Blood Hunter
Base Class: Blood Hunter

While many other orders of Blood Hunters deal with transformation and domination, a Stitcher's focus is more on creating and sustaining life through the life essence of blood. This practice, often referred to Hematology, is a focus of practice, and is magnified through the power of Rites. The life that is harnessed, being more temporal than healing given by a deity, is understandably not perfect. Stitcher blood hunters often take matters of life into their own hands rather than depend on a God. They have been able to find ways around divine healing through blood, magic, and a little bit of lightning.

Progress is also one of the tenets of a Stitcher. It's understanding and abilities have come through much research and experimentation. They often are solitary and spend years away from others in their study. Exceptions to this are persons who wish to push their own abilities, test out their creations, or pursue greater power or knowledge.

Life Blood

Starting when you choose this archetype at 3rd level, you’ve honed your hemocraft to pump new life blood into those who have fallen, creating new allies under your control. You gain the Blood Curse of the Resurrection for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of the Resurrection

Prerequisite: Order of the Stitcher

As an action you can target a creature within 30 feet of you who has been dead within 10 days. You can cast the animate dead spell at 3rd level without using a spell slot or material components once per short or long rest. The creature you revive must have or have had blood. (Use the Beast Companion option for the Zombie in your character sheet) 

Amplify. You can use this curse if the creature has been dead for up to 30 days and can cast it at 4th level. If you amplify this curse, you can't use this feature again until after a long rest.

Advanced Hemotology

Upon choosing this archetype at 3rd level, you can use your knowledge of blood to influence the well-being of your allies. You gain the Bloodletting and Transfusion features.

Bloodletting. You learn how to drain blood in a controlled manner to cure blood-related illnesses. As an action, you can spend three of your Hit Die and heal yourself or a creature within 5 feet of you of all poisons and diseases.

Transfusion. You learn to give of your own life essence. As a bonus action, you can spend one of your Hit Die to heal a creature within 20 feet equal to your Hit Die + your Constitution modifier.

You regain spent Hit Dice, up to a number of dice equal to half of your total number of them after a long rest (minimum of one die, see Short Rest and Long Rest rules).

Detect Ichor

At 7th level, you are very familiar with blood and the energy it gives off. You gain a +5 to all Wisdom (Survival) checks to track creatures that are bleeding. Also, you can use your action to close your eyes and sense the presence and location of blood within 60 feet of you, regardless of interposing barriers. You can tell whether it is from a live or dead source. This ability cannot sense dried blood.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Brand of Siphoning

Beginning at 11th level, your Brand of Castigation now allows your Crimson Rite to steal life blood from your foe. Whenever you damage a branded creature with your Crimson Rite, you gain hit points equal to half of the damage dealt. In addition, branded creatures cannot heal by magical means.

Greater Monster

At 15th level, whenever you use your Blood Curse of the Resurrection, the target becomes a Flesh Golem instead of a Zombie.  Also, as an action, you can see through your Flesh Golem's eyes and hear what it hears until the start of your next turn, seeing only in shades of red. During this time, you are deaf and blind with regard to your own senses.  In addition, you can invoke Blood Curses through your Flesh Golem as if it were invoking them.

Xenograft

At 18th level, you have mastered life essence in a more medicinal way, and have more influence on both blood infusions and skin grafts. You can spend 10 minutes to reduce one of your Flesh Golems down to 0 hit points, draining all of it's blood, then heal an ally within 5 feet of you by half of the remaining hit points of the sacrificed creature.

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