Order of the Giantfeller
Giants are ancient foes of many humanoid races, believing themselves to be superior simply due to their immense size. Blood hunters in the Order of the Giantfeller undergo unusual medical procedures that assimilate components of dissected giant organs into their own body. Using the power of their blood magic, they tap into the latent magic of these titanic infusions to steal a portion of the elemental power of giants and grow to unnatural sizes. The best way to fight a giant, they reckon, is to become one.
Level 3: Hand of the Giantslayer
You gain the following benefits:
- You learn an additional Crimson Rite of your choice.
- You can roll 1d6 in place of the normal damage of your unarmed strike. When you reach 11th level in this class, you can roll 1d8 in place of the normal damage of your unarmed strike.
- You can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon. While you have an active crimson rite on your unarmed strikes, your unarmed strikes count as magical for the purposes of overcoming damage resistance and immunity to nonmagical attacks and damage, and when you take the Attack action on your turn and make only unarmed strikes, you can make one unarmed strike as a bonus action.
Level 3: Ordning Interloper
You can use a bonus action to cast the Enlarge/Reduce spell, targeting yourself and choosing the enlarge option. When you do, the extra damage applies to your unarmed strikes as well as weapons, and the spell’s duration changes to 10 minutes and does not require concentration. Intelligence is your spellcasting ability for this spell. You can cast the spell with this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 7: Muscle and Mass
Your maximum hit points increase by 7 and increase by 1 again each time you gain a level in this class.
In addition, you gain proficiency with Strength saving throws.
Level 11: Brand of Titanic Fury
Your Brand of Castigation marks a creature as a hated enemy to be felled. Once per turn when you make an unarmed strike against the marked creature, you can make an additional unarmed strike against that creature as part of the same action.
Level 15: Blood Curse of Diminution
Your blood curse can shrink a creature down to a more vulnerable size. You gain the Blood Curse of Diminution for your Blood Maledict feature. This does not count against your number of blood curses known.
Level 18: Primordial Power
When you cast the enlarge/reduce spell using your Ordning Interloper feature, your size increases by two categories instead of one (from Medium to Huge, for example), the extra damage granted by the spell increases from a 1d4 to a 1d8, and you gain temporary hit points equal to twice your blood hunter level. You lose any remaining temporary hit points after 10 minutes.
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