Blood Hunter
Base Class: Blood Hunter

You have been trained, perhaps secretly even to you, to be trained in the ways that best support a Lich. Maintaining an old decrepit tomb, resetting traps, and should any adventurers get too close, be the last line of defense before your glorious undead master.

Rite of Death

When you join this order at 3rd level, you learn the Rite of Death as part of your Crimson Rite feature. When you activate the Rite of Death, the extra damage dealt by your rite is necrotic damage. Additionally, while that rite is active on your weapon, you gain the following benefits:

  • Your weapon turns Bight light within 10 feet of you into dim light, and dim light 10 feet past that into darkness.
  • You have resistance to radiant damage. 
  • When you hit an non-undead creature with a weapon for which the Rite of the Death is active, you roll an additional hemocraft die when determining the extra damage from the rite.

State of Undeath

You manifest an aspect of your master’s frightening power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:

  • While you are transformed, your creature type is considered Undead and you gain necrotic resistance.
  • You gain temporary hit points equal to 1d10 + your Blood Hunter level.
  • Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
  • You are immune to the frightened condition.

You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Additionally, you no longer need to eat, drink, or breathe.

Death's Shadow

At 7th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. In addition, you have advantage on making death saving throws.

Extra Attack

Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

Fight Beyond Death

Beginning at 15th level, the necrotic power that fuels your life allows you to shrug off fatal blows.

Having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws then you still pass on.

Death Perfected

Upon reaching 18th level, you learn to take a part of your soul and store it into an vessel. To create your vessel, it must be an object of tiny size, and you must be in contact with it for the full 48 hour ritual. Should you fail all 3 death saving throws or be killed outright, at the start of your next turn you are remade in the nearest unoccupied space to the object without your gear. The object has 5 HP per Blood hunter level you possess and an AC of 18. Should the object be destroyed, you are unable to be remade and die a permeant death. 

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