Blood Hunter
Base Class: Blood Hunter

You have abandoned all else connecting to the darkness within you binding yourself to the shadows, you are the Order of the Shadows a master puppeteer of Mimics that relate close to you. These dark deceptive selves shall be your pride and glory as you fight to kill all that stand in your way!

Mimic

You’ve begun your Order and have learned your great powers. At lvl 3 as a special action using one of your mimic slots you can summon a mimic of yourself to go into combat, it is incapable of fighting and has only 1 hp however if it is ever killed you can choose 1 options that assist you as a reaction. Each Mimic will last up to an hour when summoned. Your mimic can be summoned 30ft from you and obtain any affects you get from your Crimson Rite and Blood Curse.

you start with 2 options of reaction affect for your mimics, at 5th, 9th, 13th, and 17th level. One additional reaction can be added to each one

Crimson Shadows

When your Mimic is destroyed you can use it as a replacement to activate your Crimson Rite as a reaction instead of a Bonus Action.

Dark Life

When your mimic is destroyed you can use a reaction to roll your Hemocraft die + your Blood Hunter level to add as temporary hit points for 1 hour.

Doppelgänger

When activating this ability you will use 3 of your Mimic slots doing so you will create a Mimic that is capable of not only talking like you, but you will roll 6d10 + your Constitution Modifier creating its own HP pool, it can attack just like you but it will not option your Proficiency Bonus. This Doppelgänger can only do 1 action and a bonus action, and move 30ft of distance after the users turn.

Double Fury

As a reaction when your Mimic is killed if you already have the Ability Sudden Strike you can now make two strikes instead of one as your reaction.

Extended Mimicry

This ability allows your Mimics to be Summoned 60ft from you and can Last for 2 Hours, in addition your mimic can move 100ft from you before it disappear and you know it’s exact location at all times.

Fearing Mimicry

When the users Mimic is destroyed, the mimic will change its form to become a fear like creature almost like its attacking you when done the user will carry this form that only the enemy can see and they will need to make a Wisdom saving throw ( DC 10 + Wisdom Modifier + Prof. Bonus), if failed the user is then frightened for 1 min or until the target is free.

Hate of Shadows

As a reaction when your Mimic dies, for 1 min you can add 1d6 Necrotic damage to all damage types you do, this ability will not extend to your Mimics. This will only affect the first attack you make on each turn.

Master of Control

When using your Mimic if it dies as a reaction you can use the Mimic to control a Fiend, Undead, Fey, or person the kills it, they must make a Wisdom saving Throw(DC 12 + Wisdom Modifier + Proficiency Bonus), the creature is controlled by the mimic for 1 min, if the creature takes damage it can roll the saving throw again to free itself, if a creature it’s friendly towards attacks it, it gets advantage on the saving throw.

Master of Mimicry

When your Mimic is attacked and dies you can use your Hemocraft die to take damage and keep your mimic up to survive only one attack when it’s created allowing it to continue combat.

Saving Shade

When your Mimic is killed as a reaction you can use your Hemocraft die + your Blood Hunter level to temporarily heal another member that is 30ft from you besides yourself

Shadow Protection

When your Mimic is destroyed you can use your reaction to give yourself more AC to your current AC using your Proficiency Bonus, until your next turn.

Shadow Strike

Using this ability you can have your Mimic attack using your Proficiency Bonus instead of giving up an action, however it can only attack once per turn and once all attacks have been used you must take a short  rest to regain all attacks.

Sudden Strike

When the Mimic is killed you can take your reaction to appear in the mimics place, and gain a free strike on the enemy that destroyed your mimic.

Controlling Strike

When summoning a Mimic you can give away 1 of your action to let the Mimic strike at an enemy, the mimic does the same damage as you.

Shadow Step

You’ve harnessed your powers to manipulate it into your movement, at 7th level you can use one of your Mimic slots and allow yourself to move an extra 30ft of movement, when using this you are not able to be hit with opportunity attacks.

Mimics Hold

You’ve learned deeper upon your mimics to connect then with your weapons. At lvl 10 as a Bonus Action you can use one of you Mimic Slots to connect your Mimic to your Weapon, on a successful hit the enemy must make a CON saving throw and take 4d4 Necrotic Damage, on a failed saving throw the Mimic will enter the enemy and paralyze them until they are free and they will take the full damage(if succeeded it’s only half damage)

Shadows Destruction

Deepening the powers of your Mimicry and Shadows you can now turn your powers into a projectile attack, at 15th Level as an Action you can harness one of your Mimics to form into your hand and blast them 30ft from you, doing this the blast has a 10ft Radius explosion doing 5d8 Necrotic Damage. Any creature that is hit with this explosion must make a Constitution Saving Throw(DC 10 + your Constitution Modifier + Proficiency Bonus), if the creature fails they become Blinded as well.

Amplify: Using your Blood Maledict will double the size of the explosion to 20ft instead of 10ft

Dark Salvation

You’ve fully connected to your powers doing this your shadows can now save your life preventing death. When you hit lvl 18 as a Reaction you can use one of your Mimic Slots to have a Mimic save you from a fatal attack that could kill you. Once this happens you gain advantage to your next attacks until your turn turn ends.

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