Blood Hunter
Base Class: Blood Hunter

Though no official order exists for the chosen of Father Llymic, blood hunters whose blood flows with his Aberrant Ichor find the caveats of their old order abandoned, and Father Llymic offers a myriad of new blessings to the displaced monster hunters. Evidence of this divergence from one's previous order's tenants is written across one's skin black blood spiraling in their veins, and one who displays this to their order is likely to be shunned and cast out. Fear not, however, for Father Llymic is here - to liberated the persecuted and avenge the innocent.

Rite of the Void

Starting at level 3, the extra damage dealt by your Crimson Rite is psychic. Additionally, you gain the following benefits while your Crimson Rite is active on a weapon:
- Warped Space: The distance between yourself and others becomes distorted, allowing you to make melee attacks out to a range of 15 ft. You can make opportunity attacks against creatures that leave either your 5 ft melee range or your 15 ft melee range.
- Shielded Mind: You have resistance to psychic damage.
- Psychic Mirror: Any psychic damage dealt to you is also dealt to all creatures within 15 ft of you. None of your resistances or immunities are applied to this damage.
- Ruthless Laceration: The damage dice dealt to other creatures by your Crimson Rite is doubled.

Curse Specialist

Starting at 3rd level, you learn to master blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.

Nameless Woe

Starting at 7th level, dealing psychic damage to a creature causes it to gain one level of ^$E%R&Y(*. Additionally, you gain 1 level of ^$E%R&Y(* every time you take psychic damage or take necrotic damage equal to your hemocraft die. Upon gaining 5 levels of ^$E%R&Y(*, a creature is afflicted with a writhing mess of aberrant ichor, and gains an effect determined by the Nameless Woe table (roll a d6 to determine effect). A creature gains an additional effect when it gains 10, 20 and 30 levels of ^$E%R&Y(*. A creature loses all its levels of ^$E%R&Y(* when it completes a long rest.


1. The creature is randomly teleported to any unoccupied space within 60 feet of you at the end of each of its turns.
2. The creature glimpses into the void, and must make a wisdom saving throw against your hemocraft save DC or be frightened of you for 30 seconds. Regardless of a success or failure, it also takes 3d10 psychic damage.
3. The creature is caught in an inescapable gravitational force that sends it falling towards the nearest object or creature at a speed of 120 feet per round, taking 3d10 bludgeoning damage on impact. Any creature that is about to be hit by the falling creature must make a dexterity saving throw against your hemocraft save DC, taking the same amount of bludgeoning damage as the falling creature on impact. If the targeted creature avoids the falling creature, the falling creature falls towards the next closest creature or object. Once the creature has fallen for 30 seconds or impacted something, the creature's gravity returns to normal.
4. The creature must succeed a wisdom saving throw against your hemocraft save DC or turn invisible and intangible until the end of your next turn, and be unable to move or take it's turn in the meantime. The creature can still make noise while in this state.
5. The creature takes psychic damage equal to your proficiency every time it makes an audible sound. This damage can only be applied once to each movement, reaction, bonus action, free object interaction, or action that a creature makes. The creature can make a wisdom saving throw against your hemocraft save DC at the end of each of it's turn to end this effect.
6. The creature can't target you with any attack unless it is more than 25 feet away, and it can make melee attacks against you out to a range 30 ft. If you gain this effect, you can't target any creature with an attack unless it is more than 25 feet away, and you can make melee attacks out to a range of 30 ft.

Blinking Ichor

At 11th level, your blood forms tethers to itself from across great distances. As an action, you can spill your blood onto one flat surface within 5 ft of yourself by taking necrotic damage equal to one roll of your hemocraft die. This damage cannot be reduced in any way. The blood spreads to form a thick, murky puddle up to 5 ft in diameter. The surface on which you spill the blood must be big enough to accommodate it. Any creature or object that enters one puddle exits from another puddle of your choosing as if the two puddles were a single opening that connects their locations. If no other puddle exists, a creature must succeed a Strength saving throw against your hemocraft save DC or become restrained and take psychic damage equal to one roll of your hemocraft dice. The creature can remake this saving throw at the start of each of its turns, ending this effect on a success and retaking the psychic damage on a failure.
A puddle can appear on a moving surface, but if any two puddles move more than 1 mile apart they lose their effect. A puddle lasts for 24 hours, until you dispel it, or until the number of puddles you create exceeds half your proficiency bonus, rounded down.

 

Expanded Woe

Starting at 11th level, the following 6 effects are added to the table of Nameless Woe effects when a creature gains 10 levels of ^$E%R&Y(*. At this threshold, a d12 is used to determine the effect a creature receives.


7. The creature becomes tethered to another random creature within 60 ft of it. When one of the tethered creatures moves, the other tethered creature is forced to move the same distance in the same direction. If a tethered creature is moved into an occupied space, it takes 3d10 force damage and moves to the nearest unoccupied space at the beginning of its next turn. If a tethered creature is forced into a space occupied by another creature, that creature also takes 3d10 force damage. If one tethered creature attempts to escape the other by magical means, it must make a Wisdom saving throw against your hemocraft save DC, escaping and ending the effect on a success and wasting any resources required for the attempt on a failure.

8. Circular and spherical objects appear appallingly wrong to the creature. It must succeed and Intelligence saving throw against your hemocraft save DC at the start of each turn or spend its turn loudly trying to destroy these objects. This effect only ends if they succeed the save 3 times.

9. The creature is teleported to the nearest puddle of blinking ichor, as described in the blinking ichor  trait. If no such puddles exists, one is created in the space the creature occupies. This puddle does not count against the total number of puddles you can create.

10. The creature's skills become muddled in its mind. It loses proficiency with one type of equipment and gains proficiency with another. Roll twice on the following table (d6). The first roll determines which proficiency is lost, and the second roll determines which is is gained. If a creature already has or lacks proficiency with the equipment it rolls, roll again. If the same number is rolled twice, nothing happens.

1. Simple weapons

2. Martial Weapons

3. Light Armor

4. Medium Armor

5. Heavy Armor

6. Shield

11. The creature's eyes are clouded over with aberrant ichor. It can only target creatures with at least 1 level of ^$E%R&Y(*, but gains advantage on attack rolls against them. Any creature that lands an attack against the creature gains 1 level of ^$E%R&Y(*.

12. Once per turn, the creature can swap positions with another creature of its choosing within 120 ft of it with at least 1 level of ^$E%R&Y(*, requiring no action or bonus action. Once per turn, you can cause the creature to swap positions with another creature of your choosing within 120 ft of it with at least 1 level of ^$E%R&Y(* once per turn, requiring no action or bonus action.

Marked for Death

Starting at 15th level, a creature affected by your Brand of Castigation gains the following detriments:

  • The creature must make a Wisdom saving throw against your hemocraft save DC or become vulnerable to psychic damage. The creature can remake this save at the start of each of its turns, losing its vulnerability on a success. A creature that is immune to psychic damage automatically succeeds the save.
  • When the creature finishes a rest they must succeed a Charisma saving throw against your hemocraft save DC or gain no benefit from the rest.
  • You can make melee attacks against the creature from up to 300 ft away.

Condemned Woe

Upon reaching 18th level, when you or a creature you have dealt psychic damage to in the past minute gains an effect from the Nameless Woe table, you may choose which effect they receive. Additionally, when a creature reaches 30 levels of ^$E%R&Y(*, it gains one of the following effects of your choosing:


- The creature gains 100 temporary hit points. The creature dies if these hit points run out.

- The creature takes 5d10 psychic damage every time it gains a level of ^$E%R&Y(*.

- Each time the creature takes psychic damage, you heal a number of hit points equal to the damage it takes.

- The creature only takes damage if the damage dealt exceeds its level of ^$E%R&Y(*.

- The creature receives two effects of your choice from the Nameless Woe table.

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