Blood Hunter
Base Class: Blood Hunter

The Order of the Reaper charges itself with the utter eradication of its enemies. Reapers act as death's foot soldiers and mortal psychopomps, offering up souls to the afterlife. So steeped in the essence of death, they are able to extend their own life to continue their mission to reap souls. They are merciless and implacable in this duty.

Blood marker

You have learned how to use the pain of your blood hunter abilities to enhance your combat. Each time you take damage from activating a crimson rite or amplifying a blood curse, you gain 1 blood marker. You may spend 1 blood marker as a bonus action on your turn to gain one of the following bonuses:

  • you gain advantage on the next attack roll you make before the end of the turn.
  • You take the Disengage or Dodge action.
  • You can roll a hemocraft die, and give youself temporary hit points equal to the roll. 

You can only have a maximum number of blood markers equal to 1 + your Constitution modifier and lose all unspent blood markers when you finish a long rest.

Reaper Resistance

You cannot die unless you have failed three death saving throws. Any effect that would kill you, when you do not have three failed death saves, instead reduces you to 0 hit points. Damage from a critical hit while at 0 hit points and rolling a 1 on a death saving throw now only count as one death saving throw failure.

In addition, you are proficient with heavy armor, and while you have an active crimson rite, you gain resistance to that damage type.

 

 

Painful Tutelage

You may expand your blood hunter powers through suffering. You may spend 1 blood marker to learn another Primal Rite and 3 blood markers to learn another blood curse which doesn't count against your blood curses known. When you reach 14th level in this class, you may spend 3 blood markers to learn another Esoteric Rite.

Any power learned from this feature is lost when you finish a short or long rest.

 

 

Brand of the Death watcher

Your Brand of Castigation grants insight and boons over a creature's death. You know the maximum and current hit points of a branded creature, as well as any curses or diseases it is afflicted by or any benefit it currently has that allows it to return to life such as the clone spell or a phylactery. In addition, when a branded creature is reduced to 0 hit points, you gain temporary hit points equal to your blood hunter level plus your Intelligence modifier.

Blood curse of the Reaper's mask

You can use your own blood to transform into a fearsome facsimile of death incarnate. You gain the Blood Curse of the Reaper's Mask for your Blood Malediction feature. This doesn't count against your number of blood curses known.

Aspects of the Deathless

You can ignore the normal requirements for life. You no longer need to breathe, drink, eat, or sleep, although you still must rest to gain the benefits of a long rest and for every 10 years that pass, your body ages only 1 year.

Merciless Reaping

You resist approaching death and spur it on in others. When a creature scores a critical hit against you, it becomes a regular hit instead, and any effects triggered by a critical hit are canceled. Also, the next hit you score against that creature before the end of your next turn is a critical hit. In addition, whenever you gain 1 blood marker while you are below half your hit points, you gain 1 additional blood marker.

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