Blood Hunter
Base Class: Blood Hunter

A rare breed of Bloodhunter, this order was formed not from bloodline or esoteric brotherhood but a seething common desire to see chains broken and tyrants toppled. 

Dark Knights clad themselves in heavy grim armor, traditionally worn without rank or title to represent their status as free agents. These shadowy warriors channel their emotions to unlock their powers, meditating on their passions and frustrations in order to cultivate and understand the darkness within them. Where the downtrodden cry out for aid, where great evil rests thinking itself invincible, the Dark Knight comes, blade in hand, fearing neither man or fiend. 

Darkside

You path is one of bloodshed, and with each drop spilled you fuel your ability to become an implacable beast of shadow.

Beginning at 3rd level, you gain a Darkside die, this die is the same size as your hemocraft die and indicates an amount of points accumulated, it starts on 1 and resets back to 1 at the end of a long rest. Every time you pay hit points equal to a roll of your hemocraft die increase the die value by 1, up to a maximum of the highest value possible on your hemocraft die.

As an action, you transform into Dark Mode. You reset your Darkside die back to 1 and chose a benefit from the list below, provided the die value was at the chosen value or higher. You remain in Dark Mode for a number of rounds equal to the value the Darkside Die was at before you activated it.

Darkside Dice Value: Dark Mode effect
Paint it Black: (Darkside Dice value 2 or higher) While in Dark Mode you gain resistance to the damage type of one of your Crimson Rites, as your form becomes infused with shades of color amid the dark.
Sheltering Shade: (Darkside Die value 4 or higher) While in Dark Mode, other nonhostile creatures within 5 feet of you benefit from half-cover, as shadowy tendrils shield them from view and from harm.
Trespasser: (Darkside Die value 6 or higher) When you transform into Dark Mode and as bonus a action on subsequent turns, you may teleport 30 feet to an unoccupied space you can see.
Nightmare: (Darkside Die value 8 or higher) When you transform into Dark Mode each hostile creature within 30 feet of you must make a wisdom save against your Hemocraft save DC, on a failed save, the creature has disadvantage of attack rolls against creatures other than you and must expend twice their movement to move closer to you as long as you are visible to them and in Dark Mode. Creatures immune to the frightened condition are immune to this effect.
Reaper:  (Darkside Die value 10)  Your indignation seeps into your weapons and leaves painful scars, the first time each round you hit with a weapon attack, the target takes additional necrotic damage equal to the number of rounds of Dark Mode you have left. 

Bonus Proficiency

When you choose this order at 3rd level, you gain proficiency with heavy armor.

Challenge Authority

Beginning at 7th level, your gaze withers Weave and wickedness both where it accosts your chosen wards.

Whenever a hostile creature forces you or an ally within 15 ft of you to make a saving throw, you may, as a reaction, choose to lose hit points equal to one roll of your hemocraft die, if you do so, the targeted creature gains a bonus to their saving throw equal to the result rolled on the hemocraft die. You must be conscious to grant this benefit. You may only choose to use this feature before the saving throw is rolled. 

Brand of Defiance

At 11th level, your shadowy arts drain the strength of those marked by your Brand of Castigation. Whenever a creature marked by your Brand of Castigation deals damage to a creature other than you, they subtract an amount equal your Intelligence modifier (with minimum penalty of -1) from the total amount of damage dealt.   

Blood Curse of Darkest Hours

Starting at 15th level, your blood curse can erect a shield to weather the blackest of nights. You gain the Blood Curse of Darkest Hours for your Blood Maledict feature. This does not count against your number of blood curses known.

Blood Curse of the Darkest Hours: As a bonus action you can invoke your blood curse to wreath yourself or one friendly creature within 30 ft with a barrier of dark magic. That creature gains temporary hit points equal to twice the maximum number of hit dice the target has. These temporary hit points last for 3 rounds. If these temporary hit points are lost due to damage dealt by a hostile creatures before the duration expires your Darkside Die increases by 1 and the creature that expended the last point of THP takes necrotic damage equal to your Bloodhunter level.

Amplify: The target instead gains temporary hit points equal to 25% of their maximum hit points. 

Nightfall

Starting at 18th level, you can break through your own limits and embrace your true nature fully. You may now activate Dark Mode as an action or bonus action and you may choose two benefits from the Darkside feature instead of one, but both must for a Darkside die value equal to or lesser than what the Darkside die was at activation. 

Additionally, you and nonhostile creatures within 15 feet of you have advantage on Death Saving Throws. You do not need to be conscious to grant this benefit.

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