Blood Hunter
Base Class: Blood Hunter

The Order of The Nightwalker uses the chaotic and vile magic of the negative plane to bolster their bodies, attack from range and move at incredible speeds. 

Members of this order often hunt undead, and creatures from the shadowfell. Their ultimate goal is to become strong enough to kill the beasts that come out of the negative plane. 
Using this magic does not cost the hunter blood, but rather their soul. However through rigorous training and a special magic mixture they drink, they are able to heal the holes in their spirit the negative magic they use leaves. And this sacrifice is more than worth it, as it grants these hunters the edge they need to go toe to toe with even liches

Grim Enhancement

When you join this order at third level you learn the rite of shadow, you also gain the a special attack known as Negative Blast

Rite of Shadow: your rite damage is necrotic 

when you activate this rite you gain the following benefits:

  • Your weapons are wreathed in negative energy allowing you to add your intelligence modifier to the necrotic damage 
  • You gain resistance to necrotic damage
  • Your weapon becomes magical for the purpose of overcoming resistances and immunities 
  • You ignore resistance to necrotic damage 

Negative Blast:  

Starting when you join this order at 3rd level, you can hurl searing bolts of negative energy

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 120 feet. You are proficient with it, and you add your intelligence modifier to its attack and damage rolls. Its damage is necrotic, and its damage is one die higher than your rite damage die.

When you gain the extra attack feature, you may replace any melee attack with a negative blast

 

Negative Energy

At 7th level, the energies you channel from the negative plane has given you resilience beyond what is considered normal, you also gain a new Blood Maledict which does not count against curses known.

Negative Transformation: you let the energies of the  negative plane flow through your body. The transformation can be done a number of times equal your intelligence modifier, lasting 10 minutes and giving you the following benefits

  • you gain resistance to bludgeoning, piercing and slashing damage from non magical weapons
  • if you fall unconscious without dying, you instead wake up with one hitpoint (and the transformation ends)
  • you have immunity to necrotic damage

however you become vulnerable to radiant damage

Blood Curse: Negative Self

A humanoid you can see within 10 feet must make a wisdom saving throw, if the humanoid fails its eyes starts glowing an unnatural black and white glow, becoming charmed by you, which then fades until you activate the curse. The curse stays on the target for 1 day, and when activated it lasts for 1 minute. When activated the target will attack anyone you deem a target, doing everything in its power to hurt or kill the target. A humanoid affected by this is very clearly under magical influence and will not use advanced strategy, becoming almost feral. 

Amplify: when amplified, this curse can be put on as much as 3 targets.

Planar Power

At level 11 you have become more efficient in your use of the powers of the negative plane, allowing you to make a new form of attack, this attack is called Planar Beam and can be done a number of times equal your proficiency bonus. 

Planar Walker

Starting at level 15 you gain the ability to tap into your souls power. Taking 2 of your hemocraft die in damage you can cast the spell "dimension door" as an action, the hitpoints you lose this way can not be regained by anything other than a short or long rest.

Aura of Negative Energy

Starting at level 18, you have gained mastery over aspects of the nightwalker. because of this you gain the ability to temporarily sacrifice parts of your soul in order to make you a massive danger to any enemy

Grim Aura:
As a bonus action you cut yourself, and black ooze seeps from the wound. Take 4 of your hemocraft die in damage, the hitpoints lost this way can not be regained but will return to you should you choose to end the effect earlier. Any hostile creature that starts their turn within 20 feet from you must make constitution saving throw. On a fail they take 2 of your hemocraft die in damage and your weapon attacks have advantage against them until the start of their next turn

Empowered: you take 2 extra hemocraft dies in damage, but the aura now extends 30 feet from you and the damage enemies take is increased by 1

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