Base Class: Blood Hunter (archived)
Few Hunters ever learn of the Order of the Soulblade. Its members are rare and often tell younger Hunters to seek power elsewhere. But those that are determined enough may find themselves engrossed in a secret organization of slayers. Members learn to wield not only their blood as a weapon but their life force as well. Members that live long enough to call themselves veterans learn to twist their enemies spirits with their Blood Maledicts, or even learn to overcome the loss of life force with every Rite they perform.
There are whispers among the members that the most powerful of them, their leaders, can stand up from otherwise mortal injuries, and smile.
Rite of the Soul
When you join this order at 3rd level, you gain proficiency with Heavy Armor. You also learn the esoteric rite Rite of the Soul (detailed below).
Rite of the Soul. Your rite damage is force type. The damage you suffer from activating this rite is halved.
Whenever you hit a creature with your Rite of the Soul, if you had advantage on the attack roll, it suffers an additional die of Rite damage.
Macabre Assault
Beginning at 7th level, you learn to twist your enemies soul against it. Whenever you subject a creature to one of your blood curses, you gain advantage on attack rolls against that creature until the end of your next turn. If the curse was amplified, you also crit on a roll of 19-20 until this effect ends.
Soulblade
Upon reaching 11th level, you’ve learned to harness your own essence to wield against your foes. While your Rite of the Soul is active, you can cast the Rite again as a bonus action to empower your weapon for 1 minute. Attacks from an empowered weapon have advantage and deal additional damage equal to your Wisdom modifier as force damage.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Spirit Shield
At 15th level, you've mastered the manipulation of blood and soul. You no longer lose maximum health when you activate your Crimson Rite feature and instead gain that many temporary hit points. You still take damage from activating a Rite as normal.
At Death's Door
Upon reaching 18th level, the strength of your spirit carries you on even on the verge of death. Whenever your hit points would drop to 0, you instead remain at 1 hit point and gain temporary hit points equal to half of your total hit points, rounded down. You gain 1 level of exhaustion whenever you lose the temporary hit points gained from this ability, which vanish after 1 minute.
After using this feature, you must complete a long rest before it becomes available again.
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