Blood Hunter
Base Class: Blood Hunter

Wandering the lands of the Isle is an ancient chaotic race of creatures known as abominations these creatures are a mystery to all who call the Isle home, their origin a question none know the answer to, but one thing is for sure they are dangerous and ravenous. While some appear to be hulking instinctual beasts, others appear to be intelligent, and this only makes them more dangerous. These creatures will hunt and play with their prey inflicting as much psychological damage as physical. One such type of abomination is known as Soul Reapers. These creatures will hunt and consume the souls of other living creatures leaving behind nothing but an empty husk. It is unheard of yet apparently possible to gain the abilities of a Soul Reaper if one was to consume the Reaper’s soul. After the consumption of such evil energy, the body would go through a painful and terrifying transformation no one yet knows the extent of.

Soul Stealer

You don’t feel like your old self anymore. A ruthless, ravenous entity sits in your chest and whispers in your ear.

Starting at 3rd level, whenever you see a creature drop to 0 hp, you can use your reaction to collect its soul. The creature makes a Charisma saving throw against a DC equal to 8 + your Prof. Bonus and Int mod. If the creature fails, you collect its soul if it succeeds, the soul escapes. There is a limit of how many souls you can collect, which the maximum equals half your level rounded down, but at 20th level, this limit changes to unlimited. 

You can only collect the souls of creatures whose challenge rating is as high as your blood hunter level divided by 3, rounded down or lower.

Energy Harvest

At 3rd level, you can use the souls you steal to help in and out of battle using your collected souls is rather harsh and painful to the souls as you destroy its tether to the material plane in order to exploit the benefits of the soul.

When you gain this feature, pick two energy harvests to learn. You learn additional harvests of your choice when you reach certain levels in this class, as shown in the Harvests Known table. Whenever you gain a level in this class, you can replace the energy harvests you learned with new ones.

Level

Harvests Known

1

-

2

-

3

2

4

2

5

2

6

2

7

3

8

3

9

3

10

3

11

4

12

4

13

4

14

4

15

5

16

5

17

5

18

5

19

6

20

6

Adjust

You can destroy one soul to reroll damage, checks, saving throws, and Attack rolls, but you must use the new roll.

Bind

As a bonus action, you destroy one soul and choose one enemy within 60 feet of you, the creature must succeed a Charisma saving throw or be bound to you. As long as you are bound you have advantage on attacks against the creature. The creature can reroll the saving throw at the end of each of their turns.

Cleanse

As an action, you destroy one soul and remove one condition affecting you.

Duplicate

As an action, you destroy one soul and create a shadowy duplicate of yourself, this duplicate has half of your hit points and disappears when reduced to 0. This duplicate cannot be used to attack but you can choose to use it as the focal point of other harvest abilities or to use the help action.

Enthrall

As an action, you destroy one soul and choose a creature within 60 feet of you, the creature must succeed a Charisma saving throw or be charmed. The creature has advantage on this save if you or your allies are actively posing a threat. The creature can reroll the saving throw at the end of each of their turns.

Harm

As a bonus action, you destroy as many souls as you want (a maximum of your Prof. Bonus), choose a creature within 60 feet of you, the creature must succeed a Charisma saving throw or take 2d8 necrotic damage plus 1d8 for each soul after the 1st, to a maximum of 5d8.

Harness

As an action, you destroy one soul and activate a feature the soul had in life. Confirm with your DM which feature you gain from a soul before using this ability.

Heal

As an action, you destroy as many souls as you want (a maximum of your Prof. Bonus), regaining hp equal to the number of souls you consumed plus your Int mod.

Infuse

During a long rest, you may sit down and infuse a soul into your armor or one of your weapons. Infusing your armor grants you any resistances the soul had before death while infusing a weapon grants you a bonus to attack equal to the soul’s proficiency bonus. You can infuse a new soul every long rest, but the process destroys the original soul.

CR

Prof. Bonus

0-4

+2

5-8

+3

9-12

+4

13-16

+5

17-20

+6

21-24

+7

25-28

+8

29-30

+9

Pull

As a bonus action, you destroy one soul and choose a creature within 60 feet of you, the creature must succeed a Charisma saving throw or be pulled 30 feet closer to you.

Step

As a bonus action, you destroy one soul and instantly teleport within 60 feet of where you originally stood.

Stun

As an action, you destroy one soul and choose a creature within 60 feet of you, the creature must succeed a Charisma saving throw or be stunned until the start of your next turn.

Terrify

As an action, you destroy as many souls as you want (a maximum of your Prof. Bonus), all enemies within 30 feet of you must succeed a Charisma saving throw or use their next turn to flee from you. With each extra soul you may add 30 more feet to the radius of the effect. All creatures can reroll the saving throw at the end of each of their turns.

Weaken

As a bonus action, you destroy one soul and choose a creature within 60 feet of you, the creature must succeed a Charisma saving throw or be weakened. Choose one ability score that they must roll with disadvantage, this effects skills, attacks, and saving throws. The creature can reroll the saving throw at the end of each of their turns.

Soul Tap

Starting at 7th level, when you hit a creature with an attack, you can deal additional necrotic damage equal to two rolls of your hemocraft die and heal hit points equal to two rolls of your hemocraft die. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once) before taking a long rest.

Soul Tether

Starting at 11th level, you can use a bonus action to tether yourself to a number of allies equal to your Intelligence modifier. These allies gain resistance to necrotic and advantage on saves against being frightened. They also gain the hit points from your soul tap ability. You may also spend souls from your pool applying harvests to these tethered allies.

Draining Surge

Starting at 15th level, you’ve learned to drain the energy from the blood of a target. You gain the Blood Curse of Drained Energy for your Blood Maledict feature. This does not count against your number of blood curses known.

 Blood Curse of Drained Energy. When a creature you can see within 60 feet of you succeeds on an attack, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s damage.

Amplify. You apply this curse to all of the creature’s attacks until the end of the turn. You roll a new hemocraft die for each affected attack.

Free Soul

At 18th level, your soul takes over when your body falls. When you are reduced to 0 hit points or fewer, your soul physically manifests itself above your body and summons your weapon. Until the end of your next turn, you may take actions as if you were still conscious, controlling your soul. Your soul is immune to all damage. Your soul also has a flying speed equal to double your walking speed, can move through enemies, and has advantage on all attack rolls. At the end of your next turn, your soul fades and returns to your body. You cannot regain consciousness in any way until your soul returns. If your body is killed while your soul is outside of it, you cannot be resurrected until your soul fades. You regain the ability to do this once you finish a long rest.

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