Blood Hunter
Base Class: Blood Hunter

The Order of the First Watch wasn’t always called that, back on its inception it didn’t even have a name, as it was the first and only of blood hunter orders. Before Ghost Slayers developed the ability to bind those without blood, before Lycans surrendered themselves to lycanthropy, the Order of the First Watch focused, simply, on surviving. On fixing the drawback of Hemocraft, or at least dampening it, making the sacrificial loss of life matter not.

Often found as teachers and mentors due to the age of this order, these blood hunters are hard to kill, resilient warriors whose flames can never really be extinguished, only burning stronger after each attempt.

Steel Body

When you join this order at 3rd level, your body has naturally mutated to better resist harm. Your hit point maximum increases by 1, and increases by 1 again whenever you gain a level in this class.

Sanguine Shield

Also at 3rd level, you can use Hemocraft to create a magical shield around you. At the end of a long rest, you create invisible an sanguine shield around you, it has a number of hit points equal to twice your blood hunter level + your Intelligence modifier and it lasts until you finish a long rest. Whenever you take damage not caused by a blood hunter class feature, the shield takes the damage instead. If this reduces the shield to 0 hit points, you take any remaining damage.

While the shield has 0 hit points, it is inert and it can’t absorb damage, but its magic remains. Whenever you expend a use of your Blood Maledict or reduce a creature to 0 hit points, roll your Hemocraft die: the shield regains hit points equal to the number rolled + twice your Intelligence modifier. Beggining at 15th level, the number of hit points the shield regains increases by an amount equal to your proficiency bonus.

Devouring Arcana

Starting at 7th level, you can use your magic to “borrow” the healing of others and use it to your advantage. Whenever a creature other than you regains hit points within 120 feet of you, until the beginning of your next turn, you treat any Hemocraft die of damage not applied to you as having rolled their maximum, and any rolled Hemocraft die of damage you apply to yourself as the minimum amount instead.

Additionally, whenever you regain hit points, the dice for determining how many hit points you receive can be rolled again, taking the higher result.

Blood Curse of Draining

When you reach 11th level, you’ve honed your Hemocraft to directly drain the life essence of your enemies. You gain the Blood Curse of Draining for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of Draining

Prerequisite: 11th level, Order of the First Watch
Once per turn, you deal rite damage to a creature, you may choose to activate this blood curse and have the attack deal extra necrotic damage equal to your level + your Intelligence modifier. You regain hit points equal to the amount of necrotic damage dealt.
Amplify. A creature other than you that you can see within 30 feet of you gains temporary hit points equal to the amount of necrotic damage dealt,

Brand of the Undying Stand

At 15th level, your Brand of Castigation now restores you. Whenever you deal damage to the branded creature, you gain temporary hit points equal to the damage dealt.

Crimson Regeneration

Upon reaching 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. If on your last turn you activated your Crimson Rite or expended a use of your Blood Maledict, you gain additional hit points equal to your Intelligence modifier. You don't gain this benefit if you have 0 hit points.

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