Base Class: Blood Hunter
The Order of the Dark Knight is very different than other blood hunter orders. Where others harness power to alter themselves, abusing the powers of the supernatural to destroy the supernatural, the Order of the Dark Knight perfects the basics of hemocraft, creating powerful soldiers fueled by determination and blood magic. As a result, these blood hunters are seldom found hunting the supernatural like their peers, but rather, serving in armies and other large groups of followers. The dedication required to embrace this Order borders on fanaticism, and because of this, its members often find themselves devoting their minds, bodies, and souls to charismatic leaders and manipulators, including both benevolent kings and tyrants alike.
Rite of the Dark
When you join this order at 3rd level, you learn the Rite of the Dark as part of your Crimson Rite feature. When you activate the Rite of the Dark, the extra damage dealt by your rite is necrotic damage. Additionally, the hemocraft die used for this rite is one die higher than your current hemocraft die. You can see what die is used at what level by checking the Dark Hemocraft Die Table.
Dark Hemocraft Die
| Blood Hunter Level | Dark Hemocraft Die |
|---|---|
| 3rd | 1d6 |
| 5th | 1d8 |
| 11th | 1d10 |
| 17th | 1d12 |
Blackguard
At 3rd level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation skill.
Hemocraft Modifier: Intelligence
Your chosen Hemocraft modifier is Intelligence.
Hemocraft Modifier: Wisdom
Your chosen Hemocraft modifier is Wisdom.
Darkness Surge
While your Rite of the Dark feature is active, when you take the Attack action on your turn, you can replace one of your attacks with a Darkness Surge. When you use a Darkness Surge, the darkness within you erupts outward, forcing all creatures within 10 feet of you to make a Dexterity saving throw. On a failed save, a creature takes necrotic damage equal to two of your dark hemocraft dice. On a successful save, a creature takes half as much damage. After using a Darkness Surge, your Rite of the Dark ends.
Darkness Surge
While your Rite of the Dark feature is active, when you take the Attack action on your turn, you can replace one of your attacks with a Darkness Surge. When you use a Darkness Surge, the darkness within you erupts outward, forcing all creatures within 10 feet of you to make a (DC {{savedc:wis}}) DEX saving throw. On a failed save, a creature takes necrotic damage equal to two of your dark hemocraft dice. On a successful save, a creature takes half as much damage. After using a Darkness Surge, your Rite of the Dark ends.
Darkness Surge
While your Rite of the Dark feature is active, when you take the Attack action on your turn, you can replace one of your attacks with a Darkness Surge. When you use a Darkness Surge, the darkness within you erupts outward, forcing all creatures within 10 feet of you to make a (DC {{savedc:int}}) DEX saving throw. On a failed save, a creature takes necrotic damage equal to two of your dark hemocraft dice. On a successful save, a creature takes half as much damage. After using a Darkness Surge, your Rite of the Dark ends.
Blood Drain
Upon reaching 7th level, you learn to squeeze the life force out of others through your darkness, and take it into yourself. When you use your Darkness Surge feature to damage creatures that aren't undead or constructs, you can choose to regain hit points equal to half of the total damage dealt to these creatures.
You can use this feature twice per long rest. You gain a third use of this feature at 15th level.
Brand of the Tyrant
Starting at 11th level, your Brand of Castigation brings a dreadful presence to its recipient, undercutting their resistances and filling them with a crushing hopelessness. If the branded creature takes necrotic damage from any source, that necrotic damage ignores resistances and immunities. Additionally, if the branded creature is within 60 feet of you while you are not unconscious, it cannot gain hit points or temporary hit points by any means.
Blood Curse of the Vindicator
At 15th level, you further perfect your hemocraft, allowing your Rite of the Dark to deal further damage, and even letting you draw in your opponent's strength through your blade. You gain the Blood Curse of the Vindicator for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Vindicator
As a bonus action, you choose one creature you can see within 30 feet of you. For the next minute, or until you lose concentration (as if concentrating on a spell), when you attack that creature with your Rite of the Dark feature, you deal additional necrotic damage equal to your Wisdom modifier.
Amplify. When you deal damage from your Rite of the Dark feature to the marked creature, you gain temporary hit points equal to the necrotic damage dealt.
Blood Curse of the Vindicator
As a bonus action, you choose one creature you can see within 30 feet of you. For the next minute, or until you lose concentration (as if concentrating on a spell), when you attack that creature with your Rite of the Dark feature, you deal additional necrotic damage equal to your Intelligence modifier.
Amplify. When you deal damage from your Rite of the Dark feature to the marked creature, you gain temporary hit points equal to the necrotic damage dealt.
Abyssal Reinforcement
Upon reaching 18th level, you learn to use the energy stolen from others not only to heal yourself, but to bolster yourself beyond what you are normally capable of. When you gain hit points from your Blood Drain feature, your hit point maximum is increased by an amount equal to the hit points gained. This increase lasts until you finish a long rest.
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