Blood Hunter
Base Class: Blood Hunter

The Order of the Reapers charges itself with the utter eradication of its enemies. Reapers act as death's foot soldiers and mortal delivery service, offering up souls to the afterlife. They are so steeped in the essence of death, they are able to extend their own life to continue their mission to reap souls. They are merciless and implacable in this duty.

Reaper Resistance

At 3rd level, you learn of the Reaper Resistance feature.
You cannot die unless you have fail all your death saving throws. Any effect that would kill you, when you do not have failed all of your death saves, instead reduces you to 0 hit points. Damage from a critical hit while at 0 hit points and rolling a 1 on a death saving throw now only count as one death saving throw failure.

In addition, you are proficient with heavy armor, and while you have an active crimson rite, you gain resistance to that damage type.

The Art of Soulbinding

At 3rd level you learn The Art of Soulbinding.

When you hit with a melee weapon attack, or a creature fails its saving throw against your Blood Maledict feature, you can choose to bond to the target if it is within 60 feet of you. You can also harmlessly bond to a willing creature within your reach as an action.

While bound, you and the target cannot move farther than 60 feet away from each other and can read each other's surface thoughts. The bound creature takes an additional hemocraft die of damage when it is struck by your Crimson Rite feature.

It's much like a tether, it vanishes once you've been knocked unconscious, the target is unconscious or dead, or if forced movement makes them leave the 60 feet area.

Creeping Death

At 7th level, you learn to journey through terrible shadow, with some help being an emissary of death itself.
You can teleport up to 30 feet to an unoccupied location that you can see as a bonus action, upon doing so you gain advantage on your attacks for the rest of this turn. You also gain expertise in Dexterity (Stealth) checks, and your armor, if any, no longer imposes disadvantage on Dexterity (Stealth) checks.

You can use this as many times equal to your proficiency bonus before needing to short rest.

Brand of the Death Watcher

At 11th level, your Brand of Castigation grants insight and boons over a creature's death.
Brand Of the Death Watcher can only be active on tethered creatures.

You know the maximum and current hit points of a branded creature, as well as any curses or diseases it is afflicted by or any benefit it currently has that allows it to return to life such as the clone spell or a phylactery.

In addition, when a branded creature is reduced to 0 hit points, you gain temporary hit points equal to your blood hunter level plus your Hemocraft ability modifier.

Blood Curse of the Reaper's Mask

You can use your own blood to transform into a fearsome facsimile of death incarnate. You gain the Blood Curse of the Reaper's Mask for your Blood Maledict feature. This doesn't count against your number of blood curses known.

Blood Curse of the Reaper's Mask. As an action, your visage momentarily becomes one of undeath although the exact description is up to you, such as skeletal and gaunt, decayed and infested with maggots, or twisted and spectral. Each creature within 10 feet of you, must make a Wisdom saving throw against your hemocraft modifier save DC. On a failed saving throw, the targeted creature is frightened for up to a minute. Creatures affected by this ability cannot be immune to the frightened condition unless they succeed the saving throw.

A frightened creature makes a Wisdom saving throw against your hemocraft modifier save DC, at the end of each of its turns, ending the effect on a success. Once a creature succeeds on a Wisdom saving throw against this effect, it is immune to being frightened in this way for 24 hours.

Amplify. A creature takes an extra 5 cold and 5 necrotic damage, every time it takes damage from yourself or another creature which you are bonded to, and its movement speed is halved.

Aspects of the Deathless

At 18th level, you gain the Aspects of the Deathless.

You can ignore the normal requirements for life. You no longer need to breathe, drink, eat, or sleep, although you still must rest to gain the benefits of a long rest and for every 10 years that pass, your body ages only 1 year.

Merciless Reaping

Also at 18th level, the power of Merciless Reaping fuels you.

You resist approaching death and spur it on in others. You can add your proficiency modifier to death saving throws.

When a creature dies within 30ft from you, you regain hitpoints equal to your proficiency modifier times by your hemocraft dice size, and you may immediately make one weapon attack against a target within your range.

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