Blood Hunter
Base Class: Blood Hunter

All the others are soft. They feel free with their health, to use it as they see fit. They do not understand what it means to be truly injured, between life and death. 

Crimson Rivers Flow Forth

Through pain and dire need, you learn to heighten your control over your powers. Once you reach 3rd level, whenever you’re below a quarter of your hit point maximum, any hemocraft die you roll rolls the maximum result. Also, when you activate a Crimson Rite, you can choose to suffer one extra die of damage to gain resistance to all nonmagical bludgeoning, piercing and slashing damage until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus, and regain expended uses when you finish a short or long rest.

Power From Pain

Your body becomes nothing more than a conduit for the Hemocraft magic flowing through you. You are able to gain uses of your Blood Maledict feature when you lose more than half of your hit points in a single attack. This improves to a third at 7th level and a quarter at 11th level.

Infinite Injury

As a bonus action, you gain the ability to injure yourself in order to gain uses of your Blood Maledict feature. You may take away the use of any of your limbs, losing the use of that limb. You gain one use of your Blood Maledict. When you have run out of limbs, you may cause critical damage to yourself through head or chest. You gain two uses of your Blood Maledict, immediately using them and falling unconscious for 1d4 hours plus a long rest. Whenever you take a long rest, you regain the use of one of your limbs automatically. If you roll above an 11 on a d20, you gain back the use of a second limb. You wake up in a pool of blood wherever you slept. 

Brand of Subversion

When a creature you can see regains hit points, you can expend your reaction to instead make them gain no hit points, and you regain the amount they would have healed.

Blood Curse of the Lifestream

At 15th level, you’ve learnt to fully perceive blood as a stream of life energy that can flow anywhere, and how to direct it and subjugate it to your identity. You gain the Blood Curse of the Lifestream for your Blood Maledict feature. This does not count against your number of blood curses known.

Blood Curse of the Lifestream

As a bonus action, you appoint a creature to relinquish its blood to you. Choose one creature within 30 feet of you: the target suffers necrotic damage equal to the roll of four hemocraft dices, and you regain a number of hit points equal to the damage taken.

Agony Cries Out

At 18th level, you’ve learnt to endure all pain and feast rapturously on its adrenaline. Whenever you are reduced to 0 hit points, even if the hit would have killed you outright, you can choose not to fall unconscious, but you’re still dying and have to make death saving throws as usual. While this feature is active, and you take the attack action, you can make one additional attack for each death saving throw you failed. You cannot use this feature again until you finish a long rest.

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