Blood Hunter
Base Class: Blood Hunter

“The city’s a living thing, and every living thing has secrets. My job? Cut deep enough to bleed the truth out.”
— Jorrel Kane, Veiled Eye investigator

Blood Hunters of the Order of the Veiled Eye are more than killers of monsters — they are relentless seekers of truth. In rain-slick streets and smoke-filled alleys, they pry open lies with the same precision they use to open veins. Theirs is the world of whispered confessions, faded photographs, and cold cases that never rest. They see connections where others see chaos, and they are willing to spill both their blood and that of their enemies to bring truth into the light.

To walk the path of the Veiled Eye is to give yourself to obsession: the unending pursuit of answers, even when the truth cuts deeper than any blade.

Bonus Proficiencies

When you choose this order at 3rd level, you gain proficiency in the Insight and Investigation skills. If you are already proficient in one of these skills, your proficiency bonus is doubled for any check you make that uses that skill.

You also gain proficiency with one gaming set of your choice.

Casework

Your investigative skills have been honed over time, and now you can use your knowledge to help with your investigations or even in combat.

Clue Points: Each time you find a clue relating to a case you are investigating and acknowledge that it's a clue, you get a clue point, a D6. You can have a maximum number of clue points equal to your Hemocraft Modifier + half your proficiency (Rounded up). At level 11, this die becomes a d8, and a d10 at level 18. Clue Points do not reset on a short or long rest, nor do they replenish.

Obtaining Clue Points: The specific ways you can obtain Clue Points are as follows:

  • Succeeding on a Wisdom (Insight) or Intelligence (Investigation) Check related to a case or investigation.,
  • Succeeding on a save to avoid or end the frightened or charmed conditions.,
  • DM choice (Successfully interrogating an NPC, finding an important clue, or something of similar value.),

You can obtain 2 if you roll a natural 20 on any roll related to these ways to obtain clue points, such as a natural 20 on a Wisdom (Insight) check, or on a save.

There are multiple ways to use the points you have accumulated, all of which do not cost actions:

Second Thought: Expend a Clue Point and add a Clue Point Die to your Intelligence or Wisdom check. You can do this after you roll, but before your dm says if it's a failure or not.

Creature Analysis: Whenever a creature, including yourself, within 30 ft of you misses, you can expend a Clue Point to add a Clue Point Die to its attack roll.

Sixth Sense: Spend two Clue Points. For the next 10 minutes, you have advantage on Perception checks, and your passive perception increases by 5 for the duration.

Always Ready: Whenever you roll initiative, you can expend a Clue Point to add your Hemocraft modifier to the result.

Blood Mark: Interrogation

Also at 3rd level, you learn to wring truth from your quarry. You add the Blood Curse of the Investigated to your list of blood curses:

“Until the end of your next turn, the creature has disadvantage on Charisma (Deception) checks, and whenever you deal hemocraft or weapon damage to it, you can force it to make a Charisma saving throw (DC = 8 + your proficiency bonus + your Hemocraft modifier). On a failed save, you learn one of the following characteristics of your choice: its highest ability score, lowest ability score, Armor Class, speed, creature type, or one special sense.

Amplify. The curse lasts for 1 minute, and you learn one new thing for this creature each time you hit it.”

Shrouded Streetlight

At 7th level, your presence is like a dim lamp in the fog: it pierces illusions but leaves others unsettled.

  • You gain advantage on saving throws against being charmed or frightened.
  • As an action, you can see hidden and invisible creature’s eyes if you are in the same room as them. If this creature is behind an object you can see its eyes through the object. Through magical darkness, you can see them if your proficiency bonus is equal to or higher than the If you are outdoors then this ability has a distance of 60 ft. This effect lasts for 3 turns (18 seconds), and you can use this feature an amount of times equal to your proficiency bonus, and you regain all uses after a long rest.

Noir Resilience

At 11th level, your hardboiled exterior shields you from despair.

  • When you or an ally within 10 feet of you succeeds on a saving throw against being charmed, frightened, or magically deceived, you may choose to regain hit points equal to your Hemocraft modifier + your Blood Hunter level. You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.

Truth in Shadows

At 15th level, you see patterns even in chaos.

Whenever you miss an attack against a creature marked by your Crimson Rite, you gain insight into its movement. Until the start of your next turn, your next attack roll against that creature has advantage.

Additionally, you always know if someone is deliberately lying to you, though not what the truth is.

The Final Case

At 18th level, your obsession with truth becomes unyielding, even in the face of death-- of yourself or of others.

  • When a creature you have a case on or related to is sent to 0 hit points, you can immediately compel a final confession. The creature must succeed on a Charisma saving throw (DC = 8 + your proficiency bonus + your Hemocraft modifier) or reveal one critical secret about itself, its motives, or its allies before it dies. The DM determines how much is revealed.

  • In addition, when you fail a death saving throw, you may expend hit dice equal to your Hemocraft modifier (minimum of 1) to automatically succeed instead, as your determination to “finish the case” keeps you alive.

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