Blood Hunter
Base Class: Blood Hunter

 The oceans hold a deep and ancient power. Spirits lost in its depths swirl and influence the hoisted sails as much as the tempestuous seas calling to lost sailors, pulling them to the watery depths. Blood Hunters of the coast founded this order to harness the ghostly congregation to protect people from the pelagic horrors that spawn from the sea.

With a swipe of their hooked hand, a hobgoblin silences a beckoning siren, saving a young fisherman from its enchanting invitation.

The elf channels the greed of the dread pirate, seeming to listen to the riches sing around them, echoing through the earth and stone, and revealing the location of the riches for them and their allies.

A thief is a thief. The dwarf looks over the recently acquired arcane dagger, honing it on her hooked prosthesis. Strangely glowing multicolored sparks fly casually from the contact, as they're vacuumed back into the hook itself, that adorns itself in relatively similar arcane sigils and filigree.  

The captain of the expedition brandishes their cudgel against their hook as a blaze of arcane energy lacquers the air left between them. Both the hook and the cudgel ignite with static energy as they begin effortlessly swimming across the roaring tides.  His crew knew the contents of their target were cursed, but Captain Scallywag seemed enticed none the less. 

Blood Hunters of this order must sacrifice the use of one of their hands to get a leg up on the dread pirates and oceanic foes they oppose. By sacrificing one of their hands for a prosthetic hook, they specialize in acquiring cursed items, fighting with both hook and hand, tracking down riches and thriving in all manner of aquatic combat.

Level 3: Haunted Hook

The Thiefs Magic Hook.  You undergo a procedure replacing your hand with a haunted hook, empowered by the captain of a ghostly ship.  The hook replaces your hand causing you to suffer a -2 penalty to attack and damage rolls made with Two Handed Weapons and you can't hold an object with your hook. It serves as a melee weapon, dealing 1d4 piercing damage and always retaining the light and finesse properties.

In addition, if you possess a magical melee weapon with the light property through mundane means, you may choose to siphon its properties onto your hook, including damage type, damage dice and magical traits, by performing a one hour ritual that can be conducted as a part of a short or long rest.  This causes the original weapon to lose its magical properties becoming mundane. Your hook cannot gain the thrown property but any additional magical effects or properties it gains remain until the ritual is performed again, at which point its current magical properties are lost and replaced.

Certain weapons may be tied to fate and are immune to this ritual, at your DMs discretion. There is no way to store the magical properties you're removing from your prosthetic weapon to another vessel.

 

Level 3: Level 3: Rite Hook

Rite Hook. Whenever you activate your crimson rite on a weapon you are wielding, your hook resonates and you may allow it to benefit from the same rite, replacing any rite that may already be active.  While a rite is active on your hook, you gain a swimming speed equal to your walking speed and can breath both air and water.

Level 7: Treasure Seeker

Treasure Sense. Your connection to the ghost captain's greed gives you the ability to discover nearby riches that may be hidden. Using an action, you can detect mundane valuables for up to 10 minutes that are within 30ft of you.  You can use this ability a number of times per day equal to your hemocraft modifier.  If treasure is detected in this way, you hear the following sound indicating its nature:

-Coins: a chime or gingling sound

-Valuable Fine Art: a flourish of stringed instruments

-Gemstones: a flourish of woodwind instruments

 

Level 11: Brand of the Curse Collector

Level 10: Brand of the Curse Collector

Brand of the Curse Collector.  Beginning at 11th level, you can attune to one cursed item without using an attunement slot. While attuned to a cursed item, your weapon attacks deal critical damage to your branded target on a 19 or a 20. 

At 18th level, you can attune to a second cursed item without using an attunement slot.  When attuned to 2 cursed items in this way, your weapon attacks against a branded target deal critical damage on an 18, 19 or 20. 

Level 15: Blood Curse of the Misty Wake

Level 15: Blood Curse of the Misty Wake

Blood Curse of the Misty Wake.  As a reaction to being hit, you release a cloud of fog that causes an area equal to 5ft times your hemocraft modifier centered on you to instantly spread, causing the area to be heavily obscured to creatures other than yourself for 1 minute. While within this foggy area, you have resistance to cold damage.  It lasts for the duration or until a wind of moderate or greater speed (at least 10mph) disperses it. 

Amplify. When amplified, the fog persists through any level of wind and provides immunity to cold damage for you.

Level 18: Dread Vitality

When you bring a target creature to 0 hp with your hook attack, you regain health equal to your blood hunter level times two. 

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