Blood Hunter
Base Class: Blood Hunter

You know that the only way to battle the beast, is to become the beast. A practice held high amongst the Bloodhunters of now. But there is one practice that has been erased, a taboo of bloodhunter teachings. One of the oldests practices next to Ghostslayer Order, a practice that inadvertently rejects one's humanity and accentuates the “blood” in bloodhunter. Just remember this as you sink your teeth into your next victim, yes you ARE a monster and yes they ARE coming for you and no, you’re not afraid. But they should be.

Vampiric essence

As the vampiric blood courses through your bloodstream, you slowly start to unravel your vampiric powers at levels 3rd, 7th, 11th.

  • at 3rd level as an action or a bonus action, you can do a melee vampiric bite attack that drains the target of their hit points dealing damage and healing yourself equal to your Hemocraft die plus your strength bonus.
  • You gain a darkvision up to 30 ft
  • At 7th level you gain the misty step spell as an ability.
  • At 11th level you gain the charm person spell at 1st level as an ability, the DC for the saving throw for this ability is your Hemocraft DC.
  • You can use both abilities from levels 7th and 11th a number of times equal to your intelligence modifier (minimum of 1). You regain use of those abilities  after a long rest.

Brand of Blood

At 3rd level you can harmlessly brand one of your companions, marking them with the brand of blood

  • As a bonus action, you lose hit points equal to your hemocraft die; then brand of blood marks both you and your companion. One brand on the back of your companions neck and the other brand on the back of the user’s hands.  While one of your companions is branded a red liquid like vapor tethers the user and your companion together. You can move a total of 30ft away before the tether breaks
  • While tethered your companion gains health whenever the user uses their vampiric bite action. However the user does not recover hitpoints while tethered with their companion
  • In addition to marking your companions, you can also use the brand of blood to mark enemies. As a bonus action you can imbue any ranged weapon that uses ammunition or any weapon with the thrown property with the brand of blood and make a ranged attack. 

If you don't have a ranged weapon you can instead substitute it by losing hit points equal to your hemocraft die to conjure a blood dagger, the blood dagger does 1d4 damage and has the thrown properties of 20/60 ft

  • If it hits then the enemy is branded with the brand of blood and the enemy is applied with the spell Hex with all of its effects. 

If an enemy leaves the 30 ft radius Hex is still applied for ability checks purposes

  • You can increase the amount of companions and enemies tethered at  

levels 11th  for 2 companions, and 15th for 3 companions

  • You can cancel Brand of Blood as a reaction

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