Base Class: Blood Hunter
Your bloodline was long ago infected by a dark archfey bent on his influence being ever present throughout time. With his curse, you have been granted several abilities other mortals do not possess.
Extra Sense
When you join this order at 3rd level, you learn the Detect Magic Spell. You can cast it using this feature a number of times per day equal to half your proficiency bonus rounded down.
Infectious Spread
At 7th level, you have learned how to infuse your own diseased blood into your strikes. Once per turn, when you hit a creature with a weapon that has an active Crimson Rite, that creature must make a Constitution saving throw against your Hemocraft save DC. On a failure, that creature becomes poisoned until the end of your next turn. You can use this feature a number of times equal to your Hemocraft modifier.
Sanguine Servitude
You have learned to harness your blood to such a point that death isn't enough for your enemies to escape you. At 11th level, choose a corpse of Medium or lower size creature that you can see within 10 feet of you. You can use your action to raise it back as a zombie by taking double the damage of your Hemocraft modifier. This damage can't be reduced in anyway. The creature is under your control for 12 hours, after which it drops back to the ground dead. You can use this feature a number of times per long rest equal to half your proficiency bonus rounded down.
Dark Extraction
As you have grown more comfortable with your abilities, you now understand that it is possible to even control the will over others with your curse. At 15th level, target one creature that does not have all of it hit points. You can use your action to cast Dominate Monster on them, using your Hemocraft save DC. Creatures that do not bleed are immune to this effect. You can use this feature a number of times per long rest equal to half your proficiency bonus rounded down.
Black Blood Rejuvenation
At 18th level, you have mastered your abilities to the point that your cursed blood can be used to come back from near death. If you are below your maximum number of hit points, you can use your action to gain 70 hit points. You can use this feature a number of times per long rest equal to your Hemocraft modifier.
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