Order of the Soul Hunter (5e Subclass)

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Order of the Soul Hunter[edit]

Bloodhunter Order

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Bloodhunters who join the order of soul hunters learn the profane art of soul stealing from hellish fiends. They learn how to capture souls and consume them for power, and even how to bind them to their will. Soul hunters employ the help of hell hounds, whose spirits have been bound to theirs trough ancient and occult rituals, and use the senses and abilities of these terrifying beasts to defeat their foes.

Soul hunters have a particular animosity towards demons, drawing from the hatred felt by hell dwellers, and they are feared by less powerful demons, or hated and despised by the more powerful who take notice of them.

The path of the soul hunter is one that is often chosen by tieflings, whose innate ties with the lower planes make the process of mastering hellish powers easier, and their fire resistance make it easier to survive the process of taming a hell hound.

Fiendish Affinity

Starting at 3rd level, you start to manifest certain hellish powers, due to your connection with fiends. You learn the thaumaturgy and a cantrip of your choice from the Warlock's list. Intelligence is your spellcasting ability for this spell.

You also learn how to speak, read and write infernal, and have advantage on Wisdom and Charisma saving throws made to interact with fiends.

Soul Stealer

Also at 3rd level, whenever you or your Hellish Servant reduce a creature to 0 hit points, you can spend one use of your Blood Maledict as a reaction to roll your Hemocraft Die, causing both you and your servant regain hit points equal to the number rolled + your proficiency bonus.

Hellish Servant

Starting at 3rd level, as an action, you can magically summon the hell hound that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.

The hell hound is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying hell hound stat block. The hell hound cannot use it's Fire Breath action, and his attack bonus equals 3 + your proficiency bonus. It also has a number of hit points equal to 5 x your Bloodhunter level, unless its current amount is higher.

In combat, the hell hound shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take an Action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.

The hell hound remains until it is reduced to 0 hit points, until you use this feature to summon the hell hound again, or until you die. Anything the hell hound was wearing or carrying is left behind when the drake vanishes.

If you are incapacitated or absent, the hell hound acts on its own, focusing on protecting you and itself. The hell hound never requires your command to use its reaction, such as when making an opportunity attack.

Once you summon the drake, you can’t do so again until you finish a long rest, unless you one use of your Blood Maledict to do so again.

Hellish Bond

Starting at 7th level, your bond with your hell hound increases. When you command your hell hound using an Action, you can make an attack as a bonus action. You can also command it to take the Dash, Disengage or Search actions as a bonus action

In addition, while your hell hound is summoned, you gain the following benefits:

Hellish Essence. The fire damage caused by your hell hound flames and your Rite of Flame ignore resistance to fire damage.
Flame Resistance. You gain resistance to fire damage.
Shared Punishment. A creature marked by your Brand of Castigation also takes damage when it damages the hound.
Flamethrower

Starting at 11th level, your Hell Hound can use its Fire Breath under your command. The Fire Breath uses your Curse save DC, instead of the normal save DC.

Blood Curse of the Fallen

At 15th level, you can take control over a recently deceased creature's soul. You gain the Blood Curse of the Fallen for your Blood Maledict feature. This doesn't count against your number of blood curses known.

Blood Curse of the Fallen. When you reduce the cursed creature to 0 hit points with a weapon attack, it must succeed on a Charisma saving throw, or becomes possessed by you. While possessed by you, the creature follow your commands as if under the effects of the dominate monster spell, but has 10 hit points.
Amplify. You can amplify this curse to control the creature without making a check.
One with the Hell

Starting at 18th level, you gain the ability to merge with your hound. As a bonus action when your hell hound is within 5 feet, your body merges with your hell hound. While merged, you become medium, if you are smaller, you replace your speed with the hell hound, and you can use any of your's or the hound's actions.

During this time, you gain the hound senses and immunities, alongside with your own. You can also use your Crimson Rite on your bite attack, and you have access to all your class features.

You remain merged until you choose to end it as a bonus action, or until you are reduced to 0 hit points.

In addition, whenever you take the Attack action, you can replace any of the attacks to command the hell hound to take an action. When you do so, you can't attack using your bonus action granted by the Hellish Bond feature.

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