made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life’s hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.

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Beings of this type include the demilich Acererak, the vampire tyrant Kas the Bloody-Handed, the githyanki lich-queen Vlaakith, the dracolich Dragotha, the undead pharaoh Ankhtepot, and the elusive Darklord, Azalin Rex.

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RITE FOCUS

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When you take necrotic damage, you can use your reaction to halve that damage. In addition, your appearance changes to reflect some aspect of your patron while you have any Crimson Rite active.

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REVEALED ARCANA

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You can cast blindness/deafness spell using any pact magic spell slot, and can’t do so again until you finish a long rest.

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UNSEALED ARCANA

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You can cast speak with dead spell without expending a spell slot, and can’t do so again until you finish a long rest.

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+ + + While you have an active Crimson Rite, you can use your weapon as a spellcasting focus for your warlock spells and your appearance changes to reflect some aspect of your patron. When you take necrotic damage, you can use your reaction to halve that damage. + + + + + + + + + Profane Soul Otherworldly Patron 2022 + +

Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize- like all power- comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.

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In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock’s Crypt, and Gilgeam, the God-King of Unther.

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RITE FOCUS

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When you reduce a hostile creature of at least mild threat (DM’s discretion) to 0 hit points, you regain a number of hit points equal to one roll of your hemocraft die.

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REVEALED ARCANA

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You can cast silence spell using any pact magic spell slot, and can’t do so again until you finish a long rest.

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UNSEALED ARCANA

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You can cast bestow curse spell without expending a spell slot, and can’t do so again until you finish a long rest.

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+ + + While you have an active Crimson Rite, you can use your weapon as a spellcasting focus for your warlock spells. When you reduce a hostile creature to 0 hit points using a weapon, you regain 1d{{hemocraft:dice:size}} hit points. + + + + + + + + + + + + + + + + + + diff --git a/collaborations/blood-hunter-2022/class-bloodhunter.xml b/collaborations/blood-hunter-2022/class-bloodhunter.xml new file mode 100644 index 000000000..3ac8e72b7 --- /dev/null +++ b/collaborations/blood-hunter-2022/class-bloodhunter.xml @@ -0,0 +1,618 @@ + + + + + + + + + + +

Marred but resolute, his grimacing face dripping with sweat, a half-orc reddens a finger in the blood of his own wounds, then draws a glowing ruby glyph in the air between him and the bloody behemoth facing him. He grips the weightless sigil, twisting it to unleash streams of dark energy that curse the blood of the monster’s own veins to even the odds.

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A mysterious half-elf swathed in a worn cloak and rugged leather armor carefully investigates the site of a roadway massacre, her eyes flashing with recognition as she meditates on the remnants of the grisly scene. Suddenly, she jumps to her feet, certain in the knowledge of what creature was responsible, where it can be found—and how little time she has before it kills again.

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Stepping into lightless chambers filled with ancient dust and lingering whispers, the halfling picks up the warning of imminent danger from the scraping of bone and claw on nearby stone. She winces as she runs her blade across her palm, the steel transmuting blood and essence into glowing runes of powerful magic, eager to brand and burn the flesh of her enemies.

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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.

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SACRIFICE TO PRESERVE LIFE

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Far from the judging eyes of society, blood hunters have mastered the secretive techniques of hemocraft, finding blood magic’s esoteric nature effective against evils that resist divine rebuke or arcane bindings. Through careful study and practice, blood hunters hone the rites of hemocraft into unique combat techniques, forfeiting a portion of their own health to call blood curses down upon their enemies or summon the elements to aid their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force dedicated to protecting the innocent.

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A MONSTER TO FIGHT MONSTERS

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Whether driven by the wish to make a difference, the need to take vengeance, or the hope of finding a place to belong in an uncaring world, every blood hunter has their own reasons for undertaking the ritual of the Hunter’s Bane that starts them on this path. In joining an order of blood hunters, one also joins a family bound by service to each other and a common cause. For many, this might be the only family they have left—or have ever known—making the kinship felt between blood hunters an all-but-unbreakable bond.

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Outside the camaraderie of their orders, however, the life of a blood hunter is not an easy one. The ritual of the Hunter’s Bane can leave a character visibly changed, and prone to unsettling the people around them. Likewise, witnessing hemocraft can invoke superstitious fears from even the most learned scholars. While some cultures have come to accept the good deeds of many blood hunter orders, many blood hunters hide their calling unless absolutely necessary. They feel more comfortable in the wilds and wastes of the world, or drift through the outskirts of society, protecting the poor and defenseless from dark intention and the corrupting touch of fiends.

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In choosing this path, every blood hunter irrevocably gives a part of themself to their cause—physically, emotionally, and sometimes morally. Each order of blood hunters practices its own ideals and methods, often employing techniques with dark origins that test the strength and will of those who employ them. Many wrestle with the fear of losing this struggle. And so a life of discipline and vigilance drives a blood hunter’s travels as they wander the countryside, in search of like-minded adventurers and whispers of dark deeds afoot.

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CREATING A BLOOD HUNTER

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As you create your blood hunter character, think about why you were driven to this lifestyle—and why you strive to give up everything to dwell in the darkness with the evils you hunt. Do you seek a sense of purpose and security, which you found among the order that has taken you in? Have you always carried a seed of darkness within you, so that you look for compatriots who can watch over and prevent you from succumbing to it? Were you once a holy warrior who strayed from your faith and was cast out, even as you yearn to give yourself over to the cause of protecting the innocent?

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What is your relationship with the powers of hemocraft and the abilities it promises? Do you respect and fear the ancient power that surges through your veins, embracing your gifts and using them freely? Are you worried that this power will eventually turn you into one of the monsters you hunt? Or has your study instilled you with the confident clarity that makes you certain you can control these gifts for the greater good?

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As well, what made you leave the comfort of your order to strike out on your own? Do you intend to return, or have you decided you have more to learn in the world? What strengths or assets do you seek in other adventurers that can help you meet your goals?

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Though most blood hunters follow a path of good or neutrality in their pursuits, some have fallen to the dark, seductive side of hemocraft. These blood hunters use their abilities for selfish and evil purposes, often leading to their expulsion from the orders that trained them.

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QUICK BUILD
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You can make a blood hunter quickly by following these suggestions. First, put your highest ability score in Strength or Dexterity, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Intelligence, if you plan to focus on the potency of blood curses and mystical power, or Constitution, if you want to have additional hit points to empower your abilities through sacrifice. Second, choose the soldier or urchin background.

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THE BLOOD HUNTER
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LevelHemocraft DieFeaturesBlood Curses
1st1d4Hunter’s Bane, Blood Maledict1
2nd1d4Fighting Style, Crimson Rite1
3rd1d4Blood Hunter Order1
4th1d4Ability Score Improvement1
5th1d6Extra Attack1
6th1d6Brand of Castigation, Blood Maledict Improvement2
7th1d6Order feature, Crimson Rite Improvement2
8th1d6Ability Score Improvement2
9th1d6Grim Psychometry2
10th1d6Dark Augmentation3
11th1d8Order feature3
12th1d8Ability Score Improvement3
13th1d8Brand of Tethering, Blood Maledict Improvement3
14th1d8Hardened Soul, Crimson Rite Improvement4
15th1d8Order feature4
16th1d8Ability Score Improvement4
17th1d10Blood Maledict Improvement4
18th1d10Order feature5
19th1d10Ability Score Improvement5
20th1d10Sanguine Mastery5
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CLASS FEATURES

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As a blood hunter, you gain the following class features.

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HIT POINTS
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  • Hit Dice: 1d10 per blood hunter level
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  • Hit Points at 1st Level: 10 + your Constitution modifier
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  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per blood hunter level after 1st
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PROFICIENCIES
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  • Armor: Light armor, medium armor, shields
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  • Weapons: Simple weapons, martial weapons
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  • Tools: Alchemist’s supplies
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  • Saving Throws: Dexterity, Intelligence
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  • Skills: Choose three from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Religion, and Survival.
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EQUIPMENT
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You start with the following equipment, in addition to the equipment granted by your background:

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  • (a) a martial weapon or (b) two simple weapons
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  • a light crossbow and 20 bolts
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  • (a) studded leather armor or (b) scale mail armor
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  • an explorer’s pack and alchemist's supplies
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Alternatively, you could begin with starting wealth of 4d4 x 10 gp and purchase starting items of your choice.

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+ + + Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force dedicated to protecting the innocent. + d10 + + + + + + + + + + + + + + + + + + + + + +

Your Hemocraft ability score is intelligence.

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Your Hemocraft ability score is wisdom.

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+ + + !ID_CR_BH22_FEATURE_REPLACEMENT_BLOOD_HUNTER_BLOOD_MALEDICT + +

Also at 1st level, you gain the ability to channel—or sometimes sacrifice—a part of your vital essence to curse and manipulate creatures through hemocraft magic. You know one blood curse of your choice, detailed in the “Blood Curses” section at the end of the class description. You learn one additional blood curse of your choice at 6th, 10th, 14th, and 18th level. Each time you learn a new blood curse, you can also choose one of the blood curses you know and replace it with another blood curse.

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Each time you use your Blood Maledict feature, you choose which curse to invoke from the curses you know. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by taking necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood are immune to blood curses unless you have amplified the curse.

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Once you use this feature, you must finish a short or long rest before you can use it again. You can use Blood Maledict twice between rests starting at 6th level, three times starting at 13th level, and four times starting at 17th level.

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+ + While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by losing a number of hp equal to one roll of your hemocraft die (d{{hemocraft:dice:size}}). Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse. + + + + + + +
+ + Blood Hunter Fighting Style 2022 + + + Blood Hunter Fighting Style 2022 + + + Blood Hunter Fighting Style 2022 + + + Blood Hunter Fighting Style 2022 + + + + !ID_CR_BH22_FEATURE_REPLACEMENT_BLOOD_HUNTER_CRIMSON_RITE + +

Also at 2nd level, you learn to invoke a rite of hemocraft that infuses your weapon strikes with elemental energy. As a bonus action, you can activate any rite you know on one weapon you’re holding. The effect of the rite lasts until you finish a short or long rest. When you activate a rite, you take necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way.

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While the rite is in effect, attacks you make with this weapon are magical, and deal extra damage equal to your hemocraft die of the type determined by the chosen rite. A weapon can hold only one active rite at a time. Other creatures can’t gain the benefit of your rite.

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You choose one rite from the crimson rites below when you first gain this feature. You learn an additional crimson rite at 7th level, and again at 14th level.

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Rite of the Flame. The extra damage dealt by your rite is fire damage

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Rite of the Frozen. The extra damage dealt by your rite is cold damage.

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Rite of the Storm. The extra damage dealt by your rite is lightning damage.

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Rite of the Dead. The extra damage dealt by your rite is necrotic damage. (Prerequisite: 14th level)

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Rite of the Oracle. The extra damage dealt by your rite is psychic damage. (Prerequisite: 14th level)

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Rite of the Roar. The extra damage dealt by your rite is thunder damage. (Prerequisite: 14th level)

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+ + You activate a crimson rite on a single weapon of your choice that lasts until you finish a rest, or if you aren’t holding the weapon at the end of your turn. When you activate a rite, you take 1d{{hemocraft:dice:size}} necrotic damage, which cannot be reduced in any way. + While active, attacks from this weapon deal an additional 1d{{hemocraft:dice:size}} magical damage of the chosen rite’s type. A weapon can only hold a single active rite at a time. + + + + + +
+ + + !ID_CR_BH22_FEATURE_REPLACEMENT_BLOOD_HUNTER_ABILITY_SCORE_IMPROVEMENT + + +

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

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