Blood Hunter 2020 Orders

by TrinityMagician

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Order of the Bat

The order of the bat has recognized the powers that vampires possess and have worked to integrate them into their own bodies by altering the process used to create blood hunters with the blood of vampires thus giving them their power but in a weaker state.

"If your thinking of joining us to hunt vampires I can get you in with the Ghost Slayers but us we're not a good match up against that sort. No we know just how powerful they are and have turned that into our own weapon."

Right of Blood

When you join this order at 3rd level, you learn the esoteric rite Rite of Blood (detailed below).

Rite of Blood. Your rite damage is necrotic type. At the end of your turn you gain temporary hit points equal to the total rite damage you have dealt with this rite since the end on your last turn.

Vampiric Charm

Begining at 3rd level, you can cast the Charm Person spell as a first level spell using your Intelligence modifier for your spellcasting modifier.

You can use this feature once between long rests.

Dark Metamorphosis

Upon reaching 7th level, as a bonus action you can excite the vampiric blood inside you augment your speed and and ferocity in combat. When you use this feature you can make one melee weapon attack for the duration you can make a single melee weapon attack as a bonus action on each of your turns after this one.

This heightened state lasts for 1 minute, it ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end this state on your turn as a bonus action. You must then finish a short or long rest to use your Dark Metamorphosis again.

Brand of Cursed Veins

Beginning at 11th level, you have imbued your Brand of Castigation with the negative energy of unlife to make it difficult for its victims to regain their vitality. A creature effected by your Brand of Castigation cannot regain hit points with magic, any healing it receives from another source is halved.

Blood Wings

At 15th level, you gain the ability to manafest a pair of ethereal red wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

Blood Curse of Life Drinking

Upon reaching 18th level, you can now rip the life from your enemies in order to prolong your own. For every 10 years that pass, your body ages only 1 year. In addition you gain the Blood Curse of Life Drinking for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Order of the Duskblade

The order of the Duskblade have augmented their abilities through the study of arcane magic, this has led some other orders to believe them half hearted or cowards. On the other hand the dusckblades feel that many of the other order are far to willing to dive into darkness and evil for power and have an especially bad relationship with the Order of the Profane Soul.

Level Cantrips Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
16th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Spellcasting

When you join this order at 3rd level, fluff. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.

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

Spell Slots. The Duskblade Spellcasting table shows how many spell slots you have to cast your wizard 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 shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the divination and transmutation spells on the wizard spell list.

The Spells Known column of the Duskblade Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a divination or transmutation spell of your choice, and 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.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through 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 wizard 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

Mystic Knowledge

Begining at 3rd level, your training in the mystic ways has granted you greater knowledge and ability. You gain proficiency with arcana and perception, if you already have proficiency with either of these skills then your proficiency bonus is doubled for any ability check you make that uses that skill.

Fortified Caster

Unpon reaching 7th level, your study in magic has allowed you to grated fortify yourself while concentrating on a spell. While concentrating on a spell you gain a bonus to any Constitution saving throws you make equals your Intelligence modifier (minimum of +1).

Brand of Arcane Power

Beginning at 11th level, your brand now weakens enemies ability to resist your spells. When a creature effected by your Brand of Castigation makes a saving throw or an ability check against one of your spells, roll one hemocraft die and subtract the number rolled from the creature’s roll.

Brutal Magician

Beginning at 15th level, you have learned to use your arcane magics to bolster the power of your blood curses. When you use one of your blood curses on a target you can expend a spell slot of 1st level or higher to augment the curse depending on the level of the spell slot used.

  • 1st level or higher: The target has disadvantage on saving throws against the blood curse.
  • 2nd level or higher: The target is poisoned for the duration of the blood curse.
  • 3rd level or higher: The target deals only half damage with weapon attacks that use Strength until the blood curse ends.
  • 4th level or higher: While the target is effected by a blood curse they do not get the benefit of any resistances against your attacks.

Blood Curse of Magic's Might

Upon reaching 18th level, you've learned to maximize the power of your spells by mixing both arcane and blood magics. You gain the Blood Curse of Magic's Might for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Order of the Spider

Found most commonly in the underdark the order of the spider is typically made up of either male drows or slaves used to hunt down creatures to bizarre or dangerous for a normal warrior.

The order focuses on poison's both using them and countering them as well as the strange creatures and locations that haunt the underdark.

Right of Venom

When you join this order at 3rd level, you learn the esoteric rite Rite of the Venom (detailed below).

Rite of the Venom: Your rite damage is poison type. Creatures do not benefit from poison resistance from your Rite Damage.

Uncommon Hunter's Bane

Begining at 3rd level, you're hunter's bane can now includes arbarations and monstosities.

Web Walker

Upon reaching 7th level, you gain a climb speed equal to your walking speed, in addition when when climbing you can climb on horizontal surfaces at half your normal climb speed. You also do not suffer the effects of difficult terrain from nonmagical sources.

Toxin Resistance

Beginning at 11th level, you gain resistance to poison damage and advantage against the poisoned condition. In addition creatures with poison immunity take half damage instead of no damage from your Right of Venom.

Brand of Venomous Stings

Beginning at 15th level, your Brand of Castigation now infects your foe with deadly poisons that leave them in a weakened state. The branded creature has disadvantage on attack rolls and ability checks while branded.

Poisoned Blood

Upon reaching 18th level, you now gain immunity to poison damage and the poisoned condition. You also gain the Blood Curse of the Poisoned Blood for your Blood Maledict feature. This does not count against your blood curses known.

Order of the Tempest

The order of the Tempest is made up of those that have focused less on blood itself and more on the primordial power that can be found within the crimson right, unleashing it as a powerful aura all around their body to gain additional effects and powers.

For this order mastering the elemental power in their veins is the key to defeating the evils of the world.

Crimson Tolerance

When you join this order at 3rd level, the damage you suffer from activating a primordial rite is halved.

Tempest

At 3rd level, when you activate a primordial rite or as a bonus action while you have one active you can amplify its power by expending a use of your blood maledics to enter the state known as Tempest, when you use this ability you also take the full or remaining damage from activating your crimson rite. While in your tempest state you gain the following benefits:

  • Any creature that makes an attack against you within 5 feet of you takes damage equal to your hemocraft rite damage die and the damage type is the same as your active rite.
  • You gain resistance to the damage type of your currently active primordial rite.

You remain in this state for 1 minute or until you use a bonus action to end it.

Enhanced Tempest

Beginning at 7th level, when you enter your tempest you can now gain addition benefits based on one of your active primordial rights.

Unquenching Flame. While you have rite of the flame active, your strength modifier is increased by half your proficiency bonus rounded down.

Frost Armor. While you have rite of the frozen active, your constitution modifier is increased by half your proficiency bonus rounded down, any additional hit points are lost when your tempest ends.

Fury of the Storm. While you have rite of the storm active, your dexterity modifier is increased by half your proficiency bonus rounded down.

Brand of Elemental Fury

Upon reaching 11th level, the elemental power of your crimson right leaks into your Brand of Castigation causing creatures affected by it additional vulnerability. When you deal damage to a branded creature with your crimson right, roll your hemocraft die twice and choose which roll to use for the damage.

Superier Tempest

At 15th level, the power of your tempest grows giving you more opportunities to harm your foes.

Flaming Chain. While you have rite of the flame active, when a creature enters 10 feet of you for the first time on a turn or starts its turn there it takes fire damage equal to your Intelligence modifier (minimum of 1 damage) and each time you hit a creature with an attack they take that same damage.

Bitter Chill. While you have rite of the frozen active, on the start of your turn you gain temporary hit points equal to the die used for your hemocraft die and any creature that hits you with an attack takes cold damage equal to your hemocraft die.

Ride the Storm. While you have rite of the storm active, your tempest now doubles your movement speed and allows you to make one additional attack during your attack action.

Blood Curse of Elemental Terror

Upon reaching 18th level, you learn an additional primal right. In addition you gain the Blood Curse of Elemental Terror for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Added Blood Curses

Blood Curse of Elemental Terror

Prerequisite: 18th level, Order of the Tempest

As a bonus action, you curse a creature that you can see within 30 feet of you with elemental energy. The next time you hit that creature with a weapon that has an active crimson right on it choose one primal right other than the one on that weapon, deal damage to that creature with that primal right as if it was applied to the weapon.

Amplify. This effect lasts for all your attacks until the end of your next turn.

Blood Curse of Magic's Might

Prerequisite: 18th level, Order of the Duskblade

As a bonus action, you can mark a creature that you can see within 30 feet of you. The next time you deal damage to that creature with a spell before the end of your next turn, that spell deals max damage to that creature.

Amplify. The effect of this blood curse now lasts for one minute, a creature effected by this blood curse makes a Charisma saving throw at the end of their turn ending the effect on a success.

Blood Curse of the Poisoned Blood

Prerequisite: 18th level, Order of the Spider

As a reaction to being hit by an attack, you can target one creature within 5 feet and force it to make a Dexterity saving throw. On a failed save that creature takes poison damage equal to the damage you took from the attack, or half as much on a successful save.

Amplify. Until the start of your next turn each time you are hit by an attack you can use this blood curses effect on a creature within 5 feet of you.

Blood Curse of Life Drinking

Prerequisite: 18th level, Order of the Bat

As an action you can target one creature you can see within 60 feet of you, that creature must make a Constitution saving throw taking 3d10 necrotic damage on a failed save and half as much on a successful. You regain hit points equal to half the damage a creature takes from this blood curse (including the effect from amplifying it).

Amplify. For the next minute you can use a bonus action to have that creature make another Constitution saving throw taking 1d10 necrotic damage.

 

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