Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Hunter's Bane. The blood hunter has advantage on Wisdom (Survival) checks to track fey, fiends, and undead, and on Intelligence checks to recall information about them.
Reconstruction. The blood hunter regains 5 hit points at the start of its turn as long as it has more than 0 hit points.
Rite Weapon. The blood hunter's rite weapon is its Longsword. Its attacks with its rite weapon are magical and deal an additional 4 (1d8) Lightning damage (included in the attack).
Aggressive. As a bonus action, the storm herald can move up to its speed towards a hostile creature that it can see.
Aura of the Sea. Creatures that start their turn within 5 feet of the storm herald must make a DC 13 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much damage on a successful one.
Cruel Punishment. The blood hunter has disadvantage on saving throws.
Brand of Castigation (1 per Rest). The Blood Hunter can lay their Brand onto a creature they hit. When that creature deals damage to them or their allies within 5 ft. of it, it can deal 6 psychic damage to it. This creature can not dash and if they attempt to teleport take 4d6 Psychic damage and must make a DC 15 Wisdom Saving Throw or their attempt fails.
Blood Curse of Corrosion (2 per Rest). As a bonus action, a Creature within 30 ft. of the Blood Hunter must make a Constitution Saving Throw or be Poisoned. At the end of each of its turns, it can repeat the Saving Throw. The Blood Hunter can choose to take 1d8 damage and force the following: Whenever the cursed creature fails their Saving Throw, they take 4d6 psychic damage.
Multiattack. The blood hunter makes three attacks with its rite weapon.
Craven Edge of Lightning Rite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 8) slashing damage plus 4 (1d8) lightning damage.
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