Blood Hunter
Base Class: Blood Hunter

Some say they fear the dark. They don’t. They fear what could be hiding in the dark. Often their fears are ignorant, but just sometimes the fears of criminals and monsters are valid. And when they are, there’s no escaping the shadowy hunters of the night, those who have the prowess of shadows. The Order of Specters are those who take a part of the shadows into them and harness their power at the risk of their own safety. Who have sworn an oath of fighting evil and righting the wrongs of others.

Dark Advice

As an action you can call forth your specter to give you guidance. The next charisma, wisdom, or intelligence check you make in the next minute you roll with advantage.

You can use this feature once per short or long rest. Beginning at 7th level you can use the feature twice per short or long rest, at 11th three times, and at 15th four times.

Specters Curse

Your specter blesses you with many powers but it also seeks your demise. Whenever you drop to 0 HP you must succeed a DC 13 wisdom or intelligence check (whichever you chose as your hemocraft modifier) if you succeed you gain 1d4 HP if you fail your specter takes control of you permanently. This control can only be ended by means of a wish spell or greater restoration spell cast on your body while the specter is inside.

Ghostly Hide

Upon reaching 7th level, your shadowy features hide you from your enemies. While in dim light or darkness you are invisible aside from magical means. Additionally, you gain advantage on all stealth checks.

Brand of Extrication

Starting at 11th level, when you brand a creature with your brand of castigation feature a part of your shadow slips inside of them for the duration. Whilst your shadow remains in the branded creature you can end the brand early forcing out the shadow from within the creature causing the creature to make a constitution saving throw equal to 5+ your prof bonus+ your charisma modifier (minimum of 1). If the creature fails the saving throw, the shadow claws it’s way out of the creatures mouth, ears, nose, and eyes, dealing 4d8 necrotic damage, and half the damage if the creature succeeds its saving throw.

The damage from this feature increases to 5d8 at 15th level and 6d8 at 19th

Blood Curse of Nightmares

At 15th level, you hone your hemocraft to tear into your opponents minds rendering their thoughts with figures of the night and horrific scenes. You gain the Blood Curse of Nightmares for your Blood Maledict Feature. This doesn’t count against your number of blood curses known.

Blood Curse of Nightmares-

At 15th level, you hone your hemocraft to tear into your opponents minds rendering their thoughts with figures of the night and horrific scenes. A number of creatures within 30ft of you equal to your int/wis modifier (whichever you chose as your hemocraft modifier) must succeed an intelligence saving throw equal to your hemocraft save dc or be blinded for 1 minute. If the creature succeeds the saving throw or doesn’t have eyes it is not blinded.

Amplify-

A creature who fails the saving throw takes 6d6 psychic damage and a creature who succeeds takes half the damage.

Dark Presence

Upon reaching 18th level, when you’re in danger your specter can emerge to temporarily bolster you. If you drop below half HP you can use a bonus action to take on the appearance of hulking, monstrous shadow and gain the following benefits:

-You gain temporary HP equal to one third your Bloodhunter Hit Dice rounded down (6d10 at this level)

-Every creature within 10ft of you must make a charisma saving throw equal to your hemocraft save dc or become frightened of you for the duration of the transformation, they may repeat the saving throw at the start of each of your turns, if they succeed they end the effect and can’t be effected by it for the next 24 hours

-You gain 10ft extra reach

-Your attacks deal an extra 3d6 necrotic damage

-You gain 10 extra feet of movement speed

The effects end when you go above half HP (not including Temporary HP), if the threat to you is gone, after 10 minutes, or if you end it as a bonus action.

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