Base Class: Blood Hunter
Those under the banner of the Blackened soul have been destined for it, either by an event that left their soul tainted or a cursed birth they have scars on their soul, scars that they use as weapons against those who would harm their allies and as tools to destroy their enemies.
Aura of Malice
At 3rd level when you choose this order, as a bonus action you may take an amount of damage up to a total of your level + proficiency modifier, until you fall unconscious or end the effect you exude an aura of malice, any creature that ends its turn within 15 ft. of you is considered affected by your aura of malice until the end of their next turn. those affected by the aura make saving throws against being frightened at disadvantage, additionally whenever a creature affected by the aura takes damage, they take additional damage equal to the number of damage you took when beginning the effect.
Soul of Iron
At 3rd level when you choose this order, you, like your soul are unphased by the horrors of this world, and many others, you are immune to fear and magical sleep effects, and you have advantage against being charmed or paralyzed. additionally after being affected by a spell, you have advantage on the first attack you make on the caster of the spell
Soulpowered Rite
Starting at 3rd level, your weapon becomes a conduit for the power of your soul. When you attack with a weapon with an active crimson rite, your aura damage is doubled, additionally, on a critical hit the creature is frightened of you, and you may make another attack against any creature within your aura as a free action immediately moving adjacent to them.
Empowered Aura
Starting at 7th level, when you end your turn you may immediately teleport to any space within your aura, if the space is occupied by another creature or wall they are pushed 5 ft away from your starting position. additionally, when you do this as many times as your proficiency modifier you may make a melee weapon attack against an adjacent creature.
Power of the Aura
At 7th level, you gain complete knowledge and power within your aura, while your aura is active you have advantage on intimidation, persuasion, and insight checks within your aura, you also gain blindsight of 15 ft., additionally, any magical item that spends longer than 24 hours within your aura is known to you along with a general knowledge of its effects.
Aura Mark
Upon reaching 11th level, your Aura has a grip of its own, when a creature within your aura takes damage it is marked, attacks that target a marked creature are made at advantage. when a creature leaves your aura it is no longer marked.
Aura Control
At 15th level, Your power within your Aura is nearly absolute, you may exclude creatures up to half your proficiency modifier from the effects of your Aura by taking half the damage you took upon the auras activation.
Inescapable Void
Starting at 18th level, when a creature enters your aura, they must make a DC 8 + proficiency + Charisma Modifier, on a failed save they are immediately frightened of you until they exit your aura. additionally, the first time each day a creature tries to exit your aura, as a reaction you may immediately teleport adjacent to them and make a melee attack.
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