Base Class: Blood Hunter
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The Order of the Nightwalkers was founded by a lone blood hunter who was unfortunate enough to become trapped in the dreadful and bleak realm of the Shadowfell. Driven almost to the point of madness that blood hunter had a moment of clarity, harness these shadows, this despair she felt, and use it as her weapon to wage war against the dark beings of her home.
From the shadows she carved a companion to protect and guide her, and from the pain she found strength and strange magics to confuse and deceive. Passing on these abilities to students, this practice flourished into a powerful and mysterious order, one that holds rumors of its members being devoid of any emotion, and undead creatures in disguise.
When you gain this subclass, you may roll a d4 or choose for yourself a shadow quirk from the following list.
D4 Result. Shadow Quirk.
1. Your shadow takes on an otherworldly aspect, appearing to have wings, horns, a lashing tail or some other strange feature.
2. Your shadow constantly shifts and watches around you, appearing to hold one of your weapons in its hand(s) at all times.
3. Your shadow appears to reach out to others', reaching to be as close as possible to the nearest one.
4. Your shadow is always extremely long and stretched, as it is at dawn or dusk, in all lighting.
Shadowy Companion
Starting at 3rd level you can, at the end of a long rest, call forth a terrifying creature from the stuff of shadows to aid you. This creature uses the Shadowy Companion stat block. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Shadowy Companion stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance; your choice has no effect on its game statistics.
In combat, the Companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.
At the end of a long rest, you can create a new Shadowy Companion. If you already have a Shadowy Companion from this feature, the first one immediately perishes. The Companion also perishes if you die.
If the companion dies, you may perform a ritual to revive it, lasting one minute and causing you to lose hit points equal to two rolls of your hemocraft die.
Eyes of the Endless Night
At 3rd level, you become more used to the darkness that protects you, you gain darkvision out to 60ft, or your existing darkvision extends by 60ft. Magical darkness does not impede your darkvision.
Shadowfell Jaunt
At 7th level, when you or your Shadowy Companion hit a creature with a weapon attack, you may expend one use of this ability to send your enemy to the mind-shattering darkness of the Shadowfell, and force it to make a Charisma saving throw against your hemocraft DC. On a failed save, the creature is sent to a harmless, secure location in the depths of the Shadowfell, and is incapacitated whilst there. They return to the space they left (or the nearest unoccupied space if that space is occupied) at the end of their next turn and are frightened of you and your Companion for 1 minute. The frightened creature can make additional Charisma saves at the end of following turns, removing the fear on a success. You may use this ability a number of times per long rest equal to your Proficiency Bonus.
Dark Velocity
At 11th level, your Shadowy Companion's darkness seeps into its surroundings, as any bright light within 10ft of the Companion is reduced to dim light.
In addition you may, when you use your bonus action to command your Shadowy Companion to take any action, expend one use of this ability to step through shadows, creating temporary links to the Shadowfell through them. In doing so you can teleport up to 60ft to an unoccupied space that is in dim light or darkness. You can use this ability a number of times per short rest equal to your Proficiency Bonus.
Brand of Lethargy
Beginning at 11th level, your Brand of Castigation now fills your foe with sluggishness to better assist your chase. A branded creature's speed is reduced by 15ft, and all bright light within 10ft of them is reduced to dim light.
Blood Curse of Gripping Darkness
At 18th level, you’ve honed your hemocraft to reach inside your enemy's mind, corrupting their control over their sight and movement. You gain the Blood Curse of Gripping Darkness for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
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