Blood Hunter
Base Class: Blood Hunter

For as long as anyone can remember, Goblins and their ilk have been a simple enemy of adventurers young and old, a frightful image of red eyes in the dark and dread chants. Some might even call it fate for a party to come into conflict with such creatures. And yet, by the same fate, there exists a certain propensity for sympathy that none can entirely explain, the well-known phenomena of the adopted goblin seen often enough across Faerun that it became, to some, impossible to dismiss as simply Stockholm Syndrome. Yes, some wish to understand what it is that makes the great war with goblinkind so endless, and - more importantly - if there’s anything their hemocraft can do about it…

In Another Life...

Your nature as an adventurer means that your soul knows your quarry well, even when your mind doesn’t. Starting at 3rd level, you have advantage on Wisdom checks that involve Goblinoids, and if you close your eyes and walk in a direction you will always end up walking towards the nearest Goblinoid. If you so choose, you can rule out any known Goblinoids that you have already encountered and instead move on to the next nearest target. 

Goblingrounds

Also at 3rd level, the area in a 30-foot radius around you is the goblingrounds. This hemocraft-infused area smells distinctly like some kind of cave, and allows you and any of your allies in the area to take the Disengage or Hide action as a bonus action with Advantage, as your nimbleness is enhanced to goblinlike levels. Additionally, when a creature that has this benefit deals damage with an attack or spell that was used from hiding, the target takes additional piercing damage equal to two rolls of your hemocraft die from stone spears and arrows that seem to appear from the darkness. 

When you reach 7th level, you can also use your Crimson Rite feature or your Blood Maledict feature as part of the same bonus action to Disengage or Hide.

Blood Curse of the Small

Starting at 7th level, your magic can enforce a hamperingly goblinlike nature on your foes. You learn the Blood Curse of the Small for your Blood Maledict feature. This doesn’t count against your number of blood curses known, and it has the following effect when invoked as a bonus action:

Choose a creature you can see. Until the end of its next turn, that creature cannot make attacks with unarmed strikes or weapons unless that weapon is a scimitar or shortbow. Conversely, the first scimitar or shortbow attack the creature makes while under this effect is automatically a critical hit.  

Amplify: The curse lasts for one minute. The target counts as a Goblinoid during this time, and if they were any size other than Small, they become Small for the same duration. 

Brand of the Doomed Cycle

At 11th level, your harrowing connection to an ancient conflict allows your Brand of Castigation to leaden your enemies’ limbs with a doomed fate beyond their ability to grasp. Any branded creature is affected by a Slow spell as if you had cast it and they had failed the save, and they cannot make more saving throws against it; it lasts until the brand ends.

Additionally, when a creature is branded in this way, rumours miraculously spread from no clear original source in all adventurer’s guilds within 100 miles of you. These rumours tell of a bounty with a gp value equal to twenty times your level for the collection of the branded target’s severed ears, and the magic of your brand distorts the perception of any who hear of it such that they view this bounty with the same level of legitimacy and moral justification that they would give to a similar bounty on a powerful goblin chieftain. 

Goblinblood Triangulation

At 15th level, your seething connection to the blood of goblins everywhere provides you a strange sensory network that you have difficulty explaining. You know the exact position of everything everywhere at all times, but only relative to the position of the nearest Goblinoid to the target creature or object. For instance, you might know that Elminster is exactly 4,381 feet north-east and 212 feet upwards from the nearest Goblinoid to him, but you don’t find out automatically where that Goblinoid is. However, if you do have line of sight on the nearest Goblinoid to a given creature or object, this sense is precise enough to then count as also having line of sight on those targets. 

Could We Have Been Friends?

At 18th level, you have discovered a blood ritual capable of disrupting causality, manifesting potential fates as physical homunculi in hopes of gaining a better understanding of why things have to be this way. As an action with a sharp implement in hand, choose a Goblinoid within 5 feet of you. Cutting your palm with the blade, you clasp the Goblinoid’s hand in a shake stained by your blood, an adventurers’ blood, to invoke your eternal conflict. The ritual takes effect within a 60-foot radius sphere around you for the next twelve rounds, which has several effects:

  • The earth and sky appear to shatter and fall outward into nothingness, giving way to an all-encompassing starry sky filled with infinitely recursive images of the creatures inside the ritual, repeated about every 60 feet and spanning into the distance to create a visual similar to looking into two mirrors that face one another. This is purely a visual effect and does not actually destroy the ground.
  • The Goblinoid whose hand you shook explodes in a violent shower of their ancestors’ blood (This is harmless to them and a normal part of the ritual), which then coalesces into twelve alternate versions of themself originating from unrealized timelines. They appear in random unoccupied spaces within the radius. Each of the iterations is 1st level in a different class from the Player’s Handbook and uses the recommended “Quick Build” and starting equipment for that class, with 16 in every ability score and proficiency in all skills. Along with a calm awareness that they are a mere blood simulacrum, the iterations possess knowledge appropriate to the life path that might have led the Goblinoid to taking up that class - for instance, the Rogue iteration might have knowledge of a criminal underworld that the Goblinoid you met never actually interacted with in this timeline. Furthermore, the iterations love you like a pen pal that they never got to meet and are willing to fight on your behalf, even if the real person they originated from is an enemy. Rather than having hit points they are completely immune to damage, however at the start of each of your turns for the remaining duration of the ritual, the iteration that is furthest away from you dissipates into red mist. When the final iteration dissipates, it melts away into blood to once more reveal the Goblinoid upon whom the ritual was originally used, who is immediately aware of anything that happened to the alternate versions of themself.
  • All other magical effects and curses in the ritual’s radius are temporarily disabled for the duration as if under the influence of an Antimagic Field, unless those effects were created by you or a Goblinoid. As a power that circumvents fate, this ritual can suppress even the divine. 

Once you use this ritual, you can’t do so again until you finish a long rest.

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