Blood Hunter Orders

The following Blood Hunter order is available to new blood hunters to join in the dark of night, in addition to any other options you may consider.

The Order of the Ronin

The Ronin is considered a heretical individual, one that is masterless and has learned of the black arts of blood magic. Ronin are nearly unbreakable, and the enemies in a Ronin’s path have but a grim choice: kill or die fighting.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Acrobatics, Deception, History, or Persuasion. Alternatively, you learn one language of your choice.

Crimson Blade

Starting at 3rd level, when you choose to activate a rite you know, you can choose to take additional damage equal to half your level (rounded down). If you do, you can cause a elemental blade to form in your free hand when you activate that rite upon a weapon you are wielding with one hand. A crimson blade deals your rite damage, nd when you make an attack with your crimson blade, you use your Wisdom modifier for attack and damage rolls. You can also dismiss the blade or evoke it with a free action as long as your crimson rite is still active.

Additionally, using the blade does count as dual wielding, but your main weapon does not need the light property as long as it is only being wielding with one hand.

Deceptive

Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Deception) check, you gain a bonus to the check equal to your Wisdom modifier. Your self-control also causes you to gain proficiency in either Intelligence or Charisma saving throws.

Distant Strike

Starting at 11th level, when you are wielding your Crimson Blade, as bonus action you can throw the blade at a target with a range of 60ft. This ranged attack uses your wisdom modifier for attack and damage.

Rapid Strike

Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action or attack with your crimson balde on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

Strength in Death

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn.

While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points. Once you use this feature, you can’t use it again until you finish a long rest.