Crimson Hunter (5e Class)

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Crimson Hunter[edit]

Periphery World[edit]

Periphery is a world "fragmented" by centuries and centuries of war and social conflict. Although its origin is unknown, old legends and myths have been rescued and translated that could clarify the creation of the whole. Among the best known and accepted among the scholars of Andromeda (the current City of Knowledge) are the transcriptions of the Forge Island murals, which say so; "A Forger of Stars and a Maiden of the Cosmos, sworn enemies, destined lovers. They fled from their pursuer The Great All, who rejected this union. They hid in the Void, where he would not find them... The Forger, dying, He made himself a World for his maiden, where both could finally rest together." The entire world is believed to be a magical entity with consciousness. On the other hand, the ancient texts speak about a creature, a fleeting traveler named Doran whose abilities went beyond what was possible, a free entity, a kind of God of Creation. According to some historians and archaeologists it could be a son that the Maiden had with the Forger, but nothing is confirmed.

The Origin of Crimson Hunters[edit]

The Crimson Hunters are originally from the Ikaya Continent. It all starts with the giant arcane explosion that occurred in Kyoshu, a port city, to the west of the region. It is known from this explosion that it was an experimental attack and a demonstration of power by the Axal Empire with which it intended to persuade the Adow territories to stop trading weapons and materials with Brika and its allies, which it achieved to a certain extent. However, beyond almost completely destroying the city, the dark energies of the explosion corrupted the land and its inhabitants. The few survivors of this attack were marked by a disease that gradually corrupted them, transforming them into monsters. Among those survivors, was a woman named Afara. When he found out that Adow had given the order to isolate the city and exterminate the survivors of the incident who had been infected by the disease, as well as deny them help for fear of it spreading, he made the decision to flee to the neighboring Minor region for help. After a few months he got the help of a small community, despite his efforts, the disease continued to slowly progress through his body. Perhaps more importantly, she was pregnant. She gave birth to a boy named Crim who had no symptoms of the disease, a year later, she made the decision to take her own life so that her son would not see her transform into a monster. Crim grew up and ended up discovering his origin when they explained him the origin of the monsters that plagued Minor and the black spots that had begun to appear on her left hand. Determined to help those who helped his mother and rejecting the idea of ​​slowly dying in front of those who had cared for him, he left the village at the age of 15. Thus beginning his legend, he made a name for himself over time, they called him The Demon Hunter, he did not remain alone for long, some villagers and hunters began to follow in his footsteps. When he realized he had formed his own hunting community, they called themselves the Crimson Hunters.

Crimson Hunters Guild[edit]

Crimson Hunters, Present[edit]

Creating a Crimson Hunter[edit]

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Manticore Armor Ciri by lilikim theatre

How was he trained in the art of Crimson? Did you finish your basic apprenticeship? Why are you leaving Crimson House?

Quick Build

You can make a Crimson Hunter quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength or Dexterity. Second, choose the outlander background. Third, choose a shortbow and a quiver with 20 arrows...

Class Features

As a Crimson Hunter you gain the following class features.

Hit Points

Hit Dice: 1d8 per Crimson Hunter level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Crimson Hunter level after 1st

Proficiencies

Armor: Light armor and shields
Weapons: Simple weapons, improvised weapons and three martial weapons at your choice
Tools: Alchemist supplies and vehicles(earth)
Saving Throws: Constitution
Skills: Choose any two skills

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A shortbow and 20 arrows or (b) 2 daggers or (c) A Crossbow and 20 bolts

Table: The Crimson Hunter

Level Proficiency
Bonus
Features Krimson Dice Exodus Points
1st +2 Krimson House, Exodus Lining 1d4 -
2nd +2 Krimson Emissions 1d4 4
3rd +2 Single Specialty, Used to Horror 1d4 4
4th +2 Ability Score Improvement 1d4 4
5th +3 Unmatched Maneuver 1d4 5
6th +3 Single Specialty 1d6 5
7th +3 Evasion 1d6 5
8th +3 Ability Score Improvement 1d6 6
9th +4 1d6 6
10th +4 Perfected Exodus 1d6 6
11th +4 Single Specialty 1d8 7
12th +4 Ability Score Improvement 1d8 7
13th +5 1d8 7
14th +5 1d8 8
15th +5 1d8 8
16th +5 Ability Score Improvement 1d10 8
17th +6 Single Specialty 1d10 9
18th +6 1d10 9
19th +6 Ability Score Improvement 1d10 9
20th +6 1d10 10

Krimson House[edit]

At 1st level, each Crimson Hunter has passed their house's trials, and while all houses have common teachings, they also have their own brand, which sets them apart from the others. Choose a house from the Obsidian House, Quartz House, Agatha House and Garnet House, all detailed in Crimson Houses below in this class.

Exodus Lining[edit]

At 1st level, You still can't emit your Exodus masterfully enough to shape it in the process, however, you manifest it at will as a second skin that defends you or grants more power to your weapon attacks and unarmed attacks.

You gain the following benefits while not unconscious and not wearing heavy armor:

  • You can use Constitution instead of Dexterity to calculate your AC.
  • The first time on each of your turns you hit a target with a weapon attack or an unarmed attack, you can add 1 Krimson Die to the damage roll. This die changes as you gain Krimson Hunter levels, as shown in the Krimson Dice column of the Krimson Hunter table. The number of Krimson Dices added increases as you level up in the Krimson Hunter class. To 2 at level 5, 3 at level 12, 4 at level 16, and 5 at level 20.
  • You have an Exodus Shield that gives you a +2 bonus to your AC and Dexterity saving throws. Exodus' shield breaks as soon as you lose hit points (not counting temporary hit points) from an attack, losing its benefits (for example; getting hit by a sword or being hit by an spell attack. But not from taking damage from poison, fire breath, burns...). You regenerate Exodus Shield at the end of your turn. The bonus increases as you level up in the Krimson Hunter class. A bonus of +3 at level 5, +4 at level 12, +5 at level 16, and +6 at level 20.

Krimson Emissions[edit]

Starting from 2nd level, as an Exodus wielder, you have learned to manipulate the magical essence inherent in yourself, emitting it from your hands for various purposes. This approach is nowhere near the power that Wizards or Warlocks can develop. After all, the magical essence that we can extract from ourselves is limited. This use of Exodus is called Krimson Emissions, and despite its limitations, it forms a very important aspect of hunters thanks to the versatility, simplicity, and accessibility it offers.

Using emissions

To make an Emission you must have at least one free hand. Each Emission has several levels of difficulty that you will unlock as you advance in levels in this class. The Krimson Hunter table shows the number of emissions you can perform at each level, you can spend uses of higher level emissions to perform lower level emissions. You regain all uses of Emissions when you finish a long rest.

Known Emissions

All Emissions are distributed among the 3 main categories: Elemental Emissions: In this category are those emissions produced by an Exodus that reproduces the energies of natural elements.

  • Pore Emission: Element of air.
  • Raish Emission: Element of fire.
  • Helia Emission: Element of water.
  • Scintya Emission: Element of lightning.

Primordial Emissions: This category includes the first recorded emissions, the Exodo empowers the user themselves. Bringing it closer to spiritual energies.

  • Ferhl Emission: Affinity with the Wild.
  • Ivoos Emission: Affinity with the spiritual.
  • Kinn Emission: Affinity with the individual.
  • Limbo Emission: Affinity with the world.

New Emissions: In this category, the most recent emissions are recorded, whose connection with the Exodus is unknown. It is estimated that its origin is given by the user's own skillful ability to manipulate his aura at will.

  • Lyesen Emission: Space Manipulation.
  • Tylh issue: Position manipulation.
  • Uplid Emission: Material manipulation.
  • Mantle Emission: Mind manipulation.

For your part, during your training in the Krimson Houses you have learned the basics of using 3 emissions of your choice (Although you cannot choose more than one belonging to the Novas Category).

Emitting Ability

Constitution is your ability to use emissions. The power of your emissions comes from how refined and concentrated the energy that forms your exodus is. You use your Constitution whenever an emission refers to your ability to use emissions. In addition, you use your Constitution modifier when setting the saving throw DC for your emissions.

Emission save DC = 8 + your proficiency bonus + your Constitution modifier

Improving Emissions

Each Emission has 3 branches that you can upgrade as you level up in this class. Control, Channel and Intensity. At the 2nd level of this class, you have a number of Progress Points equal to 8 and every time you levels up in this class you gains Progress Points as shown in the following formula:

Progress Points/lvl = your proficiency bonus + 2

You can spend these points to upgrade your emissions as described in the emission tables. You cannot unlock a branche upgrade if you don't own the previous levels.

Favorite Emission

At level 2, choose one of the learned emissions as your Favorite. You can change your Favorite Emission later by going up a level in this class. Your Favorite Emission has the following benefits:

  • You can use your Favorite Emission 1 time per short rest without spending Exodus Points.
  • You can use the Alter of your Favorite Emission even if you do not have the Control branch at the maximum level.

Single Specialty[edit]

At 3rd level, you have passed the Crimson House Trials required to be considered a Crimson, the rigorous training you have undergone has developed your willpower, however, from now on you face the world beyond the Crimson House. It is your first mission to choose how you are going to use your knowledge, choose your specialty between: Mercenary, Explorer and Outlaw. All detailed at the end of the class description. Your choice grants you features at 3nd level and again at 6th, 11th, and 17th level.

Used to Horror[edit]

Also at 3rd level, the world around you has shown you to be cruel and monstrous. You have grown accustomed to its deceptive charms, as well as its nauseating places. You have advantage on saving throws against being charmed or being frightened.

Ability Score Improvement[edit]

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.

Unmatched Maneuver[edit]

Starting at 5th level, you master the ability to read your surroundings while fighting. Thanks to this, you can find new angles of attack, anticipate events and take action in adverse moments. You can use the Ready Action with a Bonus Action. (You cannot use this Ready Action to cast a spell or cantrip)

Evasion[edit]

At 7th level, your instinctive reflexes allow you to dodge certain area effects, such as a gold dragon's fiery breath or a Meteor swarm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage on a successful saving throw, and only half damage on a failed save.

Deviation Exodus[edit]

Starting at Xth level, you can use your Reaction to deny the cast of a spell by being within 5 feet of the caster and having at least one hand free. When you counter the spell, the spell's energy returns aggressively, dealing Force damage to the caster equal to the result of a number of Krimson Dice equal to the slot level used to cast the spell plus your Constitution modifier.

Perfected Exodus[edit]

At 10th level, you have developed your Exodus through experience to the point that magic has a hard time penetrating through it. As long as you have your Exodus Shield active, any spell attack rolls made against you have disadvantage. In addition, When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage on a successful saving throw, and only half damage on a failed save.

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Specialties[edit]

Beast Hunter[edit]

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Take from [@sarisalz]

Beast Hunters Crimson have specialized in gathering information about the beasts of the world either to know how to interact with them, defend others and themselves, sell their services to those who need it, or perhaps for simple delight. These types of Crimson tend to work alone, and are often on the move, though few would deny having a company to share their knowledge with, loving to bask in the lore of the world's creatures or displaying their animal sentinel. They stand out for their good eye and good judgment... Or well, most of them.

Aural Beast

By choosing this specialty at 2nd level, you have developed the ability to summon an Aural Beast with free will, using part of your aura to do so. As part of you, their main motivation will be to help you commit your goals. As an action you can summon your Aural Beast whose stats are shown on the table below, to an unoccupied spot within 5 feet of you. You choose the animal that resembles, which must not have a challenging rate higher than 1 and must be medium or smaller size. The chosen animal can only be changed when you level up this subclass later on at levels 6, 10 and 14. You can unsummon your Aural Beast as a Bonus Action and it regenerates all of its hit points at the end of a short rest. When your Aural Beast loses all its hit points, moves 1 km away from you, or 1 minute passes after you died, it vanishes. If this happens, you can't summon it again until you've finished a long rest. The Aural Beast takes its turn just before or after yours at your choice. On your turn, you can verbally command the beast where to move (you don't need to do anything). You can use your bonus action to verbally command it to perform the Attack, Run, Disengage, or Assist action. If you do not issue an order, the beast takes the Dodge action. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when it does an attack of opportunity.

Aural Beast
Armor Class(Natural Armor) Your Proficiency bonus + Your Constitution modifier + Your Main House modifier
Hit Points Its Hit Point maximum is equal to four times your Crimson Hunter level plus your Constitution modifier.
Illustrated Beast

2 habilidades competencia + bonus igual a dado crimson

Also, immediately after knowing that you are going to take direct damage, you can use your Reaction to toughen your skin in the area of impact and mitigate some of the damage. Roll your Crimson Die and add your constitution bonus to the result, reducing that amount to damage taken. You can use this function once per short rest, increasing to 2 at level 8.

Mindful

Beast Hunters have learned through experience that there is no safe place or time, and letting your guard down, even to sleep is lethal. You cannot be surprised. Before rolling a Perception roll, you can focus all your efforts on increasing the range of your senses, gaining greater perception of your surroundings, gaining a bonus equal to 1 Crimson Dice to the roll, you roll with advantage, ignoring any disadvantages this roll might had in the first place. You can use this feature once per short rest, increasing to 2 at level 8.

No Room for Error

Beast Hunters are skilled in combat like no other, rarely missing their blows and always aware of their surroundings. As long as you have no disadvantage on the attack, you can add a +1 bonus to the attack roll. Also, as a bonus action if you succeed in an attack, you can try to imprison him against a terrain feature, either using your weapon or using some other grappling element (A sharp branch, a crack in the ground, a rock pressing on his body). The target is Restrained, to free himself he must be successful in an Athletics Skill Roll imposed by the Dungeon Master or opposed to yours according to the situation. As long as the creature remains Restrained at the end of your turn and when it breaks free, it takes damage equal to 1 Crimson Dice. You can use this feature once per short rest, increasing to 2 at level 8.


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At level 6, beast hunters begin to take the risks necessary to reach the next level, the beasts to face will be more ferocious and deadly the bigger and more known their name is. Whenever you are below half your total hit points, you gain the following benefits:

  • Each movement speed you have increases by 5 feet.
  • You have advantage on Strength and Dexterity saving throws.
  • You can take the dodge action as a bonus action.
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Lvl 14

Mercenary[edit]

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Take from [artstation.com]

The Mercenary Crimsons are perhaps the least idealistic Crimson of all, but no less competent at it. The mercenaries prefer to stay close to the guild's teachings, help them grow together with a community that probably fears them, for this they look for more common jobs, than one can find in the region, hopefully they will win some loyal buyer of their services, who learns to appreciate their origins. Since you look more like a normal Hunter than a Crimson, they see you as more approachable. Regardless, the Mercenaries will do whatever it takes to get the job done and try to earn prestige for their House.

I am used to it

You've spent much of your time taking hits aimed at others, it's part of the job, so your defenses have been refined compared to other hunters who tend to avoid being in the middle of the action. When you choose this specialty at 2nd level and for each level you gain in this class, add 2 Hit Points to your maximum. Additionally, when a target within 5 feet of you (other than you) is going to take damage, you can use your reaction to try to minimize the damage dealt to it, roll 1 crimson die, reduce the damage by the amount rolled plus your Main House modifier.

Basic Skill

Also at 2nd level, whenever you roll at least one Crimson Dice in a populated environment, you may roll an additional Crimson Dice. Choose one of the following Skill.

Nothing but a Scratch

The magical essence of the Crimson Mercenaries has been refined with time and hard work. Forming a dense imperceptible layer above his skin. As long as you have at least one point of magical essence available, you reduce any source of damage dealt to you by 1. Also, as a Reaction when you are hit by a magical attack, you can draw that energy into your body, reducing the damage taken by half for that attack. Your next weapon attack will deal additional damage equal to your Crimson Die (Alternatively, as an Action on your next turn you can assimilate this elemental energy, restoring 1 Magic Point). You can use this feature once per short rest, increasing to 2 at level 8.


You Oppose!?

A Mercenary gives his 100% in combat, a Mercenary gives his 200% when something or someone gets in his way of completing the job, so in good times or bad, keep in mind that you are always prepared to slap your slaps. The damage from your unarmed strikes is equal to 1d6 + your constitution. Also, as a bonus action you can perform the grapple action adding a bonus equal to your Crimson Dice to the athletics roll, on a success and while it remains grappled, you can use your reaction to throw it in any direction for a total of 10 feet, throw a number of Crimson Dice equal to double the amount you rolled for the athletics roll, deal the resulting amount as bludgeoning damage resulting from the ground strike. The target has the Prone condition upon falling. You can use this feature once per short rest, increasing to 2 at level 8.


Don't Even Think About it

The magical essence of the Mercenaries is known to be very dense, what most do not know is that sometimes it can act independently, attacking anyone who shows negative intentions towards whom the Mercenary protects, clearly, without proper control of those energies. They can't deal actual damage, but are enough to send chills down the attacker, those immune to the Frightened condition are unaffected. Any creature within 5 feet of you makes its attack rolls with disadvantage if its target isn't you or something you don't care about. Also, as a bonus action you can perform the Push action, add 1 Crimson Dice to the Athletics roll, if you succeed, you can chose between push it 10 feet or Prone the target. You can use this feature once per short rest, increasing to 2 at level 8. // MEJORAR

No Room for Error // ENGANCHE Y ???

Over the years, a Mercenary has learned to use his words as well as his weapon, as he has had to do so to gain the trust of citizens and merchants. Whenever you make a Charisma skill check, you can add a bonus equal to half your proficiency rounded down.


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At level 6, you can shield your allies from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.

At 18th level, the range of this aura increases to 30 feet.

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Explorer[edit]

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Take from [notodoanimacion.es]

The Crimson explorers stand out among others for their passion for collecting experiences, they travel from one place to another always hungry for discoveries. They are characterized by being friendly and having inexhaustible energy. Two or more Crimson explorers meet occasionally to form scouting parties with the goal of exploring more dangerous places and having a better chance of success.


Wherever I Go

When you choose this specialty at 2nd level, you have developed the ability to use your magical essence to create Traveler's Marks. As an action, you write a Traveler's Mark on a surface of your choice that you can see within 20 feet of you. The Traveler's Mark is imperceptible to the naked eye, only becoming visible to those who succeed at a Wisdom Saving Throw against your House Talent DC. You know the exact location of each of your Traveler's Marks, and you also sense when someone is touching it. As a free action, you can listen through any of your Traveler's Marks, as well as see through them if you close your eyes. You can also mentally send messages through any of your Traveler Marks. The Mark is not more than 5 feet in diameter. The maximum number of marks you can have active at one time is equal to your proficiency bonus + 1. As a free action you can mentally remove any of your Marks.

Basic Skill

Also at level 2, whenever you roll at least one Crimson Dice in a natural area such as a forest or frozen wasteland, you may roll an additional Crimson Dice. Choose one of the following Skill.

Ground Roll

You move like no other explorer, accustomed to avoiding sticky situations by sliding across the terrain like the breeze. While you are above half your total hit points, you have a 5-foot bonus to your movement speed and are unaffected by difficult, nonmagical terrain. As a bonus action, you can roll-slide along the ground up to a total of 15 feet. Attacks of opportunity triggered by this dash have disadvantage, as well as gaining a 1 Crimson Dice bonus to the entry roll of your next attack until the end. of the turn.

Respite // REUSABILIDAD Y APOYO ALIADO

Also, you can spend 1 minute during which your feet are reduced to 0 and you are considered immobilized to recover 1 Magic Point. Alternatively, you can redirect the channel to a creature within 5 feet of you who must stay by your side for the duration of the ability to regenerate 1 Magic Essence Point or 1 spell slot of a level equal to your proficiency bonus. You can use this feature once per short rest, increasing to 2 at level 8.

Mindful //


No Room for Error


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Outlaw[edit]

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Take from [community.fantasyflightgames.com]

Outlaw Crimsons are those Crimson who take the dirtiest jobs. They are known to commit crimes in the name of an anonymous. They do not usually leave witnesses or evidence, since their work does not exempt them from the coup of justice as a consequence of failing the work. Despite everything, the Outlaws are not bad people in their entirety. And it is known that many of the jobs they have done over time have prevented greater evils.

Vanished Strike

When you choose this specialty at 2nd level, you have developed the ability to shake your magical essence, thanks to which you can propel yourself at high speed in any direction, stopping magically at the end of the movement. As a bonus action you can move up to 15 feet in any direction, if something gets in your way, it must succeed on a Constitution Saving Throw against your House talent DC or take 1 Crimson Dice plus your Main House modifier Slashing damage. When you use this feature you can't use it again for one minute unless you spend 1 magic essence point or until you kill-knock out a creature. This displacement does not provoke Opportunity Attacks. Additionally, each time you attack a surprised target, you can add a bonus of 1 crimson die to the damage roll.


Basic Skills

Also at level 2, whenever you roll at least one Crimson Dice interacting with humanoids (Interact is any action taken to defend, attack, or interact), you may roll an additional Crimson Dice. Choose one of the following Skill.

Tanning Leather


Respite


Mindful


Just as planned // PREPARACION Y UTILIDAD OFENSIVA-DEFENSIVA

A Beast Hunter has perfected his combat, knows his weapons well and knows that taking hasty actions is fatal, it is common for them to wait for the exact moment before executing a blow, but when they do, it is effective. You can use your additional action to use a ready action


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Starting at 6th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official- looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.

Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

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Crimson Houses[edit]

Obsidian House[edit]

The Obsidian House was born with the man's goal of defending himself from lands that were increasingly hostile and treacherous. His home has quickly turned into a jungle where only the strongest survive. At the same time, a group of humans manages to awaken in themselves a latent power that they call Exodo. This knowledge is spread by those who leave that group and eventually gives rise to the Obsidian House.

The Nature of Resisting

When you choose this house at level 1, thanks to intensive training you have developed some basic survival skills. You get the following benefits:

  • You gain proficiency with two of the following skills of your choice: Perception, Athletics, Stealth, Survival, History, or Arcana. If you already have proficiency in one of the listed skills, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency.
  • You gain proficiency on Intelligence saving throws.

Also at level 1, your house has endowed you with the combat experience necessary to deal with the challenges of a Krimson Hunter. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

· Accurate Archery. You gain a +2 bonus to attack rolls you make with ranged weapons. Additionally, you can use your Intelligence instead of your Dexterity for attack and damage rolls with ranged weapons (such as bows or crossbows) that you are proficient at.

· Defense. While you are wearing armor, you gain a +1 bonus to AC.

· Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

· Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield or your Exodus Shield must be active.

· Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 2 Krimson Dice + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield, a simple or martial weapon or have your Exodus Shield active to use this reaction.


Quartz House[edit]

The Quartz House is born from the will of some Crimson Hunters to protect and help those who could not defend themselves. There were numerous groups of people who came to Obsidian House in search of temporary refuge. But those walls did not allow room for so many people and the stay could not be eternal. This was how some Crimson Hunters risked their own good in order to help ordinary citizens. Later, the Quartz House would be created, to master the arts of protection.

The Nature of Protecting

When you choose this house at level 1, thanks to intensive training you have developed some basic survival skills. You get the following benefits:

  • You gain proficiency with two of the following skills of your choice: Investigation, Athletics, Stealth, Insight, Medicine, or Persuasion. If you already have proficiency in one of the listed skills, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency.
  • You gain proficiency on Wisdom saving throws.

Also at level 1, your house has endowed you with the combat experience necessary to deal with the challenges of a Krimson Hunter. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

· Devoted Protector. While you have Exodus Shield, whenever a creature you can see hits a target, other than you, within 20 feet of you, you can use your Reaction to protect it with a wave of Exodus, halving the attack's damage and breaking your Exodus Shield.

· Will to Follow. Whenever a creature within 30 feet of you (including you) makes a death saving throw, you may roll a Krimson Die and add the result to its roll. In addition, whenever there is an unconscious ally within 30 feet of you, you can add your Krimson Dice to your attack rolls.

· Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

· Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

· Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.


Agatha House[edit]

The Agatha House is born from those humans who, far from wanting to recover what once was, or wanting to hide from what it is now, seek to adapt to what their new home will be. They have realized with the passage of time that the flora and fauna have adapted to the new energies that run through the lands. And while the initial impact was destructive, they now see this ecosystem as an opportunity.

The Nature of Adapting

When you choose this house at level 1, thanks to intensive training you have developed some basic survival skills. You get the following benefits:

  • You gain proficiency with two of the following skills of your choice: Perception, Investigation, Stealth, Insight, Nature, and Survival. If you already have proficiency in one of the listed skills, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency.
  • You gain proficiency on Dexterity saving throws.

Also at level 1, your house has endowed you with the combat experience necessary to deal with the challenges of a Krimson Hunter. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

· Supernatural Tracker. As a reaction after making physical contact or succeeding on a melee attack roll against a creature, you may Mark it. You can only have one marked creature at a time. The marked creature is attached to you by an invisible beam of light and is only canceled if the marked creature moves 1 km away from you, if you cancel it as a bonus action, if you mark a new creature, or if you lose Focus (such as if It was a spell). You also have advantage on Insight and Nature skill checks to gather information about the marked creature.

· Light-footed. You gain a +10 foot bonus to your normal speed. Also, your long jump and high jump are doubled. Also, non-magical difficult terrain has no effect on your normal speed.

· Steady Hold. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

· All-Terrain. As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.

· Wild Bond. Choose 2 cantrips from the Druid spell list. You use your Dexterity stat for these cantrips.

Garnet House[edit]

The Garnet House is the first of the Crimson houses, born from the human desire to fight against a new reality, product of a happy event that they called Divine Challenge. A wave of dark energy transformed everything it touched into monstrous versions of what it once was, however a small group of humans managed to withstand the initial shock of energy that had altered their home, unlocking a dormant power they called Exodus. They decided that they were not going to give up, that they would recover their home, accepting the challenge of the gods.

The Nature of Attacking

When you choose this house at level 1, thanks to intensive training you have developed some basic survival skills. You get the following benefits:

  • You gain proficiency with two of the following skills of your choice: Perception, Athletics, Investigation, History, Medicine, and Intimidation. If you already have proficiency in one of the listed skills, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency.
  • You gain proficiency on Charisma saving throws.

Also at level 1, your house has endowed you with the combat experience necessary to deal with the challenges of a Krimson Hunter. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

· Berserk. You have a +1 bonus to your attack rolls with melee weapons and unarmed strikes. In addition, while you have half or less of your total hit points, you can add 1 Krimson Dice to your damage rolls with melee attacks.

· Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

· Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

· Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

· Superior Technique. You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC is equals to your Emissions DC. You gain two superiority dices, which is equal to your Krimson Die (this die is added to any superiority dice you have from another source). This dices are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.



Krimson Emissions[edit]

Poros Emission

Poros [Lvl 0]
Prerequisites: None


Emitting Time: 1 bonus action
Range: Self
Duration: Instantaneous

The emission creates a gust of wind which origin will the palm of your hand, said gust will occupy a straight line 15 feet long and 5 feet wide in any direction. Any medium or smaller creature in the gust path must succeed on a Strength saving throw against your emission save DC or be pushed back 10 feet and be knocked prone. Also, any small object that is not being held will be pushed.


Exodus Gust [Lvl 1]
Prerequisites: Poros [Lvl 0]


Emitting Time: 1 bonus action
Range: Self
Duration: Instantaneous

The emission creates a gust of wind which origin will the palm of your hand, said gust will occupy a straight line 15 feet long and 5 feet wide in any direction. Any medium or smaller creature in the gust path must succeed on a Strength saving throw against your emission save DC or be pushed back 10 feet and be knocked prone. Also, any small object that is not being held will be pushed.

Exodus Burst [Lvl 2]
Prerequisites: Exodus Gust [Lvl 1]


Emitting Time: 1 bonus action
Range: Self
Duration: Instantaneous

The emission creates a gust of wind which origin will the palm of your hand, said gust will occupy a straight line 15 feet long and 5 feet wide in any direction. Any medium or smaller creature in the gust path must succeed on a Strength saving throw against your emission save DC or be pushed back 10 feet and be knocked prone. Also, any small object that is not being held will be pushed.

Exodus Bubble [Lvl 3]
Prerequisites: Exodus Burst [Lvl 2]


Emitting Time: 1 bonus action
Range: Self
Duration: Instantaneous

The emission creates a gust of wind which origin will the palm of your hand, said gust will occupy a straight line 15 feet long and 5 feet wide in any direction. Any medium or smaller creature in the gust path must succeed on a Strength saving throw against your emission save DC or be pushed back 10 feet and be knocked prone. Also, any small object that is not being held will be pushed.


Exodus Dome [Lvl 4]
Prerequisites: Exodus Bubble [Lvl 3]


Emitting Time: 1 bonus action
Range: Self
Duration: Instantaneous

The emission creates a gust of wind which origin will the palm of your hand, said gust will occupy a straight line 15 feet long and 5 feet wide in any direction. Any medium or smaller creature in the gust path must succeed on a Strength saving throw against your emission save DC or be pushed back 10 feet and be knocked prone. Also, any small object that is not being held will be pushed.

Alter Poros
Prerequisites: Exodus Dome [Lvl 4]


Emitting Time: 1 bonus action
Range: Self
Duration: Instantaneous

The emission creates a gust of wind which origin will the palm of your hand, said gust will occupy a straight line 15 feet long and 5 feet wide in any direction. Any medium or smaller creature in the gust path must succeed on a Strength saving throw against your emission save DC or be pushed back 10 feet and be knocked prone. Also, any small object that is not being held will be pushed.



Raish Emission

Raish [Lvl 0]
Prerequisites: None


Emitting Time: 1 action
Range: Self
Duration: Indefinite

You can emit a little light orb from your finger tips. The orb sheds bright light in a 15-foot radius and dim light for an additional 10 feet. The light can be colored as you like. The orb duration persist as long as the fingers position is hold, which you can dismiss as a free action. As a bonus action, while active, you may throw the orb in any direction, it disapears after travel 20 feet or hit an obstacle. If its a creature, that creature must succeed on a Constitution saving throw against your Emission DC. If fails, until the start of your next turn, the next attack roll against that creature will have advantage.

Ember Fan [Lvl 1]
Prerequisites: Raish [Lvl 0]


Emitting Time: 1 bonus action
Range: Self
Duration: Instantaneous

You can emit a wave of magical embers in a 10-feet cone of 90º angle. Each creature in the area must succeed on a Constitution saving throw against your Emission DC, taking 2 Krimson Dice of fire damage and getting the Scorched Condition until the start of your next turn on a failed save, or just half as much damage on a successful one.

A creature with the Scorched Condition gets a penalty to its CA equal to your proficiency.

Ignition Pillar [Lvl 2]
Prerequisites: Ember Fan [Lvl 1]


Emitting Time: 1 bonus action
Range: 60 feet
Duration: 1 minute

You can emit a great quantity of your exodus to lie in a 5-feet radious area at any point within range. For the emission's duration, you know when a creature pass through this area. As a reaction you can exalt the straggly exodus, generating a 5-foot-radius, 40-foot-high fire pillar from the terrain. Each creature in this area must succeed on a Dexterity saving throw against your Emission DC, taking 5 Krimson Dice of fire damage and falling prone on a failed save, or just half as much damage on a successful one. Once you have exalted the exodus, the emission ends. You can dismiss it sooner as a free action.

Your detached exodus is camouflaged to look natural. Any creature that can’t see the area at the time the emission is used must make a Wisdom (Perception) check against your Emission DC to recognize that something is odd with the terrain.

[Lvl 3]
Prerequisites: Ignition Pillar [Lvl 2]


Emitting Time:
Range:
Duration:

¿What does it do?

Exodus Dome [Lvl 4]
Prerequisites: Exodus Bubble [Lvl 3]


Emitting Time:
Range:
Duration:

¿What does it do?

Alter Name
Prerequisites: Name [Lvl 4]


Emitting Time:
Range:
Duration:

¿What does it do?


Lyessen Emission

Poros [Lvl 0]
Prerequisites: None


Emitting Time:
Range:
Duration:

¿What does it do?

Exodus Gust [Lvl 1]
Prerequisites: Poros [Lvl 0]


Emitting Time:
Range:
Duration:

¿What does it do?

Exodus Burst [Lvl 2]
Prerequisites: Exodus Gust [Lvl 1]


Emitting Time:
Range:
Duration:

¿What does it do?

Exodus Bubble [Lvl 3]
Prerequisites: Exodus Burst [Lvl 2]


Emitting Time:
Range:
Duration:

¿What does it do?

Exodus Dome [Lvl 4]
Prerequisites: Exodus Bubble [Lvl 3]


Emitting Time:
Range:
Duration:

¿What does it do?

Alter Name
Prerequisites: Name [Lvl 4]


Emitting Time:
Range:
Duration:

¿What does it do?



Kinn Emission

Poros [Lvl 0]
Prerequisites: None


Emitting Time:
Range:
Duration:

¿What does it do?

Exodus Gust [Lvl 1]
Prerequisites: Poros [Lvl 0]


Emitting Time:
Range:
Duration:

¿What does it do?

Exodus Burst [Lvl 2]
Prerequisites: Exodus Gust [Lvl 1]


Emitting Time:
Range:
Duration:

¿What does it do?

Exodus Bubble [Lvl 3]
Prerequisites: Exodus Burst [Lvl 2]


Emitting Time:
Range:
Duration:

¿What does it do?

Exodus Dome [Lvl 4]
Prerequisites: Exodus Bubble [Lvl 3]


Emitting Time:
Range:
Duration:

¿What does it do?

Alter Name
Prerequisites: Name [Lvl 4]


Emitting Time:
Range:
Duration:

¿What does it do?




Raish Prerequisites: None


Emitting Time: 1 reaction Range: 10 feet Duration: Instantaneous

The emission invoke a fire pillar in any point you can see within range. Alternatively, you can choose a single target that you can see within range. When cast in an area, creatures take 2 Krimson Dice + your Constitution modifier fire damage unless they succeed on a Dexterity saving throw against your Emissions DC, then they take half damage. When a single target is targeted, additionally on a failed save, the target is Scorched for 1 minute, at the start of each of its turns until the effect ends, the target must make a Constitution saving throw. On a failed save, it takes 1 Krimson Dice fire damage. On a successful save, the effect ends.

Raish 4º hand Prerequisites: Raish 3º hand


Emitting Time: 1 bonus action Range: Self Duration: 1 minute

The emission allow you to imbue an item or weapon with your exodus for the emission's duration. During this period, the item or weapon will deal additional Force damage equal to 2 Krimson Dice + your Constitution on hit. In addition, when you hit a creature, it must succeed on a Constitution saving throw or being Scorched until the end of your next turn, while Scorched they have -1 penalty to its AC.


Raish 4º hand Prerequisites: Raish 3º hand


Emitting Time: 1 bonus action Range: Self Duration: 1 minute

The emission allow you to imbue an item or weapon with your exodus for the emission's duration. During this period, the item or weapon will deal additional Force damage equal to 2 Krimson Dice + your Constitution on hit. In addition, when you hit a creature, it must succeed on a Constitution saving throw or being Scorched until the end of your next turn, while Scorched they have -1 penalty to its AC.

Raish 4º hand Prerequisites: Raish 3º hand


Emitting Time: 1 bonus action Range: Self Duration: 1 minute

The emission allow you to imbue an item or weapon with your exodus for the emission's duration. During this period, the item or weapon will deal additional Force damage equal to 2 Krimson Dice + your Constitution on hit. In addition, when you hit a creature, it must succeed on a Constitution saving throw or being Scorched until the end of your next turn, while Scorched they have -1 penalty to its AC.

Raish 4º hand Prerequisites: Raish 3º hand


Emitting Time: 1 bonus action Range: Self Duration: 1 minute

The emission allow you to imbue an item or weapon with your exodus for the emission's duration. During this period, the item or weapon will deal additional Force damage equal to 2 Krimson Dice + your Constitution on hit. In addition, when you hit a creature, it must succeed on a Constitution saving throw or being Scorched until the end of your next turn, while Scorched they have -1 penalty to its AC.

Raish 4º hand Prerequisites: Raish 3º hand


Emitting Time: 1 bonus action Range: Self Duration: 1 minute

The emission allow you to imbue an item or weapon with your exodus for the emission's duration. During this period, the item or weapon will deal additional Force damage equal to 2 Krimson Dice + your Constitution on hit. In addition, when you hit a creature, it must succeed on a Constitution saving throw or being Scorched until the end of your next turn, while Scorched they have -1 penalty to its AC.

Tylh Prerequisites: None


Emitting Time: 1 bonus action Range: 20 feet Duration: 1 turn

The emission shoots an exudus projectile that is barely visible but that, if you look closely, seems to bend space in its path. The projectile travels in a straight line to a point of your choice within range. The projectile passes through any organic element and medium cover in its path and stops at the chosen point if it has not collided with something it cannot pass through. Any creature the projectile passes through must succeed on a Wisdom saving throw against your Emissions DC or take Necrotic damage equal to 1 Crimson Dice + your Constitution modifier and become Linked. As a reaction, you can teleport any number of Linked creatures at your choice along with their equipment to the point where the projectile is located. If the space is occupied, or multiple Linked creatures are teleported, they take force damage equal to 2 Crimson Dice and are pulled to the nearest unoccupied spot. The projectile, as well as the Linked state, disappears after 6 seconds (at the beginning of your next turn). You always count as Linked creature when using the Tylh emission.

Raish 4º hand Prerequisites: Raish 3º hand


Emitting Time: 1 action Range: Self Duration: 10 minutes

The emission creates an exact non-magical copy of an object of medium size or smaller which you are in contact with. The copy lasts for the emission's duration and reflects any changes made to the original object during this time. Anyone who succeeds on an Investigation(Intelligence) check against your Emissions DC will be able to tell if what they see is a copy or not. You can dispel the copy as a free action. Finally, you know which object is the copy and when changes are being made to the original object.

Kinn Prerequisites: None


Emitting Time: 1 reaction Range: Self Duration: 1 minute

The emission creates a protective membrane over yourself or a target you can touch. The membrane provides a number of Temporary Hit Points equal to 4 krimson Dice + your Constitution modifier and a +1 bonus to your Constitution saving throws. The membrane is imperceptible at first glance and lasts for the emission's duration or until it loses all temporary hit points, after which it fades.

Lyesen Prerequisites: None


Emitting Time: 1 bonus action Range: Self Duration: 1 minute

The emission generates a 15 foot radius area of control around you, this area is barely visible as a transparent blue light that spreads across the surface and lasts for the emission's duration or until you nullify as a free action. This area counts as Magical Difficult Terrain for all creatures hostile to you. In addition, any creature that is given immunity or resistance to bludgeoning, slashing, or piercing damage becomes vulnerable to that damage type. Lastly, any creature hostile to you that wants to enter or leave the zone must succeed on a Charisma saving throw, reducing its feet to 0 on a failed save.

When you use Lyesen Emission while standing over an area affected by this emission, no new area of control is created around it, instead each creature hostile to you in the existing area must make a Charisma saving throw. On a failed save, that creature is stunned for the duration of the first Lyesen Emission or until it takes damage.

Elemental Emissions
Air Manipulation


air Dome


Emission[edit]

Fire Igniter

Also, without spending Exodus Point, you may use Raish to light a campfire, a candle, a torch... Or to unfreeze a variable area of max 10 ft/side.


Focal Burn


Helia Emission[edit]

Water Manipulation
Water Shape
Water Veil
Water Geyser


Scytra Emission[edit]

Spark Maker
Guided Lightning
Overload
Electric Field


Natural Emissions

Ferhl Emission[edit]

Animal Sense
Beastly Polymorph
Bestial Blend
Animal Domain


Ivoos Emission[edit]

Ephemeral Beast
Beast Summon
Climatic power
Untamed Territory


Kinn Emission[edit]

Stimulate Aura
Aura Membrane
Aura Rapture
Aura Power


Nimbo Emission[edit]

True vision
Connoisseur of Now
Visions of Past
Visions of Future


Complex Emissions


Uplid Emission[edit]

Mantle Emission[edit]

Umbratic Emissions

Loft Emission[edit]

Tunnel Emission[edit]

Tarot Emission[edit]

Budo Emission[edit]

Also, without spending Exodus Point, you may use Lyesen to speed up a target you are touching or yourself. When you speed up a creature, its speed and reflexes; it gets +10 feet of movement speed and +1 bonus to its AC until the end of the round.


Alter Lyesen

An Alter is a rare form of Exodus emission. Only those with high control in Lyesen Emission or with a natural gift for it can perform it. To use the Alter Lyesen you must have its Control level 3 or it must be your Favorite Emission. Emission Alters share the Control and Channel column but have a different Intensity column and independent.

You can stop in space 1 small object that you can see at a reach equal to the radius of the Lyesen area for a duration of 1 minute or until the effect ends as a free action. Any creature that tries to move it(even if it doesn't make direct contact with the object) must succeed on a Strength saving throw, ending the effect on a success. You can move the object freely through space as if it had no weight, as long as you are touching it with the intention of moving it.


Kinn Emission[edit]

Kinn is the defensive emission par excellence, it is a magical bubble that surrounds the target for various purposes, reduce the damage in coming, regenerate the damage suffered...


Also, without spending Exodus Point, you may touch a target(other than you) to leave a small part of your exodus on it, latent. If the target is unwilling it must succeed on a Wisdom saving throw, repelling the exodus on a success. Once within 1 minute, when the target makes a skill check, you may roll your Krimson die and add or subtract the number rolled to their roll at your choice. Requires Concentration.


Alter Kinn

An Alter is a rare form of Exodus emission. Only those with high control in Kinn Emission or with a natural gift for it can perform it. To use the Alter Kinn you must have its Control level 3 or it must be your Favorite Emission. Emission Alters share the Control and Channel column but have a different Intensity column and independent.

You can create an aura bubble instead of the membrane of up to 15 feet in radius around you. This bubble expands from your center to the desired radius and moves with you, it is translucent and allows any living being to pass along with their cargo. You perceive any presence that passes through the bubble. The bubble blocks ranged attacks and the following elemental damage: Force, Fire, Cold, Poison, Lightning, and Acid. The bubble is immune to poison damage, Psychic damage, and non-magic damage from small projectiles (such as arrows and bolts). The bubble lasts 1 minute and while it remains active whenever you or an ally starts their turn inside it regenerates 0 Krimson die + your Constitution modifier Hit Points. The bubble requires Concentration to keep it active as if it were a spell.


Ferhl Emission[edit]

Ferhl is a specialized issue used primarily by Explorer Hunters. Attempts to transmute the exodus based on qualities of the beasts the hunter has faced to shape it.

Basis(Ferhl)

You can spend 1 Exodus Point to summon an Exodus Beast, which must be a Beast-type creature you have memorized during your life as a Krimson Hunter. It cannot have a challenge rating higher than 1/4 and its size must be medium or smaller. Exodus Beast will retain the chosen creature's speeds, senses, non-legendary actions, stats, and stats, but its creature type will be Construct instead of Beast. If the Exodus Beast must apply its proficiency, it will use yours instead. The Exodus Beast's hit points will be equal to <Intensity> 3 Krimson dice + your Constitution bonus + your Krimson Hunter level, and its AC will be equal to 10 + your Constitution bonus. The Exodus Beast will spawn in an unoccupied position within 5 feet of you of your choice. The Exodus Beast requires Concentration.

Your Exodus Beast acts independently of you, but always obeys your commands. In combat, he rolls his own initiative and acts on his own turn. At Ferhl's basic level, your Exodus can transmute into 1 beast-type creature whose Terrain is Earth, <Control> 0 whose Terrain is Water or Earth, 0 whose Terrain is Air or Water or Earth and lastly 0 of any Terrain.

When the Exodus Beast drops to 0 health, it disappears, leaving no physical form. And any information that has been perceived by the senses of the Exodus Beast reaches you.

Healing spells or effects that restore Hit Points have no effect on Exodus Beast unless they are caused by Kinn Emission or another Krimson Hunter stat that says otherwise.

Also, as an action, you can take control of the Exodus Beast for as long as you like, gaining the benefits of any special senses the familiar has. During this time, you are deaf and blind to your own senses.

Exodus Beast lasts <Channel> 1 minute. Although you can make it disappear before as an action.

You cannot have more than one Exodus Beast at a time. If you use this Emission and already have an Exodus Beast, you can make it take on a new form. Choose one of the creatures memorized by your Exodus. Your Exodus Beast transforms into the chosen creature.

Colossal Beast


Hit Points: 2 times your Krimson Hunter level
CA: 10 + your Constitution modifier
Speed: 35 ft.


Stats

  • Strength and Constitution: 10 + your proficiency bonus + your Constitution modifier
  • The rest: 10

Senses Resistences

Features


--Abrasive Exodus--
Whenever you hit a creature with an attack you can add a bonus damage equal to your Krimson Die.

Attacks


--Bite. Melee Weapon Attack--
Reach 5 ft. One target. Damage: 2d6 piercing damage.

Agile Beast


Hit Points: Your Krimson Hunter level
CA: 10 + your proficiency bonus + your Constitution modifier
Speed: 50 ft.


Stats

  • Dexterity and Charisma: 10 + your proficiency bonus + your Constitution modifier
  • The rest: 10

Senses Resistences

Features



--Memory Drive--
As an action you can send the last minute of your memory (all the information captured by your senses) directly to the mind of a creature you have met. This creature makes a Wisdom saving throw against your Emissions DC, if failed, it is stunned for 1 turn while receiving the information. In a success, she rejects the information and is not stunned. You can use this feature a number of times equal to your proficiency bonus.

Attacks


Ataque-> Analisis de Criaturas (Debilidades y Resistencias)

Also, without spending Exodus Point, you may circulate your Exodus through a target beast-type that you can touch. You make a Nature roll (8-20 at your DM's choice), if you fail, you cannot use this characteristic on that target until after 1 week, if you succeed your circulating exodus is not destroyed and you find out their Senses, their stats, their characteristics, non-legendary actions, Challenge Rate and its Terrain:

  • Earth; if it can only move by land.
  • Water; if it can only move by water and perhaps by land without problem.
  • Air; if it can fly or glide.
  • Special; if it doesn't fit into any of the above categories.

You can choose if your Exodus should memorize this creature, in which case you must replace the info of one creature saved in the corresponding Terrain if there is no space left.

Tylh Emission[edit]

Tylh is a very common emission among all those Crimson Hunters who are dedicated to carrying out questionable orders from high positions, assassinating, stealing or spying on movements in neighboring territories. To carry out all this type of work, Tylh is one of the most competent emissions. It's based on emitting an unstable aura charge that remembers everything it goes through.

Alter Tylh

An Alter is a rare form of Exodus emission. Only those with high control in Tylh Emission or with a natural gift for it can perform it. To use the Alter Tylh you must have its Control level 3 or it must be your Favorite Emission. Emission Alters share the Control and Channel column but have a different Intensity column and independent.

You can spend 1 Exodus Point to emit the aura projectile, but in a stabilized state that wraps around the first object or creature it hits, cloaking it. The camouflage lasts up to 1 minute, or until you disable it as a bonus action. The camouflage is indistinguishable to anyone who fails on a wisdom saving throw against your emissions DC.

Toph Emission[edit]

Toph is commonly mastered by those Crimson Hunters doing Mercenary jobs. Originally born with the objective of stealing and swindling for a living, it ended up becoming an acclaimed tool to solve assignments and earn money from it. Toph relies on emitting aura compactly while touching an object to make an almost exact copy of it.

Alter Toph

An Alter is a rare form of aura emission. Only those with high control in Toph Emission or with a natural gift for it can perform it. To use the Alter Toph you must have its Control level 3 or it must be your Favorite Emission. Emission Alters share the Control and Channel column but have a different Intensity column and independent.

You can spend 1 exodus point to emit the aura projectile, but in a stabilized state that wraps around the first object or creature it hits, cloaking it. The camouflage lasts up to 1 minute, or until you disable it as a bonus action. The camouflage is indistinguishable to anyone who fails on a wisdom saving throw against your emissions DC.

Techniques[edit]

Ground Spin

As a bonus action, you can roll-slide along the ground up to a total of 15 feet, attacks of opportunity triggered by this dash have disadvantage, and you also gain advantage on triggered Dexterity saving throws during the dash, taking no damage if you succeed. At 5th level, you can use your break action to activate this feature when a Dexterity Saving Throw is imposed on you, you can add your Crimson Dice to the roll.

Channeled Raish

As a bonus action, you can use a Magic Essence Point to imbue the Raish sign on a weapon in contact with you. Until the end of your turn, the weapon deals additional fire damage equal to the Sign's damage on hit.

Discharger Lyesen

You can use your Action and one Magic Essence Point to add the Lyesen sign to a surface by changing its functionality, used in this way requires no Concentration, does not count as Difficult Terrain, and lasts for a number of days equal to your Crimson Dice. The sign and the area it encompasses remain invisible, a Perception check greater than the DC of the sign reveals it. When you create it, think of a trigger for the sign made up of a phrase that can refer to any element within the area of the sign (Example: "A creature opens the book on the table" or "A creature says Julian"). When the sign is activated, you can choose if only the creature that activated the sign or everyone in the area must exceed the DC of the sign or be Immobilized in space for 1 hour or until something damages them, or removes them from the area exceeding the Strength Saving Throw of the sign. The hunter (if can be reach by Divination Magic) knows when the signal is activated.

Poros Drop

You can use the sign of Poros to save a fatal fall. Even while falling, you can use Poros if you have at least one free hand and one Magic Essence Point as Reaction (Or your Break Action, unlocked at level 5 of this class) to create a 5ft radius pool of winds centered on yourself or at a point 5ft from you, the wind pool negates falling damage who falls on top Lasts 6 seconds or instantly after being used by a creature if you choose.

Alternatively, you can create a platform (Size 1 square) of "Solid" wind under your feet that can support any creature your size or smaller but not larger. This platform remains in the place where it was created for 6 seconds or until you deactivate it for free.

Empowered Kinn

Just before using the Kinn sign, you can use your Bonus Action to refine the magical essence before channeling it, increasing Kinn's effectiveness. The number of Crimson Dice you roll to calculate the shield's hit points is doubled and the duration of the shield is increased to 10 minutes. Also, every minute that passes, if the shield still persists, it repairs itself. (I think this is OP)

Sixth Sense (Maybe Mercenary)

You have what could be called a sixth sense, nothing goes unnoticed when you put your eye on it, you gain proficiency in Perception, if you already are, you double the proficiency. You also feel when there has been some unusual movement in a place where you have been maximum a week before. You don't know what is, but you know that something unusual has happened, like the disappearance of a book from the shelf...

Threatening Presence (It can be use somewhere???)

Having faced so many monsters, your appearance arouses terror in those you propose to. A wild look that hunts the soul. You are proficient in intimidation, if you already were, you can double your proficiency. In addition, a quick glance is all it takes to tell if someone is scared, even if they're trying hard to hide it.

Essence Overload (Maybe usuable)

Your mastery of Signs is impeccable, allowing you to perform 2 Signs per turn. In addition, your total of Magic Essence increases by a number equal to your proficiency bonus.

Blowgun (Maybe Add Arcane Darts as weapon (but not for this class))
  • Once per short rest, as a bonus action(Or your Break Action, unlocked at level 5 of this class) you can magically teleport to an unoccupied space within 5 feet of the position of any of your arcane darts(The dart can not be more than 1 km from you). You can use one of your Magic Essence points and 6 seconds to create up to a maximum total of Arcane Darts equal to your proficiency(If you create darts above the maximum the oldest ones disappear). When you attack with an Arcane Dart, you can add your Crimson Dice to the attack's damage. Counts as magical.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Crimson Hunter class, you must meet these prerequisites: Constitution 13

Proficiencies. When you multiclass into the Crimson Hunter class, you gain the following proficiencies: Athletics

3.00
(2 votes)

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