Base Class: Blood Hunter
The process of the Hunter's Bane is painful and often deadly. This near-death experience grants some of the Hunters the ability to peer in the veil beyond death. But a few have gone further, linking the spirits of the dead to their body. Through zealous practice with masters, they learn to enhance their ability by sacrificing the ghostly essence. This power is a dangerous one, and many have lost their sanity to the voice from beyond the grave.
Bound spirits
When you first choose this subclass you master control over the spirits of the dead, using them to amplify your powers. You have control over a number of spirits. Each spirit gives you one dice, dice that are used to fuel your abilities.
Using Spirit dice
At 3rd level, you have access to a number of spirit dice equal to your 1 + Intelligence modifier (minimum of one). A spirit dice is expended when you use it. Spirit dice are equal to your hemocraft dice. At the end of every short or long rest, you can focus and peer in the veil beyond death to reform your spirits
Eyes of the Spirits
At 3rd level, if you still have a spirit dice, you can project your consciousness in one of the spirits bound to you. As an action, you can see through your spirit's eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses. While in this form you have a flying speed of 15ft and can pass through solid objects as if they were difficult terrain. When you start using this ability make a wisdom saving throw (DC = 20 - your Blood Hunter level), on a failure, you take 1d6 necrotic damage per blood hunter level and are knocked back in your body. On a success you maintain control. Repeat this save every minute you are using this ability. You can end this ability whenever you wish. You cannot travel further than 500ft from your body.
Spirit Sage
At level 7, Once per long rest you can use an amplified blood maledict without taking damage or expending its use, sacrificing one of your spirits instead. Expend a spirit dice as a reaction to do so. In addition, your blood curses can now target any creature, whether it has blood or not.
Brand of Retaliation
Upon reaching 11th level, your Brand of Castigation now carves deep ethereal tendrils in your foes, ripping out a part of the target's spirit, leaving them vulnerable to your power. Their first attack roll on a turn, if it’s made on a creature other than you, is at disadvantage. In addition if they target you with an attack or a spell, you can use your reaction to make a single instinctive attack against them as retaliation, guided by your spirits.
Blood curse of the Shackled Spirits
As a bonus action, you can send the spirits bound to you to shatter the mind of your enemies. A creature within 30ft of you must make a Wisdom saving throw or be restrained for one minute, the creature can repeat the save at the end of each of its turns.
Amplify. The cursed creature is stunned instead and take an extra 2d6 necrotic damage, and suffer this damage every time it fails the save
Spirit Fusion
At 18th level, you gain the ability to become one with the spirits you control. As a reaction you can trigger this fusion, expending 3 spirit dice. Your form becomes spectral, while transformed you gain a flying speed equal to your movement speed, resistance to piercing, slashing and bludgeoning damage, as well as necrotic damage. If you took the attack action during your turn while transformed, you can make a single extra melee weapon attack as part of this action. This transformation lasts for one minute and you can’t use it again until your next long rest.
Previous Versions
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