Blood Hunter
Base Class: Blood Hunter

A terror to both living and dead this Vampiric hunter of other undead is terrifying to behold.

Rite of Sanguimancy

When you join this order at 3rd level, you learn the Rite of Sanguimancy  as part of your Crimson Rite feature. When you activate the Rite of the Dawn, the extra damage dealt by your rite is radiant damage. Additionally, while that rite is active on your weapon, you gain the following benefits:

  • Your weapon sheds bright light out to a range of 20 feet.
  • You have resistance to necrotic damage.
  • When you hit an undead creature with a weapon for which the Rite of the Dawn is active, you roll an additional hemocraft die when determining the extra damage from the rite.

Bloody Blade

This blade is conjured with the wielders own undead blood. It acts as magical radiant damage with double damage dealt to undead.

Sacrificial choice:

Wielder can choose to sacrifice any of the following dice (1d4, 1d6, 1d10, 1d12) to make this this damage dice x2 on this blade.

i.e. - wielder sacrifices 2d4 personal HP when 'drawing the blade' - The blade will then deal 2d4 + STR + Proficiency damage.

*Undead suffering 4d4

 

Holy Communion

Starting at 7th level you learn the rite of Holy Communion. (Once per long rest)

Using a Bite Attack (+Proficiency + DEX/STR)

You begin feeding on an undead dealing 1d10 +CON + Proficiency in damage the first round

2D10+CON per round afterwards. A contested STR saving throw may 'shake' this bite loose.

This feeding cures you the same number of HP.


*IF* This bite drops the undead at or below 0 HP they are 'sanctified' immediately.

The undead turns to ashes. You can ask the now embodied spirit of the undead five "yes" or "no" questions.

As you now harbor their eternal soul - other narrative effects may occur.

 

Bloody Mist

Upon reaching 11th level, at the start of your turn, you can magically step into the veil between the planes as long as you aren’t incapacitated. You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object.

This feature lasts for a number of rounds equal to your Hemocraft modifier (minimum of 1 round). If you are inside an object when it ends, you are immediately shunted to the nearest unoccupied space and you take force damage equal to twice the number of feet you moved.

Once you use this feature, you must finish a short or long rest before you can use it again. You can use Bloody Mist twice between rests starting at 15th level.

*This can be used as a reaction*

Blood Curse of the Exorcist

At 15th level, you hone your hemocraft to tear corruption from the minds and bodies of your allies—and to punish those responsible for it. You gain the Blood Curse of the Exorcist for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Rite Revival

Upon reaching 18th level, you learn to protect your fading life by reabsorbing the energy you feed to your weapons. If you have one or more crimson rites active and you are reduced to 0 hit points but don’t die outright, you can choose to have all your active crimson rites end and drop to 1 hit point instead.

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