Blood Hunter
Base Class: Blood Hunter

Having been brought to the brink of death, members of the Order of the Bloodstained are familiar with the depths of purgatory. Having concocted a far stronger Hunter's Bane than that of what the other Orders possess, members of this Order undergo a process known only as The Bleeding, a brutal process few survive. Those that do find themselves bonded to death in a way that most others cannot begin to comprehend.

Rite of the Scorched

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

  • When you deal acid damage against a creature that is wearing armor, you may apply a -1 penalty to their AC. This effect is increased to -2 upon reaching level 10, to -4 upon reaching level 14, and to -6 upon reaching level 20.
  • When you deal acid damage against a creature that is wearing armor, you may force them to take 1d4 acid damage at the end of their turn. This effect is increased to 1d6 upon reaching level 10, to 1d8 upon reaching level 14, and to 1d10 upon reaching level 20.

Affected creatures may use an action on their turn to make a medicine check against your hemocraft save DC to remove this effect. This effect can also be cured by casting Lesser Restoration on the affected creature.

Whispers of the Damned

Starting at 3rd level, you instantly know when a creature within 500 feet of you dies. For this feature to take effect, the dying creature must have blood. Upon sensing the death of this creature, you may choose to take necrotic damage equal to one roll of your hemocraft die, allowing you to know who the creature was, where exactly it died, and who killed it. This damage can’t be reduced in any way. This feature is extended by an additional 500 feet at 14th level.

Additionally, you may cast the Speak with Dead spell at will without expending a spell slot and without material components. You may cast this spell three times per short rest or long rest.

Shift of the Fallen

At 7th level, when a creature within 500 feet of you dies, you may choose to take necrotic damage equal to one roll of your hemocraft die as a reaction. This damage can’t be reduced in any way.

When you take this reaction, you teleport to a random unoccupied space within 5 feet of the creature. You may then make one attack against a creature you can see.

This feature is extended to 1,000 feet when you reach 18th level.

Phantasmal Bond

Starting at 11th level, your connection to the Ethereal Plane grows stronger. Once per long rest, you may call upon spirits to help protect you as a bonus action. Summon 2d4 specters. Their alignment is Neutral. Any creature that moves within 10 feet of you or starts their turn within 10 feet of you must make a Wisdom saving throw against your hemocraft save DC. On a failure, they take 1d10 psychic damage for every spirit you have within 10 feet of you and are frightened of you until the start of their next turn. They take half as much and are not frightened on a success. As a bonus action on your turn, you may send a spirit out 30 feet in a straight line. Any creature hit by the spirit takes 2d8 psychic damage. The spirit stays where it was sent to until you move within 10 feet of it or call all your spirits back to you with a bonus action.

If any of your spirits are destroyed, you take necrotic damage equal to one roll of your hemocraft die. This effect ends if all your spirits are destroyed, if you move more than 100 feet away from any of the spirits, or until an hour has passed.

You may call an additional 1d4 specters upon reaching 16th level.

Blood Curse of Banishment

Upon reaching 15th level, you have connected deeply with the spirits of the Ethereal Plane and can harness their power to use against your foes. You gain the Blood Curse of Banishment for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of Banishment

Prerequisite: 15th level, Order of the Bloodstained

As a bonus action, you curse a creature to the Ethereal Plane. They must succeed on a Wisdom saving throw or take 2d6 force damage and be banished to the Ethereal Plane until the start of your next turn. This curse does not affect beings already on the Ethereal Plane.

Amplify. You may target two additional creatures to be affected by this curse. Affected creatures take an additional 1d6 force damage upon a failed save.

Brand of Punishment

At 18th level, your Brand of Castigation now carries the weight of dying souls. For every 15 feet the branded creature moves, it must succeed a DC 8 Wisdom saving throw or take 1d4 psychic damage. If the branded creature attempts to make an attack against a creature other than you, it takes 1d6 psychic damage and must roll a Wisdom saving throw against your hemocraft DC. On a fail, it takes an additional 1d6 psychic damage and the attack misses.

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