Blood Hunter
Base Class: Blood Hunter

An Order who have gained the power to use their own pain and suffering to destroy their foes.

Resist the Dark

When you choose this archetype at 3rd level, you gain resistance to Necrotic damage.

Hemocraft Modifier option: Constitution

Your chosen Hemocraft modifier is Constitution.

Hemocraft Modifier: Intelligence

Your chosen Hemocraft modifier is Intelligence.

Hemocraft Modifier: Wisdom

Your chosen Hemocraft modifier is Wisdom.

Dark Power

Also at 3rd level, you learn a number of powerful Dark Arts to help you in combat. Every time you cast a Dark Art, you must take damage equal to one roll of your Hit Dice. The damage dealt by these attacks increases by 1d8 at levels 9 and 15.

Dark Arts

Dark Blast- A 15 foot sphere of dark energy emanates out of you, ripping through your foes. All non-ally targets within 15 feet must make a Dexterity saving throw against your Hemocraft DC, taking 2d8 Force Damage on a fail, or half on a success.

Black Tendril- Extend a black tendril of darkness up to 30 feet, using it to grapple a creature or object within 30 feet. If targeting a creature, make a Ranged Attack using your Constitution Modifier. On a success, the target is grappled, and takes 2d8 Force Damage. The grappled creature may make an Athletics or Acrobatics check to free themselves on their turn against your Hemocraft DC. Every turn they remain grappled, you may use your Bonus Action to deal additional Force Damage.

Dark Spear- Summon a black spear of energy that shoots forward, hitting an enemy you can see within 60 feet. Make a ranged attack using your Constitution Modifier, dealing 4d8 Force damage on a hit.

Pierce the Veil

Upon reaching 7th level, darkness seems unable to cloud your eyes anymore. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Soul Eater

Soul Eater

Beginning at 11th level, you gain the ability to leech the life from the enemies you slay. Once per turn, when you kill a creature with a Melee weapon attack, you regain HP equal to their remaining HP.

Brand of the Damned

Starting at 15th level, if your Brand of Castigation is upon a creature, you may choose to channel your Dark Arts through them. You will still take the damage, but you may make the origin of the Art be your Branded victim so long as they are within 100 feet.

Stalwart Survivor

Beginning at the 18th level, your body becomes fueled by your inner darkness. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

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