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Blood Hunter Martial Flame on your Blade of Status, but you may have both Rites
active on it simultaneously if you so wish — if you do so, the
Orders Rite of the Flame ignores resistance. Whenever you use
Order of the Pit either or both Rites, the damage die of your Blade of Status
increases by one increment — i.e. a dagger would increase
The Order of the Pit is an ancient and dwindling Order of from 1d4 to 1d6 piercing damage. This increase lasts until
Blood Hunters that has been outstripped in recent years by the Rite fades.
the Order of the Profane Soul. Tailored specifically to the
hunting of demons and devils, the Order of the Pit Demonic Over Channel
emphasizes caution in dealing with fiends that is only As you progress in the Order of the Pit, your pure demonic
outstripped by their zeal for killing them. essence grows ever stronger. Beginning at eleventh level, you
Order of the Pit Features
may channel this energy to temporarily enhance your
physical form. When you activate your Demonic Over
Blood Hunter Level Features Channel, you gain the following benefits:
3rd Rite of the Hellion
You gain a flying speed of 45 feet.
7th Blade of Status Every creature that is within five feet of you at the end of
11th Demonic Over Channel your turn takes magical fire damage equal to your
Wisdom Modifier.
15th Hellish Durability Your size increases by one degree.
18th Demonic Culmination
These effects remain active for a number of rounds equal
to your Wisdom Modifier. You may choose for this effect to
Rite of the Hellion last longer, but for every round beyond your Wisdom Modifier,
When you are initiated into the Order of the Pit at third level, you gain one level of exhaustion when the Over Channel
you learn the esoteric Rite of the Hellion, detailed below. fades.
Rite of the Hellion. Your Rite Damage is typeless, and While your Over Channel is active, you must make saving
cannot be modified by resistance or vulnerability. When a throws against spells, such as Banishment, that effect fiends.
creature takes this Rite damage, you may amplify its effects Once you have used this feature, you must finish a short or
in the same manner as if you were amplifying a Blood long rest before you can use it again.
Maledict. If you do so, the target is Tormented by an acute
knowledge of its wrongdoings and flaws for 1d3 turns. While Hellish Durability
Tormented, the creature takes typeless damage equal to At 15th level, a number of times equal to your Wisdom
double your Wisdom Modifier at the start of each of its turns. Modifier, you may ignore the damage done to you by an attack
Once you have amplified the Rite of the Hellion in this way, that did only nonmagical bludgeoning, piercing, or slashing
the Rite immediately fades. Even if you later reactivate the damage, as the powers of hell reknit your flesh for you to
Rite, you may not amplify it again until you have completed a suffer life anew.
short or long rest.
Demonic Culmination
Blade of Status When you reach level eighteen, you must choose either the
By the time you reach seventh level, the power that you draw Caged Demonics or Hellish Ascension feature. Once you
from the Nine Hells is sufficient to render you a political have chosen, your choice may not be changed in any way
threat to the lesser fiends that you hunt, in addition to the short of a Wish spell.
inherent threat you pose as a Hunter. Caged Demonics. At eighteenth level, you have learned to
Your physical form begins to warp, manifesting demonic control and direct your demonic abilities without issue — in a
traits. These may take the form of horns, blackened or sense, you have saved your soul.
burning eyes, unnatural skin tones, or other similar traits You may use your Demonic Over Channel twice per short
common to those of demonic heritage. For a fuller discussion or long rest, and while it is active, you can no longer be
of these traits, look at the various official descriptions of affected by banishment spells.
tieflings. In addition, the following benefits are always in effect:
In addition, you gain resistance to fire damage.
You also gain a weapon symbolic of your status as an Your movement speed increases by five feet.
ascending force within the Nine Hells. This weapon takes the You have advantage on Charisma (Intimidation) checks.
form of any simple or martial melee weapon of your choice,
and is wrought of obsidian and hell forged iron. Hellish Ascension. Beginning at eighteenth level, the hell
If at any point your Blade of Status is separated from you bound powers that have been welling within you for so long
by more than fifty feet, it automatically flies back into your finally consume your soul.
hand or its scabbard (your choice). If it passed out of range Your Demonic Overchannel effects become permanent.
due to a thrown attack, it completes the attack before
returning to you. This return requires no action on your part,
and does not need to happen on your turn.
Light-Footed Fighting
While not wearing medium or heavy armour, you have a +1
bonus to AC and a +10 bonus to your movement speed.
Off-Handed Fighting
Your esoteric Fighting Style — using either an esoteric
weapon or a strange style, such as holding a sword in a
reverse grip — catches others unawares. During the first
three rounds of combat, you have a +1 bonus to attack and
damage rolls against creatures who go after you in the
Initiative order.
Precision Fighting
You gain a +2 bonus to attack rolls with weapons that have
the finesse property as long as you use your Dexterity for the
attack and damage rolls.
Street Fighting
You gain a +2 bonus to attack rolls with simple melee
weapons, improvised weapons, and your unarmed strike.
Swordplay
You gain a +2 bonus to attack rolls with short swords, rapiers,
scimitars, longswords, and great swords. This bonus may
also apply to other sword-like weapons (DM's discretion).
Thrown Arms Specialist
You gain a +2 bonus to attack rolls for weapons with the
thrown property.
Credits
The subclasses presented in this document draw significant inspiration from Marvel Comics, DC Comics, Assassin's Creed,
Warhammer 40k, and several other preexisting fictional works. This is in no way meant to be an infringement upon copyrighted
works; rather, it is my way of paying tribute to the stories I have loved.
This document was formatted using the Homebrewery. I highly recommend it. It takes some getting used to, but once you figure
it out, it is quite simple to use.
The cover art for this file was taken from Character Stock Art II by Arcana games. According to the product description, this art
was released into the public domain by Kevin Crawford of Sine Nomine Publishing.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster
Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective
logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are
property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission
of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-
Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET,
UK.