Blood Hunter
Base Class: Blood Hunter

You've witnessed the misdeeds of those you've hunted in all hilarious attempts at escape.  The desperation of known assailants has taught you that we really do reap what we sow.  Some call this cause and effect, while others insist that it's karma.  You believe in the supernatural force that brings conviction that there is something or someone always watching our deeds and looking to bless, rebuke or punish our actions, based on intentions.  This is a blood-hunter that uses the concept of retribution and applies it to what they control in battle in the form of an aura.  The order most especially emphasizes that crime doesn't pay and how lawbreakers are dealt with should make that message sink-in to the fullest extent possible.  You yourself are most likely exemplary to the ideals of self-reflection and prudency.  At least you may be judged that way by your peers.

Crimson Aura

Every time you attack with a weapon for which you have a crimson rite, you roll your hemo-craft die and have the option of instead of applying the damage to the attacks, stacking the rolls and applying them to an aura.  If any creatures hit you while you have this aura up, they suffer the stack of hemo-craft rolls by your crimson rite damage type administered to your weapon.  The aura builds based on your number of attacks with the weapon you have your crimson rite applied to on your turn and lasts until the start of your next turn.

Haunting Cheer

You present a fearful and enthusiastic presence around other creatures.  You gain expertise in Intimidation skill checks and proficiency in Charisma saving throws.

Aura Explosion

After a turn of having your crimson aura active you can cause your aura to explode out, doing your crimson rite damage (addition of all your hemo-craft rolls) to all creatures 5 feet around you at the start of your turn (no action required).

Brand of Strife

Starting at 11th level, your Brand of Castigation slightly hinders and debilitates your foe. Whenever you hit a creature with a weapon for which you have an active crimson rite, you reduce all of their attack rolls and all of their saving throws by a d4 that you roll (effect only lasts until the start of your next turn and can only be applied once per turn). Additionally, a branded creature cannot regain hit points with spells, potions nor features.

Blood Curse of Mishappening

At 15th level, you hone your hemocraft to tear corruption from the minds and bodies of your allies—and to punish those responsible for it. You gain the Blood Curse of Mishappening for your Blood Maledict feature. This doesn’t count against your number of blood curses known.  As a reaction, you choose one creature you can see that is targeting another creature with a weapon attack.  That creature must make a STR saving throw Hemocraft: INT (DC {{savedc:int}}) or WIS (DC {{savedc:wis}}). If they fail, they must direct their own attack at themself (guaranteed hit). If the creature passes the STR saving throw, nothing happens.

Amplify.  If the creature you can see is targeting another creature or space with a spell, that creature must make an INT saving throw Hemocraft: INT (DC {{savedc:int}}) or WIS (DC {{savedc:wis}}). If they fail, they direct the spell at themself and are automatically hit, suffering the full damage (AOE's are centered on caster also). If the creature passes the INT saving throw, nothing happens.

Crimson Toll

When you attack a creature with a weapon that has a crimson rite active, you can transplant (you sacrifice) your rite inside their body, threatening to harm them.  Based on the number of rounds in combat that you've had the rite active will determine a die to roll (rounded down and cannot exceed a 12-sided die.  Die included: d4, d6, d8, d10 and d12).  The result will determine how many hemocraft die you roll for potential damage.  The creature that you transfer this effect to, will have an opportunity to potentially disperse your rite within them, provided they expend their action to attempt it.  If the creature uses their action for this, they must make a CON saving throw against your hemocraft DC.  If they fail, they take half damage.  If they succeed, they take no damage.  If the creature chooses not to use their action in response to your rite, they'll have to make the same saving throw at the end of their turn, but they will suffer full damage on a failed save and half damage on a successful save.

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