Blood Hunter
Base Class: Blood Hunter

The church's own, deliberately afflicted with pale blood, you rip, tear, and shoot your way through any monstrosity unfortunate enough to cross your path.

Hunter's Awakening

When you join this order at 3rd level, the paleblood and hemocraft in your body fully fuse. Your nails become like claws acting as a natural weapon, your teeth sharpen, and your irises turn black with dark veins leading to them. Your Hunter’s Bane now affects aberrations, beasts, and monstrosities.

Hunter's Arsenal

When you join this order at 3rd level, you learn to more effectively use the weapons of a hunter. When you use a bonus action to activate your Crimson Rite, you may additionally activate it on an offhanded firearm, offhanded firearms you use do not require an empty hand to reload. You also gain the ability to riposte enemy attacks.

When a creature of medium size or smaller within range attempts to make a melee attack against you, you may use your reaction to make an attack with an offhanded firearm. If your attack lands, you impose disadvantage on the creature’s attack, and you may reload the firearm if it has the (F) property.
You do not have disadvantage for being within 5ft of an enemy while using this ability. You may not add your ability score to the damage of this attack unless the creature is affected by the Brand of Castigation.

Hunter's Malediction

Starting at 3rd level, you learn to better curse the beasts of the hunt. When you use a Blood Curse on an aberration, beast, or monstrosity, it is automatically amplified. Additionally, the target does not need to have blood.

Hunter's Rally

Blackbloods revel in battle with monsters; to see the blood of their enemies spilled is a rallying call that revitalizes them and brings them back to the hunt.

Upon reaching 7th level, when a creature deals damage to you, they become Rallied until the start of their next turn. When you deal damage to a Rallied creature, you regain health equal to half the damage dealt, rounded up. You may regain a maximum amount of health equal to the damage of their last attack that hit you.

Hunter's Ire

Starting at 11th level, you learn the true essence of the hunt. You gain advantage on ripostes against creatures marked with your Brand of Castigation. Additionally, if a Rallied creature is marked by your Brand of Castigation, you regain hit points equal to the full damage dealt to them instead of half.

Hunter's Visceral

Starting at 11th level, when you land a critical hit on a weapon attack or a riposte against a creature, they become knocked prone and must succeed on a Wisdom saving throw equal to your Hemocraft save DC or become frightened of you until your next turn.

Blood Curse of The Hunter

At 15th level, you hone your Hemocraft to rip apart targets of the hunt in glorious fashion. You gain the Blood Curse of The Hunter for your Blood Maledict feature. This does not count against your number of Blood Curses known.

A Hunter Must Hunt

At 18th level, your mastery of the hunt sets you above all others. If a creature is under the effects of your brand of castigation, your Hunter's Rally ability activates when an ally deals damage to that creature as well. Hunter's Ire does not affect damage done by allies.

Additionally, you gain the ability to activate multiple crimson rites on your weapons. When you use your Crimson Rite feature on a weapon, you may choose to activate another crimson rite on the same weapon. If you do, your hemocraft die is considered a d6 for the purpose of your crimson rite.

Order Of The Blackblood Image

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