Base Class: Blood Hunter
The Order of the Ichor Blood walks the razor’s edge between vitality and corruption. These Blood Hunters have surrendered to the dark power in their veins — a black, hungry ichor that twists flesh and bone into an instrument of survival. When awakened, the ichor surges through the body, mending wounds and amplifying strength even as it burns away the bearer’s humanity. To wield this power is to live in constant defiance of death itself.
Ichor State
Beginning at 3rd level, you can awaken the cursed ichor that flows within you.
As a bonus action, you enter your Ichor State for 10 minutes. While in this state, you gain the following benefits:
- You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks
- You gain temporary hit points equal to your Blood Hunter level + your Hemocraft die.
- You have advantage on Strength (Athletics) checks and Constitution saving throws.
As a free action, you can end your Ichor State early. When your Ichor State ends, you take damage equal to one roll of your Hemocraft die per minute(rounded up) that has passed in that state as the ichor subsides back into your veins (this damage can’t be reduced or prevented). Your Ichor State ends early if you fall unconscious.
You can enter your Ichor State once per short or long rest.
Sanguine Adaptation
When you reach 7th level, Your ichor adapts and heals keeping you alive ever so slightly longer.
If you lose a limb you can re-attaching it to your body during a long rest if the limb has not been destroyed.
When in low light and in darkness your eyes adapt. You gain Darkvision with a range of 60 feet if you do not already have Darkvision.
- While in your Ichor State:
At the start of each of your turns while you are below half your maximum hit points, you regain hit points equal to one roll of your Hemocraft die.
Dermal Resilience
At 11th level, your blood changes and becomes hard when struck but also increases its flexibility.
You gain a +2 bonus to Armor Class.
- While in your Ichor State and you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You don’t benefit from this feature if you have the Incapacitated condition.
Hemal Purity
Starting at 15th level, years of exposure to your corrupted lifeblood have rendered you immune to lesser maladies.
You are immune to poison damage, the poisoned condition, and disease and you now age at half the normal rate for your species.
- While in your Ichor State, when you fail a saving throw against a spell or effect that would impose a condition (such as blinded, charmed, frightened, or paralyzed), you can take damage equal to one roll of your Hemocraft die (this damage can’t be reduced or prevented) to immediately end that condition. Once you use this feature, you can’t do so again until you finish a long rest.
Ichor Dominion
At 18th level, your dark ichor has fully claimed dominion over your flesh, sustaining your body even as life fades.
- While in Ichor State, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your Ichor State ends, and you die then only if you still have 0 hit points.
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