Base Class: Blood Hunter
Whoever fights monsters should see to it that in the process he does not become a monster. And if you gaze long enough into an abyss, the abyss will gaze back into you.
The Blackard family has been well-known throughout Faerun for centuries. Monster hunters capable of great feats, but would accomplish those feats at any cost. Being a Blackard means being dangerous, knowledgeable and relentless. A Blackard gambles with their life, and eventually loses.
In the early days of Roysen "The Blackguard", the family was well-regarded for their capability in slaying dangerous creatures and calculating fiends. As the generations went on, the nature of their enemies worsened and became more complex. They made enemies in both the material and outer planes. Some say the bloodline was cursed, and that every Blackard races towards doom. Now, in the late 15th century DR, the reputation of the Blackards is more infamous than famous. The list of enemies grows ever-longer, and the good will built up long ago has been all but spent.
Will you quest for glory, and restore your family's honour? Or will you just go out fighting? Somewhere in the Nine Hells of Baator, a rakshasa collects ever-climbing wagers on the outcome.
Enemy of the Enemy
By the third level, you've become established enough that vile creatures instinctively despise you. You can leverage this by baiting their attacks and punishing their hatred.
Enemy of the Enemy. As a reaction, you can taunt any fiends or undead within 30 feet of you. Until the end of your next turn, the creatures must pass a DC {{12+proficiency#unsigned}} (12 plus your proficiency) wisdom check to attack any target but you. During this time, you gain advantage on attack rolls against the taunted monsters.
Using this with a spell that prevents enemies from targeting you, such as sanctuary or charm monster, overrides the magic of those spells.
The Stuff of Nightmares
The Stuff of Nightmares. You saw more horrors and learned more about monsters as a child than most elves see in their long lives. You have advantage on wisdom saving throws to resist being frightened.
Risk and Reward
Risk and Reward. Upon reaching 7th level, you can double the dice of your hemocraft die for your crimson rites. This takes an additional toll on your health but also increases your potential damage output. If you are reduced to zero hit points in your next or current combat, you take one automatic death save failure. If you survive the next or current combat and reduce at least one creature to zero hit points, you can recover one hemocraft die worth of hit points.
Relentless
Relentless. Beginning at 11th level, your commitment to fighting is enough to briefly ward off death. Whenever you are reduced to zero hit points, you can use your reaction to perform one attack with an equipped weapon or unarmed strike. If the attack successfully injures an enemy (at least one point of damage), you stay at one hit point instead. This ability can only be used once per long rest.
Hellspawn's Bane
Hellspawn's Bane. At 15th level, you’ve mastered the arcane force in your blood to unleash your fury on hell's army. As a bonus action, you can force a fiend or undead marked by your Brand of Castigation or Tethering to do a DC {{12+proficiency#unsigned}} constitution save. If the creature fails, it is stunned until the start of your next turn.
Legendary Hunter
Legendary Hunter. Upon reaching 18th level, you have made a name for yourself as one of the most powerful monster hunters of Faerûn. You gain advantage on all Charisma checks with good or neutral-aligned characters, but disadvantage with evil-aligned characters.
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