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Blood Hunter: Order of the White Flame

Blood Hunters remain some of the most distrusted figures


in the land, and the line between them and the beasts they
hunt is often blurred in the eyes of those they safeguard.
The most public of the Orders, the Order of the White Flame
has done much to ease this distrust. A hallowed institution,
dedicated to the destruction of extraplanar evils, under the
eyes of the gods themselves. What have the reverent to
fear?

But the keen observer may note the seclusion of its hunters,
and the outward obfuscation of its practices. Indeed, not
many within the order understand the extent to which they’ve
fallen in pursuit of their foes Dark is the path for those that
bask in the light of the White Flame.

Heavy Armor Proficiency


3rd-level Order of the White Flame feature

You gain proficiency with heavy armor.

Spellcasting
3rd-level Order of the White Flame feature

You begin to delve into the magic balancing life and death. See Spells Rules for the general rules of spellcasting and the
Spells Listing for the cleric spell list.

Cantrips. You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your
choice at 10th and 17th level.

Spell Slots. The Order of the White Flame Spellcasting table shows how many spell slots you have to cast your cleric
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 cure wounds and have a 1st-level and a 2nd-level spell slot available, you can
cast cure wounds using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level cleric spells of your choice, two of which must be from
the evocation and necromancy spells on the cleric spell list.

The Spells Known column of the Order of the White Flame Spellcasting table shows when you learn more cleric spells of
1st level or higher. Each of these spells must be an evocation or necromancy 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 cleric spells you know with another spell of your
choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an
evocation or necromancy spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from another
school of magic.

Spellcasting Ability. You can use intelligence or charismas (your choice) as your spellcasting ability for your cleric spells,
the white flame valuing fervored righteousness and studious prayer equally. You use your chosen modifier whenever a
spell refers to your spellcasting ability. In addition, you use your chosen modifier when setting the saving throw DC for a
cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +


your Intelligence or charisma modifier

Spell attack modifier = your proficiency bonus +


your Intelligence or charisma modifier

Order of the White Flame Spellcasting

Blood Hunter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 4 11 4 3 3 -
18th 4 11 4 3 3 -
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Higher Calling
3rd-level Order of the White Flame feature

The blood within you burns brighter now, whispering truths from beyond this realm. You have advantage on Wisdom
(Survival) checks made to track celestials as well as on Intelligence checks to recall information about them.

Additionally, you can flare the source of your divinity to impress your “truth” upon others. When you make a Charisma
(Deception), Charisma (Persuasion), or Charisma (Intimidation) check, you can add one roll of your hemocraft die to the
check, suffering necrotic damage equal to the result of the die. This damage can’t be reduced in any way. You can use this
feature after you roll, but must do so before the DM determines whether the ability check succeeds or fails.

Rite Renewal
7th-level Order of the White Flame feature

In the heavens energy expands and contracts, souls brush and mingle, and the light swells and grows endlessly. In the
godless brutal planes below, a beginning can arise only from an end. Once per turn when you damage a creature using a
crimson rite, you can cause one creature you can see within 30 feet of you (including you) to regain hit points equal to the
number rolled on your hemocraft die. A creature cannot regain hit points in this way more than once per round.

You can use this feature a number of times equal to 2 x your proficiency bonus (rounded down). You regain all expended
uses of this feature when you complete a long rest.
Brands of Judgement
11th-level Order of the White Flame feature

Your blood sings a twisted hymn. A seraphic choir writhing against its shackles, unable to admonish the terrible
contradiction that is you, but always able to judge another. You can apply your Brand of Castigation to more than one
creature at a time. When you do so, the oldest created brand begins to fade, disappearing 1 minute after the new brand
was applied. If 2 or more creatures are suffering from your brand of castigation feature at the same time, you must suffer
damage equal to one roll of your hemocraft die to brand another creature.

You retain your creature type, yet you register as celestial to spells and other effects that detect the presence of the
celestial creature type.

You can apply a number of brands equal to 1 + your charisma modifier (minimum of 2), though you cannot apply more
than one brand per turn.

Blood Curse of the Clement


15th-level Order of the White Flame feature

Violence begets penance. To stay the violent hand, however, begets prayer. The White Flame preaches restraint, but
is quick to answer pacifism with blade and butchery. You gain the Blood Curse of the Clement for your Blood Maledict
feature. This does not count against your number of blood curses known.

Blood Curse of the Clement

When a creature you can see makes an attack against a creature within 30 feet of you, you can use your reaction to lay a
curse on them. The creature must make a Wisdom saving throw. On a failed save their attack automatically misses. On a
success the cursed creature rolls the attack as normal and takes psychic damage equal to your proficiency bonus.

Amplify. You apply this curse to all of the creature’s attack rolls until the end of the turn. Once you’ve amplified this blood
curse, you cannot do so again unless you take necrotic damage equal to 4 rolls of your hemocraft die.

The Truth of Divinity


18th-level Order of the White Flame feature

There are few beings who can resist the voice of a solar or the presence of a god. You are well on your way to becoming
one yourself, if you don’t splinter into seared blood and scorched flesh first. As an action you can immerse yourself in an
aura of oppressive radiance that extends out to 30 feet for 1 minute. You instantly regain half of the expended uses of your
Rite Renewal feature (rounded down). The following effects apply to you while the aura persists:

• At the start of each of your turns you suffer necrotic damage equal to 1 roll of your hemocraft die.
• Anytime a creature starts their turn within the aura and you have a weapon with an active rite, you can choose to roll a
hemocraft die, dealing rite damage to the creature.
• When you take the attack action on your turn you can make an additional attack as part of that action.
• When you roll rite damage, you can change the damage type of your rite to radiant until the start of your next turn.
When you do so you gain vulnerability to necrotic damage until the start of your next turn.

You can disperse the aura as an action. Once you use this feature you can’t do so again until you finish a long rest.
Additionally, after you use this feature you cannot make use of any feature that would require you to roll a hemocraft die
until after you complete a short or long rest.

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