Base Class: Blood Hunter
When one takes on the curse of the Stygian Agony, thy sacrifice everything in the face of battling evil - or in some cases, becoming it. This select order of Blood Hunters only takes the best of the best, and they are forever changed. They are taken through one of the most secretive rituals in the planes to imbue their very veins with the power of shadows, which often changes their personality and alignment. They are subjected to pain and suffering beyond anything we know, and can never come back. Therefore, they make it their life's purpose to use their newfound abilities to the fullest - but whether for good or evil is to be determined.
Rite of the Twilight
When you join this subclass at 3rd level, you gain the Rite of Twilight along with your selected Crimson Rite. Activating the Rte of Twilight deals 1d4 necrotic damage alongside the effects of your weapon, at the cost of health subtracted by your current hemocraft die.
In addition, it has the added benefits of:
- Your weapon is now imbued with the power of the Shadowfell, and within a 10ft radius surrounding you there is pitch-black darkness. Darkvision nor normal vision can see through this, and therefore all Strength, Dexterity and Perception checks are rolled with disadvantage.
- For you current turn only, you possess the spell Animate Dead, which you may use on any dead creature by touching them at the cost of damage determined by your hemocraft die.
Umbral Trance
You gain the ability to have trances (rather than long rests) when in partial or complete darkness. This will reset your Blood Maledict feature, along with the other benefits of long rests. It is the complete length of normal long rests, except you are partially awake and have advantage against sneak attacks and on perception, insight and stealth checks. You may not engage in trance while in battle nor at night, only in a place that is either inherently dark or dark while the sun is out. If the place you are having a trance in is lit before you finish, you will completely wake up and not gain any benefits.
Brand of Gore
Your Brand of Castigation feature is updated. Now, when a Branded creature is within 20 ft of you, they take 1d4 necrotic damage minus their constitution modifier (if the constitution modifier is negative, for example -1, make it +1) every turn. If you attack them they take 1d4 necrotic damage + any other damage, at the cost of your health deducted by your hemocraft die. You may use your Blood Curses an unlimited amount of times on this creature, but for every extra Blood Curse you cast they may have a bonus turn on their round. If they escpae to another plane, you are still bound by your Branding and may use Grim Psychometry to discover where they are. You and this creature are now tied together by blood.
Rubescent Cure
You gain the ability to roll 1d20 minus your constitution modifier (if negative, convert to positive). If you succeed, you may refill your Blood Curse counter if in complete darkness. If any source of light is within 15ft of you, you may not utilise this effect.
Tenebrous Psychometry
Choose between using Grim Psychometry with advantage while in partial darkness or instant success while in complete darkness.
Crepuscular Psychometry
You roll all Grim Psychometry checks with advantage when no light source is within 15ft of you.
Nocturnal Psychometry
You instantly succeed all Grim Psychometry checks while at least 30ft away from any light source.
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