Blood Hunter
Base Class: Blood Hunter

A never ending cycle of life and death. As one is born, another must return to the soil beneath their teet. These are the tenets that the Order of the Earthbound must live by.

This sub-sect of Blood hunters originate from those who draw their connection to blood magic from the lifeblood of the earth and life around them, often finding roots in Older, more archaic forms of druidic magic. Through ritual sacrifice of their own lifeblood they can gain powers that have been sought since the earliest of mortal creation. By offering themselves to the soil, the soil and its inhabitants offer their power in return.

Earthly Connection

Starting when you choose this archetype at 3rd level, the
order has taunt you to truly be in tune with the earth around you, enhancing your tracking and granting you a touch of natural magic. You learn two cantrips of vour choice from the Druid spell list and your Hunters Bane feature now applies to Beasts in addition to its normal creature types.

Offering to the Soil

Beginning at 3rd level you have learned new ways to utilize your lifeblood, giving it back to the earth and reaping the rewards. As an action on your turn, you may choose to lose hit points equal to one roll of your Hemocraft Die, and activate a Ritual Consecration. choosing an effect from list below:

You cast the alter self spell.

You cast the augury spell.

The next time you make a Wisdom (Survival) check to
track a creature and are granted advantage by your Hunter's Bane feature, you may reroll one of the dice once.

If you have an active crimson rite you may roll an additional die of damage for your rite against anyone who takes damage from your rite.

You may use this feature a number of times equal to your Wisdom modifier, you regain all expended uses when you finish a long rest.

Gifts from the Earth

At 7th level, you are no longer tied to the physical
restrictions of a body that most are. You do not need to eat. drink, or sleep while you are on natural terrain. Instead you must spend 6 hours of light activity such as reading or keeping watch, to gain the benefts a long rest. Additionally, whenever you activate a Ritual Consecration, you may also cure yourself of one disease or neutralize one poison affecting you.

Brand of Natures Wrath

Upon reaching 11th level, your Brand of Castigation feature now marks your target as an enemy of the natural world unleashing its will upon them.
A creature branded by you treats all ground as if it is difficult terrain as grasses pull at their feet, roots tear through floorboards, and heavy winds buffer their movement. In addition, if the branded creature attempts to utilize an other form of movement aside from walking, climbing flying or swimming they must make a Dexterity saving throw against your blood hunter DC or be grappled and restrained until the end of your next turn.

Consecrated Strikes

Starting at 7th level, when you use your action to activate a Ritual Consecration, you can immediately make one weapon attack as a bonus action

Blood Curse of the Endless Cycle

Starting at 15th level you have begun to tap into the cycle of life and death, and adjust that pattern as vou see fit. You gain the Blood Curse of the Endless Cycle for your Blood Maledict feature. This does not count against your number of blood curses known.

Blood Curse of the Endless Cycle

When a creature vous can see within 30 feet takes damage from any source, you can use your reaction to bolster yourself or an ally from their pain. You may choose any other creature within 30 feet of you to regain hit points equal to half of the amount of damage the creature took from the attack.

Amplify. The attack now deals additional radiant damage to the triggering creature equal to your blood hunter level and heals the ally additionally for the same amount.

Preternatural Connection

At 18th level our connection with the earth has now allowed you to shrug off punishing eftects and transfer them to another. As a reaction when you are blinded charmed, deafened, paralyzed, petrified, poisoned, or stunned you may choose another creature you can see within 30 feet to suffer the effect for its intended duration instead.

You may use this feature an unlimited number of times. but if you do so more than once between long rests you  gain a level of exhaustion each time you activate the feature.

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