Blood Hunter
Base Class: Blood Hunter

The Order of the Knight Hunter was created by the second generation of blood hunters. After passing the trials and undergoing the rituals, these bold faced hunters went out into the world hoping to defend the innocent from evil. They thought killing the monsters of the world would safeguard the people, but while hunting in the wilds, overlooked the greatest monster of all. When jobs were scarce the hunters would go into town looking for bounties. Instead they found famine, public beatings, and gallows touting debtors in the town square. The hunters realized that in their pursuit of protecting people from the malicious creatures of the wild, they had overlooked protecting them from the monsters of man. Thus, an unofficial order began to form in the recesses of the largest cities. They trained ruthless martial tactics in order to dismantle and make an example of any would be cruel lord and his men. The Order of the Knight Hunters stand by the creed "Ruthless use of power deserves ruthless consequences."

Versatile Warrior

Through intense training you learn a mastery of two weapon fighting.

At level 3:

-Gain the Duel Wielder feat. and 10ft of movement speed.

Cheap Shots

At level 3, Knight Hunters are taught to be swift and efficient with their kills. Since most of their opponents will be heavily armored this means disabling their ability to fight and striking where they are weakest. Knight Hunters do this through targeting an enemies organs, striking at the openings in armor. On your turn, if you make an attack with your main-hand weapon and your off hand weapon is a type of light blade (dagger, sickle, shortsword, etc.), you can roll another attack to use one of the techniques below as a bonus action. A technique can still be used if the main hand attack misses, but not if the off hand attack does.

Techniques: (all techniques that include a weapon attack, roll the weapon damage as normal.)

-Kidney Shot: You stab through the enemy's lower back striking their kidney. As you retract your blade you twist, making it near impossible to heal without magic. An enemy hit by this suffers +1 exhaustion and bleeds for 1d4 damage at the beginning of its turn, until an action is taken to stop it. Multiple uses on the same target will increase exhaustion up to a max of +2. (Unless this opponent somehow has more than two kidneys.) 

-Liver Shot: You thrust your dagger into the opponent's abdomen, splitting the liver in two. Bleed damage of 1d4 begins immediately and continues until an action is taken to stop it. However, one full turn after a liver shot the target becomes poisoned by the toxins spilling into their blood stream. (This effect can only be applied once on each target unless they are magically healed.)

-Tendon Slice: For this effect you must designate which tendon you wish to sever, the knee or the elbow. When either are done you rake your blade across the unarmored joints of the knee or elbow cutting off most function to the appendage. For a strike at the elbow you must designate their left or right hand in order to determine with item they are disarmed off. When striking the knees you must decide either leading or tailing leg within their fighting stance. If striking the leading leg the enemy cannot charge or dash. If striking the tailing leg the enemy cannot disengage or dodge. Regardless of the leg the enemy will have their movement speed reduced to 10ft. (This effect can be applied the number of times equal to the enemy's number of limbs.)

-Eye Gouge: Make a quick stab at one of the enemy's eyes, piercing it just enough to lose vision. The enemy suffers bleed damage of 1d4 until an action is taken to stop the bleeding, but only magic can return sight. With sight lost in the eye the enemy suffers partial blindness, getting disadvantage on all ranged attacks and ability checks relying on sight. This technique can be used a second time on the same target to completely blind them, however, the attack will be made with disadvantage since they are now very wary of losing their other eye. 

-Concuss: You quickly strike your enemy's temple with the pommel of your weapon, concussing them momentarily. This does no weapon damage and instead leaves the enemy dazed for one round. (While dazed a creature can only perform an action or bonus action but not both.) A creature with atypical physiology, such as a slime, is unaffected.

-Tactical Mute: If fighting a target without a face covering you can use this technique to swiftly stab through the cheek of the enemy, severing their tongue. The target cannot make any vocalizations, and casting spells with spoken components is impossible. The target also suffers bleed damage of 1d4 until an action is taken to stop it.

Rite of the Reaver

At level 3, your rite damage is no longer an element. Your blade becomes a blood siphon causing necrotic damage and healing you for the rite damage dealt.

Creative Combat Cruelty

At level 7 you unlock the second batch of cheap shot techniques. The same rules as the first set still apply, you must make an attack with your main-hand weapon and have a light blade (Dagger, sickle, shortsword, etc.) in order to perform techniques requiring a blade. Techniques that cause bleed damage now roll your hemocraft die rather than d4.

Techniques:  Because of your extended training against armored targets techniques now lower the target's AC for the attack. Heavy armor is -2, Medium is -3, and light is -4.

-Lord's Necktie: You must slightly prepare for this technique by both having a rope and having tied a noose in one end before attempting this technique. If those two things are done then you execute this by striking with your main-hand weapon, and while the target is distracted by the attack you us your off hand to throw the noose over their neck as you slip behind them. The roll for this is a dexterity check with proficiency added. If you had previously set the rope up in some way to either pull or lift the target then it would take effect right after this technique. If not then you can use the leverage of pulling the target over your back to tighten the noose and begin choking them. The rules for choking are universal for this technique, the target must make a strength saving throw against a dc 15 to break free of the rope. (If the target is a size larger than your character then they make this throw with advantage.) If the target fails then their windpipe is crushed and they are knocked unconscious. If a minute goes by and no magic healing is applied, the target dies. 

-Ear Clap: you assault the weak membrane of the ear by smacking both ears of the target with the hilts of your weapons. If the target is wearing no helmet they are stunned for one turn and deafened for 3 turns. If the target is wearing a helmet then they will be deafened for 3 turns and stunned for three turns unless they take an action to remove their ringing helmet. (Must make a con save in order to remove the helmet.) Once removed they cannot don their helmet again until they regain their hearing. A target can only be stunned by this technique again once the target has regained it's hearing. If a crit is rolled for this attack, the target is permanently deafened.

-Spinal Tap: You quickly follow up your main-hand slash with a dexterous spin behind your target. The finale of this spin is a quick slash through the target's unprotected lower back, severing the spinal column. The target falls prone, but still conscious, with their lower half completely paralyzed. They will remain paralyzed unless powerful magic heals them. This technique does cause bleed damage.

-Last breath: Doing a 180 degree spin and striking behind you, catching your target off guard as you slip your blade between their ribs and puncture their lung. This target can now make five actions that require movement before their lung fills with blood and they begin to suffocate. These actions and bonus actions include everything besides casting spells, taking the dodge action, taking the help action, and bandaging external bleeding. However, nothing besides magic can heal the bleeding lung. Every 10ft of movement caused by the target counts as 1 action. Once again, if the target begins to suffocate they are unconscious and will die within a minute. This applies bleed damage.

-The Crown Jewels: After your attack you ever so lightly slide under the target and make a quick stab arriving behind the target. The next time the target sees you they realize that you are holding one of their testicles in your hand, taunting them. They become overwhelmed with confusion and fright. The target becomes frightened of your coming back for the other one. (For this technique to work the target must be a male humanoid. You can try it on other male creatures but it will likely just anger them.) This technique does apply bleeding.

-No Mercy: In an act of complete barbarism, you carve up the enemy's face. This technique begins with a slash straight across the brow of the target, spilling blood in their eyes. Quickly following is a slash across the nose and past the ear, slicing it in two. The target becomes disoriented with their equilibrium being thrown off and it being difficult to see. For the target's next turn the DM must roll to see what target they attack, friend or foe. After this turn the effect will persist until an action is taken to heal the character and stop the bleeding. This technique causes bleed damage.

 

Bite the Blade

At level 7, If you would be brought to 0 hp by a strike from a weapon, you can roll dc 15 dexterity saving throw to catch the attack with your teeth. This strike now brings you to 1 hp instead, as the attack is still very traumatic. (This cannot be used against spells or on a ranged attack when surprised. This can be used multiple times until failure, but not more than once on the same turn.)

Ravage

At level 11, you have become so proficient with your techniques that you can use them to completely dismantle your opponents.

Ravage: Once per short rest, when you successfully hit with a technique you may make three more technique strikes against the same target. Each of these are made as separate rolls but count as the same bonus action as the inciting attack. 

Bloodlust

At level 15, the smell of blood on the air throws you into a frenzied hunt.

-you now heal for all damage dealt by weapons with your rite active.

-While there is a wounded enemy within 60ft of you, you gain: Immunity to being charmed and frightened, and nothing can reduce your movement speed.

Unending Hunt

At level 18, you are a ruthless killer that will let nothing stand in the way of their prey's demise.

-When an enemy is marked with your Brands you heal for all non-spell damage dealt that target.

-If you die while a creature is still marked by a brand then you return to life at 1hp at the start of your turn. (This does not protect you from effects that would disintegrate or otherwise destroy your body)

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