Blood Hunter
Base Class: Blood Hunter

The Order of Anderil trace their origins back to an warlock of immense power. The ancient warlock, Delorin Anderil, managed to escape her pact, but retained much of the knowledge she gained over many years of servitude - founding the Order of Anderil to protect the town that accepted her in her darkest hour. Order of Anderil members practice a twisted form of blood magic, stealing life essence directly from their targets. They are proficient hunters and warriors, using their keen intellect to track and put down many kinds of dangerous foes, but being trained by Anderil, are particularly sensitive to fighting fiendish enemies.

Proficient Hunters

The Order of Anderil's training grants you almost supernatural instincts. Anderil hunters use Investigation to track their targets and have advantage on Intelligence (Investigation) checks to track creatures and creature types that they have fought against before. This only effects creatures that have blood.

Anderil's Blood Bridge

At 3rd level, you learn an additional, stronger blood curse, as reverse-engineered by Anderil. As a bonus action, you can connect your blood to another creature, granting the following features for one minute:

  • Bonus damage to the target equal to proficiency bonus.
  • Weapon attacks are critical hits on attack rolls of 19 or 20
  • If the target dies, regain hit points equal to your blood hunter level + intelligence modifier

 

Amplify: You may amplify this curse any number of times, rolling the hemocraft die every time it is amplified. This amplification grants you advantage on attack rolls against the target, disadvantage on the target's attack rolls against you, and allows this curse to affect constructs until the beginning of your next turn. 

Blood Drunk

A shimmering sheen of crimson courses through your skin and muscles when you reduce a target's hit points to zero, as you command its life force as your own. You gain hit points equal to your blood hunter level, over-healing into temporary hit points if it exceeds your maximum health, as well as advantage on strength checks and saves until the start of your next turn.

Amplify: once per short rest, you may take one hemocraft die of damage, expending your reaction to make an additional weapon attack. If you reduce another creature to zero hit points with this attack, Blood Drunk activates again.

Advanced Bridge

Starting at 11th level, your command over your own blood and the blood of others grants an additional use of Anderil's Blood Bridge. You may have two bridges active at the same time, though they must be activated by their own individual bonus actions, or an action and a bonus action respectively.

Blood of the Beyond

Beginning at 15th level, when attacking a creature under the effect of Anderil's Blood Bridge, you may roll a hemocraft die to change the damage type of all damage dealt to that creature into necrotic damage until the start of your next turn, ignoring necrotic resistance completely, and reducing necrotic immunity into resistance. 

Bloody Bastion

Beginning at 18th level, the blood of your enemies belongs to you. Any time a creature within 15 feet is reduced to zero hit points, regain hit points equal to your proficiency bonus as their blood draws itself to you. This effect still occurs if you are unconscious. 

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