Base Class: Blood Hunter
Blood Hunters following the Order of the Revenant reach this path for a number of reasons. Some willingly travel the path when they recognize there is a foe so great that their mortal body will not be enough to bring down the target. Some travel the path because they're inches from death and desperate to see their imagined conquests they trained to completion while finding an escape from death. Some realize this only after taking time to flow through life in confusion, never realizing the reasons why many of their normal activities leave them feeling so unsatiated to the point they discover this fate and have been guided through embracing it.
These cursed blood hunters use their current state to further pursue the tasks they were trained for. When death confronts them, they fight back tooth and nail - their journey will not be ended so soon. Not all blood hunters that follow the Order of the Revenant have one specific target they're determined to bring down to finally pass into the afterlife. There are times where the blood hunter might see the larger picture and know their focus needs to be smaller targets that eventually lead to their main quarry. Other blood hunters even find while they have finally eliminated their target, their strong teachings from being a blood hunter keeps them still bound to the world with the desire to be a grim protector for following generations.
Revenant Form
At 3rd level, you begin to realize your deathless nature as well as the drive of it that directs you towards the solution to eventually find rest. You gain the following features.
- You gain proficiency in Constitution Saving Throws and add an additional +1 hit point per level to your hit point maximum.
- You have advantage on Death Saving throws. A natural 1 on a Death Saving throw doesn't mark an additional failure, and a natural 20 on a Death Saving throw grants you 1d10+1 HP.
- You don't need to eat, drink, or breathe.
- You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
Hunter's Vengeance
At the 3rd level, you have become a creature determined to track and bring down your target with the tenacity of finding targets that lead you to your quarry.
When you use the Hunter's Bane feature, you can spend one use of your Blood Curse as action to pick any target* to gain advantage to Survival and Investigation checks to track and find for up to 24 hours. If the target dies, you can select a new target for your Hunter's Bane, but you must have adequate information to follow a new lead against a new target to continue your search.
Amplify. At any time that you use this as a Blood Curse, you may cast the spell Hunter's Mark once and extended duration of the spell by your Proficiency Bonus+Hemocraft Roll hours.
* Discuss with the Dungeon Master what creature can could be used as an adventure hook for your character tracking to find.
Hunter's Tenacity
At the 7th level, you become far more of a menace towards your opponents that stand in the way of your journey, and when they test it, you become even more of a force of nature because of it.
When you use your Crimson Rite feature you gain resistance to any one of the following for the duration of your Crimson Rite:
- Necrotic damage
- Poison damage
- Psychic damage
You can also gain advantage against effects like charmed, exhaustion, exhaustion, frightened, paralyzed, poisoned, diseased, and stunned as many times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.
Crimson Rite Resistance: Necrotic
When you use your Crimson Rite feature you gain resistance to Necrotic damage for the duration of your Crimson Rite
Crimson Rite Resistance: Poison
When you use your Crimson Rite feature you gain resistance to Poison damage for the duration of your Crimson Rite
Crimson Rite Resistance: Psychic
When you use your Crimson Rite feature you gain resistance to Psychic damage for the duration of your Crimson Rite
Brand of Retribution
At the 11th level, your Brand of Castigation fills its target full of dread and hopelessness to escape you.
Your Brand of Castigation reduces the target's movement speed by half, and causes the first attack made against you by the branded target to be at disadvantage if you're within 5ft of them.
Additionally, you can use a reaction to take half damage against any effect the target inflicts on you and add your hemocraft die to the damage your Brand of Castigation deals back the target.
Blood Curse of the Vengeful Glare
At 15th level, your journey into the deathless has unlocked the haunting glare of a revenant that is able to paralyze a target with fear and potentially locking them to seal their fate, or to flee in terror should they find the small sliver of hope to escape their fate against you.
You gain the Blood Curse of the Vengeful Glare for your Blood Maledict feature. This doesn't count against your number of blood curses known.
Blood Curse of the Vengeful Glare
As an action, target one creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failure, the target is stunned until you deal damage to it, or until the end of your next turn. When the stun ends, the target is frightened of you for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see you, ending the frightened condition on itself on a success.
Amplify. The target must make a DC Wisdom saving throw or is paralyzed until you deal damage to it, or until the end of your next turn.
Restless Purpose
At the 18th level, your transformation to being a Revenant is now your eternal curse. There is nothing that will stop you from fulfilling your desires as an undead creature hellbent on revenge.
You gain immunity to effects that turn undead. Similarly, when your character dies, during the next long rest you are revived at half Hit Points.
You take a -4 penalty to all Attack rolls, Saving Throws, and Ability Checks. Every time you finish a Long Rest, the penalty is reduced by 1 until it disappears.
Additionally, at the start of each of your turns, you are able to regain HP when you are below half health. If you start your turn with half HP or less (but have at least 1 HP), you regain 3+your Constitution Modifier (min 1) HP.
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