Blood Hunter
Base Class: Blood Hunter

The Order of the Heartless is a comparatively unknown and obscure order, even within the already obscure ranks of demon hunters and fey trackers.
Originally devised as a punishment that fell out of tradition, the Order of the Hearless draws inspiration from an inevitable death. In years past, criminals with particularly heavy charges were not only sentenced to death, but made to endure that death for decades after they expired. With arcane rituals walking the fine line between holy and heretical, a criminal's heart was killed within the body and left to rot. The criminals organs followed soon after, as did their outwards appearance. Their minds, however, were kept intact and functioning as their bodies withered and decayed, left in forgotten institution wings that were bricked up to prevent pestilence.

Founded by the Order of the Ghostslayer after a particularly bloody crusade against necromancy, the Heartless are those charged with crimes beyond salvation and doomed to die. Given a choice between excecution and becoming a Blood Hunter, many still choose death- at least then they may die on their own terms. Indeed, the order of the Heartless are designed as an easily controllable order, able to be subjugated should they turn against other Orders or betray their oaths. The Heartless are regularly culled should any member grow to be too strong, as they are seen more as a punishment and a way to atone rather than a true Blood Hunter order. The Heartless are considered among the weakest of any Blood Hunter order, but also among the most necessary- taking commissions that more valuable orders cannot afford to risk and serving as expendable fodder to fill out ranks in large-scale crusades.

The Heartless are the closest to becoming what the Blood Hunters seek to destroy.
For this reason, they are among the most knowledgable undead subjugations- and the most feared and distrusted by the public.

Dead Man's Boon

Starting at 3rd level you are considered an undead creature type in addition to your default creature types. You gain advantage on constitution saving throws against poison and gain resistance to poison damage. Additionally you no longer need to sleep, eat, drink or breath, instead of sleeping you can take 4 hours of inactivity to gain the benefits of a long rest.

Rite of the Revenant

When you join this order at 3rd level, you learn the Rite of the Revenant as part of your Crimson Rite feature. When you activate the Rite of the Revenant, the extra damage dealt by your rite is necrotic damage. Additionally, when this rite is activated creatures within 10 ft. must make a WIS saving throw. On a failiure, targets are frightened of you for 1 minute. Creatures can attempt another saving throw at the end of their turn.
While this rite is active, your attacks ignore resistance to necrotic damage. Creatures that have immunity to necrotic damage are instead treated as having resistance.

Unending Fight

Upon reaching 7th level, if an attack would bring you to 0 hitpoints, you may instead immediately roll a death saving throw.
If you succeed this saving throw, you instead drop to 1 hitpoint.
If you instead fail the saving throw (which does not count towards your three death saving throw failiures) you fall to 0 hitpoints and have advantage on your next death saving throw.

If the triggering damage was a critical hit or radiant damage, you immediately drop to 0 hitpoints and do not roll a death saving throw to stay standing.

You can use this feature a number of times equal to your Proficiency modifier. You regain all expended uses when you finish a long rest.

Brand of Mortality

Starting at 11th level, your Brand of Castigation leeches the vitality of those afflicted. Whenever you hit a creature with a weapon for which you have an active crimson rite, and you have at least 1 hitpoint but fewer than half of your hitpoint maximum, you roll an additional hemocraft die and gain hitpoints for the amount rolled. Additionally, branded creatures have disadvantage on constitution saving throws.

Blood Curse of the Weeping Heart

At 15th level, you hone your hemocraft to sunder the hearts of creatures and remind them of their weaknesses. You gain the Blood Curse of the Weeping Heart for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Into Eternity

Upon reaching level 18, you are considered something beyond undead, gaining sway over fate and forgetting mortal weakness. If you have one or more Crimson Rites active:
- You are immune to poison damage and cannot be poisoned.
- You gain advantage on death saving throws.
- You immediately return at 1 hitpoint when you would be stabilized through any means.

Additionally, once per long rest, instead of dying after failing three saving throws, you may immediately return at 1 hitpoint.

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