Blood Hunter
Base Class: Blood Hunter

The Order of the Heartrender uses an often forbidden form of hemocraft to not only use their blood as a weapon, but to use the blood of the enemy against them. Seasoned members of this order can even damage a person’s internal organs. Their abilities range from slowing a person's pulse to snatching the air from their lungs. Their abilities over their enemies internal organs make them a dangerous enemy to face on the battlefield and one of these most dangerous Bloodhunter Orders.

Compelling Grasp

When you join this order at 3rd level, you learn how to slow down the heartbeats of those within contact of you. When calming them down in this manner, you can better persuade them to do things, such as sharing otherwise secret information. As such, you can also feel their pulse quicken or slow, allowing you the ability to tell if they are lying or not. You gain advantage on Insight checks and Persuasion checks as long as you are within contact with the person being interrogated. Creatures without blood are immune to this feature. 

Pulse Sense

Beginning at 3rd level, your order teaches you advanced mastery of the human anatomy. You gain the ability to hear the heartbeat of any humanoid within 30 feet of you. You do not know the exact location of these humanoids. Humanoids without blood are immune to this feature.

Gripping Emotion

Upon reaching 7th level, by controlling the release of certain chemicals in the body, you can influence a person's emotions. As an bonus action, you can target a creature within 30 feet of you and lower or quicken their heart rate. The creature makes a Wisdom saving throw. On a failed save, the creature is considered Charmed or Frightened by you until you let go of their heart. A creature that succeeds the saving throw is immune to this ability for 8 hours.

You can use this feature a number of times equal to your constitution modifier(minimum of 1). You regain all expended uses when you finish a short or long rest.

Brand of Hampered Healing

Beginning at 11th level, your Brand of Castigation now slows the process of healing. Any attempts to heal the branded creature, including spells, potions, or the Regeneration feature, only heal the creature for half the amount they would normally be healed. 

Blood Curse of the Heart

At 15th level, you can influency the circulatory system of creatures you are not in contact with. You gain the Blood Curse of the Heart for your Blood Maledict feature. This does not count against your number of blood curses known. 

Heart Stop

Upon reaching 18th level, you learn to temporarily stop the flow of blood in someone’s body. The target must make a Constitution saving throw. On a fail, the target takes 5d10 Force damage and is stunned until the end of your next turn. Creatures without blood are immune to this feature. 

You can only use the Heart Stop feature once per long rest. 

Previous Versions

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5/30/2021 2:10:58 AM
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