Blood Hunter
Base Class: Blood Hunter

A newer order of the Blood Hunters, Blood Hunters of the Spectral Force are experts at manipulating souls to their advantage. Despite this they maintain a healthy respect for the dead and souls and are often religious worshipping gods of Death and Life. They usually have a morally grey view on life often working as mercenaries, the more righteous tend to be monster hunters or work for temples.  

Rite of Spectral Force

When you join this order at 3rd level, you learn the Rite of Spectral Force as part of your Crimson Rite feature. While the Rite of the Spectral Force is active, the extra damage dealt by your rite is force. While active you gain the following benefits:
- Your weapon knocks back enemies 5 feet.
- You have advantage on rolls to resist being moved.
- When you hit an enemy with the Incorporeal Movement ability it cannot use this ability until your next turn. 

Soul Specialist

When you take this Order at the 3rd level, you can spend 10 minutes to help souls move on. While standing over a corpse you can take 10 minutes to help the soul move on,  you can then select 1 of the Soul Remembrance effects. These affects last until a long rest, you can only have one effect active at a time. Should you use this while having an effect active it will replace the active effect. This feature can be used a number of times equal to 1 + your proficiency modifier per long rest. You learn to cast Ceremony as a ritual and can use the Funeral Rite feature for free.

Soul Remembrance Effects 

Shield of Thanks 

The souls thank you and spend some energy to protect you, +2 to your AC.

Dead Intuition

As thanks the souls of the dead will watch out for you, add your proficiency modifier to your initiative rolls. 

Knowledge of the Dead

The souls impart some of their knowledge to you as a thanks, you can become proficient in either 1 skill or 1 tool. 

Spiritual Guidance

The dead guide your strikes from the grave, +2 to your attack rolls. 

Spiritual Adaptation

At the 7th level, constant interaction with the souls of the dead has granted you powers and resistances related to them. 

You may learn 2 necromancy cantrips of your choice.

You may cast Spirit Shroud a number of times equivalent to half your proficiency bonus rounded down per long rest. 

You gain resistance to necrotic damage. 

You gain advantage on rolls to avoid being possessed. 

 

Crimson Rite Expert

At the 11th level, when you hit a creature with a rite active you can inflict a condition for 1d4 turns based on the type of damage done. This condition cannot be reapplied until 1d4 turns after it ends.
Rite of the Flame: Inflicts Burning, enemy takes 1d6 fire damage at the start of every turn.
Rite of the Frozen: Inflicts Chilled, enemy movement speed is reduced by 5ft. and has disadvantage on attacks of opportunity.
Rite of the Storm: Inflicts Jolted, enemy takes 1d6 lightning damage at the start of every turn.
Rite of the Dead: Inflicts Cursed, enemy cannot regain hit points. (Prerequisite: 14th level)
Rite of the Oracle: Inflicts Mental Fatigue, enemy gets disadvantage on spell attack rolls. (Prerequisite: 14th level)
Rite of the Roar: Inflicts Reverberation, enemy must succeed a DC 12 constitution check or fall prone. (Prerequisite: 14th level)
Rite of Spectral Force: Knock Back is increased to 10ft. if the knock back causes the enemy to collide with an object or structure the enemy takes 1d12 bludgeoning damage.

Blood Curse of the Exorcist

At 15th level, you hone your hemocraft to tear corruption from the minds and bodies of your allies—and to punish those responsible for it. You gain the Blood Curse of the Exorcist for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Spiritual Infection

Upon reaching 18th level, you learn to infect the very souls of those you brand. Your Brand of Castigation now spreads to enemies within 15ft. of the creature you originally cast it on. These sub-brands only gain the effects of the Brand of Tethering and last for 1d6 rounds. Once per long rest you can remove all the sub-brands and cause the original branded enemy to take 1d8 force damage per sub-brand revoked. If this causes the originally branded target to die all creatures within 15ft. of it take 1d12 force damage. 

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