Blood Hunter
Base Class: Blood Hunter

Some of those who hear the stories of the Fey believe them to be simple pranksters and mischief makers. But there are those who know the truth; that the Fey are just as dangerous as any fiend, undead, or monstrosity. These people are the Order of the Dusk, formed to fight against the extraplanar threat of the Fey.

These blood hunters have created a version of the Hunter's Bane made from the essence of the Feywild. This can come from the sap of the Caranor tree, water from a magical spring, or the blood of a Fey creature. In any case, they have become just as dangerous as the creatures they claim to hunt.

Aspect of the Summer Queen

When you join this order at 3rd level, you consume a version of the Hunter's Bane made from the essence of the Feywild. You can now speak, read, write, and understand Sylvan.

Rite of the Phantasm

Also at 3rd level, you learn the Rite of the Phantasm esoteric rite.

Rite of the Phantasm. Your rite damage is force damage. While this rite is active, your weapon deals an additional hemocraft die of rite damage when used against any Fey creature.

Step of the Trickster

At 7th level, the magical essence in your blood allows you to teleport from place to place. As a bonus action, you can teleport yourself up to 30 feet to an unoccupied space you can see.

Once you use this ability, you cannot use it again until you take a short or long rest.

Mind of the Eladrin

Beginning at 11th level, you learn to train your mind against the beguiling influence of the Fey, allowing you some resistance to their magical charm. You have advantage on saving throws against being charmed by magical means.

Blood Curse of Crossing

At 15th level, you learn to harness your Step of the Trickster ability as a method of attack. You gain the Blood Curse of Crossing for your Blood Maledict feature. This does not count against your number of blood curses known.

Enemy of the Green Lord

When you reach 18th level, you learn to use your hemocraft and the essence of the Feywild to heal yourself.

Whenever you regain your health, you may roll a single hemocraft die. The result is the number of hit dice that you may treat as rolling their maximum value.

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