Blood Hunter
Base Class: Blood Hunter

Blood Hunters from the Order of the Claw have endured years of complex, and strict training. They do not hide behind blades, armor, shields, or arrows but instead take the fight directly into hand-to-hand combat with their targets. This order brings the most direct, and physical approach compared to any other order. A body honed to maximize itself, stepping outside the normal augmentations and changes the other orders have. This order is about giving all you have to the cause, to fighting until there is nothing left. In their own way, they too have come just as fierce as the monsters they hunt.

Practiced Defense

Years of intense study have allowed you to have a quick mind that adapts as the battle does. Your knowledge of fighting and weaknesses allows you to use the best weapon you have in battle, your mind. Drawing from your battle-drawn intelligence, you can fight as if you were armored. 

Beginning at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Hemocraft Claws

At 3rd level, your practice of the hemocraft arts has allowed you to encase your body and weapons with magic. 

gives you mastery of combat styles that use unarmed strikes and Order of the Claw weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy properties.

You gain the following benefits while you are unarmed or wielding only Order of the Claw weapons and you aren’t wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon.
  • You can roll a hemocraft dice instead of the normal damage of your unarmed strike or weapon. This die changes as you gain Blood Hunter levels as shown below in the class chart.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stillness of Mind

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened

 

Brand of the Lone Combatant

Upon reaching 11th level, your Brand of Castigation feature muddies the mind of your target, you are its truest foe. A creature branded by you has disadvantage on attack rolls against any creature but you.

Path of the Bloody Claw

The path of blood and fighting before you has allowed you to gain a fraction of the vitality of those slain by your hands. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your blood hunter level.

Blood Curse of the Monster Slayer

Starting at 18th level, you learn to siphon the life energy from your fallen prey. You gain the Blood Curse of the Monster Slayer for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

 Blood Curse of the Monster Slayer: 

Prerequisite: 15th level, Order of the Mutant

As a bonus action, you curse a creature that you can see within 30 feet of you, chains made of your hemocraft magic constrict it's body tightly. The creature is considered grappled. The cursed creature can make a Wisdom saving throw at the end of each of its turns, ending the curse on itself with a success.

Amplify. The cursed creature takes 4d6 force damage when you inflict this curse as the monster is squeezed by your magical chains, and it takes this damage again each time it fails a Wisdom saving throw to end the curse.

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