Blood Hunter
Base Class: Blood Hunter

There are ancient beings from back when civilizations feared the night and knew that burning effigies and bonfires were as much an offering as a protection. Too primal to be considered one of the fey, but too singular to be considered an elemental power, the Harvester is one of the old beings from myths and legend of times forgotten, and is still given its due in older communities not entirely overtaken by modern gods and magics. Neither evil nor good, this ancient being is bound to the world by a compact only it remembers but still holds other accountable to, granting blessings and wrath by rules long forgotten, and you are one of the few with which it has chosen to make a compact of its own.

Rite of the Lost

When you join this order at 3rd level, you learn the Rite of the Dawn as part of your Crimson Rite feature. When you activate the Rite of the Lost, the extra damage dealt by your rite is radiant damage. Additionally, while that rite is active on your weapon, you gain the following benefits:

  • Your weapon sheds bright light out to a range of 20 feet.
  • You have resistance to fire damage.
  • When you hit an aberration or monstrosity with a weapon for which the Rite of the Lost is active, you roll an additional hemocraft die when determining the extra damage from the rite.

Keeper of the Lost

Starting at 3rd level, you can't become lost except by magical means. When following a trail, you can instinctively tell if a target is traveling alone, and gain advantage on Wisdom (Survival) checks when tracking any target.

Offerings of Fire

Bonfires and effigies are like prayers to your patron, and you've learned to tap into that energy. Starting at 7th level, when hit with fire or radiant damage, as a reaction you may ignore the damage and instead absorb it in the form of temporary hit points. Once you can use this feature a number of times equal to your proficiency bonus, and the number of charges reset on a long rest.

Offerings of Fire

When hit with fire or radiant damage, as a reaction you may ignore the damage and instead absorb it in the form of temporary hit points. Once you can use this feature a number of times equal to your proficiency bonus, and the number of charges reset on a long rest.

What Lurks in the Dark

At 11th level, you become immune to being frightened and charmed. Additionally, when fighting in darkness or dim light, you may add your Hemocraft modifier (with a minimum bonus of +1) to each of your attack rolls as the shadows themselves seem to guide your movements.

Blood Curse of the Forgotten

At 15th level, you hone your hemocraft to tap into ancient pacts to control your enemies. You gain the Blood Curse of the Forgotten for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of the Forgotten

When a creature hits you with an attack, as a reaction you can call upon the ancient pacts and mark the creature. That creature takes 2d10 psychic damage and must make a Wisdom saving throw with disadvantage or be affected as if under the effects of a geas spell, forbidding it from taking aggressive action towards you and other targets of your choosing.

<strong><em>Amplify.</em></strong> This ability works against creatures that are normally immune to charm effects, and it deals an additional 5d10 damage.

Effigy of the Soul

Upon reaching 18th level, you learn to use your own body and soul as an effigy of protection. As a bonus action, you may activate an effigy of the soul, temporarily transforming your body into a powerful investiture of fire and light. For 1 minute, your body transforms into a form of fire and light, shedding bright light in a 60-foot radius and dim light for an additional 30-feet. The flames and light do not harm you. During this time, which you may end early at any time, you gain the following benefits:

  • You are immune to bludgeoning, piercing, and slashing damage from non-magical sources, as well as fire and radiant damage, and you are resistant to cold and necrotic damage.
  • The extra damage bonus from the Rite of the Lost applies to all creatures, regardless of type, and your attacks from a weapon bearing any crimson rite ignore any and all damage resistance or immunities.
  • Whenever any creature moves within 5 feet of you for the first on a turn or ends its turn there, you may choose to deal 1d10 fire damage and 1d10 radiant damage to that creature.

You can use this ability one time per long rest, and regain the use of it after a long rest.

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