Base Class: Blood Hunter
The order of the dread reaper is a particular and unknown sect of the reaper’s guild: an extra planar guild of beings who exist outside reality itself who exist to monitor the different realities and planes and make sure they maintain balance. The order of the Dread reaper is the unseen and unknown fourth of the presumed three groups within the guild, and those who know of them often have a reason not to speak of them. The Dread Reaper’s act as the silent enforcers and dirty workers of the reaper’s guild, doing the work that needs to be done but won’t be done for “moral” or “ethical” reasons. Most members of the order consist of reaper’s of the body, but many consist of other reaper’s from the two other domains as well.
Reaper’s Weapon
When you join this order at 3rd level, you can summon a specially forged reaper’s tool that can be used to attack your prey. The weapon can be any weapon you are proficient in, and the weapon counts as magical for the purpose of overcoming resistance and immunity. you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
When you reduce a creature to 0 hit points with this weapon, you gain temporary hit points equal to your blood maledict + your constitution modifier.
If the creature is a fey, fiend, or undead you gain another bonus:
Fey. For the next hour, you have advantage on saving throws against spells and spell effects
Fiend. For the next hour, you have resistance to fire damage
Undead. For the next hour, you have resistance to necrotic damage and immunity to the frightened condition.
If you wish to make another weapon into your reaper’s weapon, you can preform a ritual for 1 hour during a short or long rest that removes the reaper’s weapon effects from the weapon and transfers it into another weapon, transforming it into a new reaper’s weapon. If you die, the effects of the reaper’s weapon disappear.
Chord Sever
Also at 3rd level, when you hit a creature with a weapon under the effect of one of your crimson rites, you can choose to sever one of the creature’s chords of existence. The creature must make a constitution saving throw against your Hemocraft save Dc, suffering one of the following effects as a failure:
Corporeal Chord. the creature takes necrotic damage equal to your hemocraft die + your constitution modifier, ignoring resistance.
Soul Chord. the creature has disadvantage against saving throws against being frightened or charmed
Optic Chord. the creature’s sight is reduced to 15 feet and they loose any special sights they have(such as darkvision and truesight for example)
Mind Chord. the creature gains a vulnerability to psychic damage.
Audio chord. The creature is deafened
You can use this feature times equal to your proficiency modifier before a short or long rest. Additionally you cannot sever a chord that has already been severed by this feature, and the chord fixes within the creature after a short or long rest, or if effected by spells such as lesser and greater restoration, remove curse, etc.
Planar Rites
Upon reaching 7th level, you can infuse your rites with cosmic knowledge, your rite damage now adds your intelligence modifier to the damage.
Brand of the Reaper
Beginning at 11th level, whenever you deal damage to a creature exposed to your brand of castigation, even if a rite is not active, they suffer damage as if your rite was active. And if your rite is active, the rite damage ignores resistance and will never do under half damage.
Increased Rite
At 15th level, your rites benefit from chaotic chords of destruction, while your rite is active, attacks made with your weapons count 19-20 as a critical hit.
Mass sever
Upon reaching 18th level, you are able to sever more of your prey’s chords for a physical price. When you use your chord sever feature, you can choose to take the damage from your initial rite activation again to choose two chords.
You can use this feature once per long rest.
Additionally you gain the blood curse of the reaper, this blood curse doesn’t count against number of blood curses you know.
As a bonus action, you can attempt to force a creature into a state of complete stillness by dampening all of their chords. The creature must make a constitution saving throw, being petrified until the end of your next turn.
Amplify. This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make another constitution saving throw. On a success, this curse ends.
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