Blood Hunter
Base Class: Blood Hunter

While some blood hunters use their blood as a means of manipulating their form in life, you strive to manipulate the powers of death and stray from the shackles of flesh.

 

Access to Necrotic Energy

When you join this order at 3rd level, you learn the Rite of the Dead early as part of your Crimson Rite feature. When you activate the Rite of the Dead, the extra damage dealt by your rite is necrotic damage. Additionally, the Rite of the Dead is more powerful and while that rite is active on your weapon, you gain the following benefits:


  • you are resistant to necrotic damage
  • when determining damage, you may roll an addition die of rite damage, unless the target is undead, in which case the target is healed by an amount equal to half the damage it would have taken. 

Curse of Death

Starting at 3rd level, you learn an additional blood curse. You gain an additional use of your Blood Maledict feature. In addition, you learn a weakened version of the Blood Curse of Corrosion.

Blood Curse of Corrosion

As a bonus action, you cause a creature within 30 feet of you to become poisoned. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.

Amplify. The cursed creature takes [roll]2d4[/roll] worth of necrotic damage when you inflict this curse, and it takes this damage again each time it fails a Constitution saving throw to end the curse. 

Dance with the Dead

upon reaching 7th level, You gain the ability to animate a corpse. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.

In combat, the zombie’s turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.

You can use this feature a number of times equal to your Proficiency bonus (minimum of once), and you regain all expended uses of it when you finish a long rest. 

Escape Death

Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 hemocraft die (no action required) to have the number rolled of hit points instead.

Blood Curse of the Exorcist

At 15th level, when you raise a zombie, you can choose to put this blood curse on them. when that zombie next makes an attack, you may make an attack as if you were in that zombies position. this includes your rite damage and any other modifiers you may have. after the attack is finished, whether it hit or not, the zombie is immediately destroyed. 

Permanent Thrall

Upon reaching 18th level, you learn the Finger of Death Spell. instead of spell slots, expend 2 uses of your blood maledict feature.

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