Blood Hunter
Base Class: Blood Hunter

The Order of the Voidblade is a rare and secretive discipline, blending blade mastery with the manipulation of space and blood magic. Through forgotten rituals and relentless mental focus, these Blood Hunters learn to bend reality — letting their strikes bypass armor, magic, and even distance. To them, a blade is not just a weapon, but a tool to sever the boundaries of the world.

The Order of the Voidblade believes in one truth: power through control, and control through separation. Its members cut through reality itself, mastering supernatural sword techniques, rift manipulation, and cold, surgical efficiency. They walk the razor’s edge between planar forces and raw discipline — never faltering, never hesitating.

Judgment Cut

When you choose this Order at 3rd level, you gain the ability to strike between moments and planes. You learn a set of techniques called Voidcuts, which allow you to manipulate space and deliver deadly, surgical strikes.

  • You can choose to replace one weapon you are proficient with (typically a longsword or katana-like weapon) with a Voidblade, a magical weapon that can cut through dimensions. It uses your Hemocraft ability score for attack and damage rolls. 

  • The Voidblade is a magical melee weapon you are proficient with. It is considered a weapon for all class features and magic item interactions. It cannot be disarmed, and vanishes if more than 5 feet away from you at the end of your turn.

  • The Voidblade deals 1d10 slashing damage + your constitution modifier force damage and has the Finesse, Versatile (1d12), and Thrown (20/60 ft) properties. When thrown, it instantly returns to your hand after the attack.

  • As a bonus action, you can expend one use of your Blood Curse feature to teleport up to 10 feet before or after making a weapon attack, without provoking opportunity attacks. You must see the destination.

  • You gain proficiency in Insight or Arcana (your choice). Additionally, when you make an Intelligence (Arcana) or Wisdom (Insight) check related to planar phenomena or teleportation, you can add double your proficiency bonus.

 

Extra options for Blood Curses:

  • Blood Curse of the Riftmark:

    You mark a target with a dimensional fracture. The next time you teleport, you may choose to reappear within 5 feet of the marked target, regardless of distance.

 

Trick Evade

At 7th level, your mastery of spatial control allows you to blink out of harm’s way with supernatural precision.

When you are hit by an attack, you can use your reaction to teleport up to 10 feet to an unoccupied space you can see. If you do so, the triggering attack misses and deals no damage.

You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest.

If you are currently under the effects of a Crimson Rite or have an active Blood Curse, the teleport distance increases to 15 feet, and you do not provoke opportunity attacks until the start of your next turn.

If you teleport through a creature’s space using this feature, it must succeed on a Constitution saving throw against your Hemocraft save DC or have disadvantage on its next attack roll before the end of its next turn.

Dimension Slash

At 11th level, once per short or long rest, you can use your bonus action to begin a Dimensional Execution and slash through reality with your Voidblade.

  • You instantly teleport behind a creature you can see within 30 feet before the attack lands.
  • The attack deals the Maximum of your Damage Dice.

  • If the creature is reduced to 0 HP by this attack, all creatures of your choice within 10 feet of the target must make a Wisdom saving throw (DC = 8 + proficiency + Dex or Int modifier). On a failure, they are frightened of you until the end of your next turn.

If you miss with the attack, the feature is still expended.

Judgment Cut End

At 15th level, once per long rest, you can unleash a devastating dimensional cut that tears through reality itself.

As an action, you designate a point within 60 feet that you can see. After a brief moment of perfect stillness, a flurry of void slashes erupts in a 20-foot radius sphere centered on that point.

  • Each creature of your choice in the area must make a Dexterity saving throw against your Hemocraft save DC.

  • On a failed save, a creature takes 12d10 force damage.

  • On a successful save, it takes half damage.

Additionally, the area becomes a flickering void zone until the start of your next turn:

  • All ranged attacks targeting creatures in the area have disadvantage.

  • Teleportation into or out of the area automatically fails.

  • The zone counts as difficult terrain for all creatures except you.

Void Drive

At 18th level, once per short rest, you can unleash the full force of your void-infused sword technique.

As an action, you unleash a devastating wave of force in a 60-foot-long, 5-foot-wide line originating from you.

Each creature and object in the line must make a Constitution saving throw against your Hemocraft save DC.

  • On a failed save:

    • The target takes 10d10 force damage.

    • It is pushed 10 feet directly away from you.

    • If the target is a magical construct or a summoned entity with 50 hit points or fewer, it is instantly destroyed.

    • Any magical barrier (such as Wall of Force, Wall of Stone, or Mage Armor) intersected by this line that has 50 hit points or fewer is shattered.

  • On a successful save:

    • The target takes half damage and is not pushed.

In addition, if you reduced a creature to 0 HP with this feature, you can use a bonus action to teleport to any unoccupied space along the line.

This movement does not provoke opportunity attacks.

Once you use this feature, you can’t use it again until you finish a short or long rest.

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