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Order Of The Rider
\pagebreak # Order of the Rider: BloodHunter # Feature | Bloodhunter Level | Feature | |:----:|:-------------| | 3rd | Transportation, Weapon of the Rider | | 6th | Foreever Bound Steed | | 11th | Warding Maneuver | | 17th | Invicibled Hunter | ## Transportation Upon joining this order You are taught to summon a mount. You can cast *find steed* once per short or long rest. ## Weapon of the Rider Starting at Level 3 you gain proficiency in wielding the rider’s chain. the chain is a versatile (1d10) weapon that deals 1d8 bludgoning damage. the chain can lengthen and shorten to whatever is needed (as a weapon it can only be used with reach property out to 30 feet) by the rider this is magical for the propose of overcoming resistance. This chain only responds to its assigned rider. ## Forever Bound Steed At 7th level, your horse can become encased in energy that courses through your veins. For Three minutes your mount gains the stats of a nightmare (p.235 Monster Manual) the only changes is the flames to whatever your crimson rite is and it's not able to go to the ethereal plane. ## Warding Maneuver At 11th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll ld8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a short rest. ## Invincible hunter At 18th level, you become the imbodyment of the original rider. As an action, you can magically become an avatar of death, gaining the following benefits for 1 minute: - Your skull Ignites on fire. You gain avanage on Charisma (Intmidation) checks. - You have resistance to all damage. - When you take the Attack action on your turn, you can make one additional attack as part of that action. - Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20. You can use this feature twice per long rest.
##### Sourses Created By: Nitroninja (u/Nitroninja0001) Medieval Ghost Rider By Aaron J Riley