Base Class: Blood Hunter
Utilizing power learned from Lich, those under the Order of the Eternal Hunters spend most of their lives hunting other immortal beings. When unable to find any leads, they often take the time to find other powerful creatures to help perfect their own phylactery.
Phylactery Weapon
You have the max result of your Hemocraft die subtracted from your Maximum Hit Points. When you gain this feature, and whenever you level up, you can channel your essence into a weapon to make it your Phylactery, granting you the following features:
- The weapon you choose has a number of charges equal to 20 * your proficiency bonus.
- Whenever you fail a Death Saving Throw, the result becomes a 10 instead, and your Phylactery loses a number of crimson charges equal to the difference.
- When you're dealt damage while at 0 hit points, your Phylactery loses crimson charges equal to the damage dealt instead.
- While you're at 0 hit points and not stabilized, you can't have any hit points restored to you from non-blood hunter features or magic.
- When a creature casts Spare the Dying on you, you make a Death Saving Throw instead.
- Whenever you invoke your Crimson Rite on your Phylactery Weapon, subtract 1 from its result, and take that much damage instead (Minimum of 1 damage).
Restorative Phylactery
When you perform a short rest, your Phylactery regains Crimson Charges equal to your Proficiency Bonus.
Phylactery Animation
You can cast the animate dead spell without expending a spell slot or material components, expending two Crimson Charges when you cast it. You can only animate a zombie, and can only have one zombie under your control at a time. The creature uses your proficiency bonus instead of its own and adds a hemocraft die to its Undead Fortitude roll.
It has 2 hit die, represented by d8's. They are regained on a long rest. At 11th level, the hit die becomes d10. At 15th level, it gains a third hit die.
Brand of Mortality
At 11th level, the creature branded by Brand of Castigation has vulnerability to Crimson Rite damage you deal with your Phylactery.
In addition, you regain one expended Crimson Charge whenever they deal damage to you.
Caging Maledict
You can expend ten Crimson Charges to cast Soul Cage without expending a spell slot and without material components. This can only be done once per short rest.
Enhanced Phylactery Fighting
Your Phylactery gains the following uses:
- It lands critical hits on a natural 19 and 20.
- It deals an additional 5 Crimson Rite damage on a critical hit.
- When you land a critical hit, until your next turn, you can't be reduced to 0 hit points short of a wish spell.
Blood Curse of Dying Soul
You gain the Blood Curse of Dying Soul, which can empower or severely harm undead creatures.
Blood Curse of Dying Soul: As an action, choose an undead creature within 30 feet, then choose one of the following:
- For the next 1 minute, that creature has advantage on Attack Rolls, Saving Throws, and Ability Checks. In addition, they gain a +2 bonus to AC, and effects of Brand of Castigation that mention you also extend to that creature (For example, if a branded creature attacks them, they take psychic damage equal to your intelligence modifier, even if you're more than 5 feet away).
- For the next 1 minute, that creature takes Crimson Rite damage equal to a roll of your Hemocraft die at the start of each of their turns. The damage type is the most recent type invoked on your phylactery.
Amplify: When you amplify this blood curse, choose one:
- The creature targeted restores hit points equal to your proficiency bonus at the start of each of its turns.
- When the targeted creature would restore hit points, they subtract a roll of your hemocraft die from the amount restored.