Blood Hunter
Base Class: Blood Hunter

From the outside, the Order of the Bloodhounds is simply a set of bounty hunters who work for coin and reputation. From the inside however, it’s a bit more complicated. A small sect of the original practitioners of hemocraft and hemomancy saw the paths the other bloodhunters were taking and split off into the underground of towns all over. In their time underground, well aware of the public’s opinion of blood magic, they began to use it for good. More importantly, they shifted focus from revenge and hate, to protection and penance. Soon after they were established, members of the order were found to be operating as private detectives, or freelancing truth-seekers; helping the towns in countless ways by solving crimes, studying secrets, cracking long forgotten glyphs and sigils. The Order however has only grown slowly, as most bloodhunters have found the pursuit of monsters and creatures of the night that other Orders offer to be more enticing. This led to the Order finding themselves in a position of speciality and high skill in interrogation, detective-work, and blood magic, thus making them invaluable in lifting veils of any sort.

Rite of Truth

When you join this order at 3rd level,  you gain the ability to force the magical essence of truth into the blood of a creature that is grappled or restrained by any source. The creature must make a Constitution saving throw. On a failed save, for up to one minute, the creature is under the same effects as a centralized Zone of Truth: An affected creature can't speak a deliberate lie while held, and you know whether the creature succeeds or fails on its saving throw.An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

Astute Senses

While not incapacitated, you can gain advantage on a perception or investigation check a number of times equal to your proficiency modifier per long rest.

Ethereal Memory

Upon reaching 7th level,  

Once per day, you may meditate for 1 minute, and allow your mind to drift into the ethereal plane. While in this state you are capable of seeing events into the past, regardless of whether or not you saw it when it happened. No faces are clearly visible, but features can be discerned and on a DC 13 wisdom or intelligence check, faces can be recognized.

Each footfall from the event is also tracked here. However, if focused on, the footprints of a certain participant will begin to glow over the others. While in this form you can travel up to 30 ft from your body, but any further will break the tether and deal 1d10 psychic damage.

Ethereal Memory

Upon reaching 7th level, 

Once per day, you may meditate for 1 minute, and allow your mind to drift into the ethereal plane. While in this state you are capable of seeing events into the past, regardless of whether or not you saw it when it happened. No faces are clearly visible, but features can be discerned and on a DC 13 wisdom or intelligence check, faces can be recognized.

Each footfall from the event is also tracked here. However, if focused on, the footprints of a certain participant will begin to glow over the others. While in this form you can travel up to 30 ft from your body, but any further will break the tether and deal 1d10 psychic damage.

Brand of Persistence

Starting at 11th level, when you hit a creature with a weapon that has an active rite, you deal an extra {{scalevalue}} damage from the active rite. Your Brand of Castigation exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite feature.  Every second attack on the creature gains a +2 to attack and damage rolls until the brand fades or the creature dies.

There is no way (to the creator's knowledge) to code this properly into dndbeyond, so dicuss this with your DM if you gain this feature at any point. Thank you!

Blood Curse of Penance

At 15th level, you hone your hemocraft to violate the sanctuary of the mind and to use the regrets and malice within to harm the bearer of this knowledge. You gain the Blood Curse of Penance for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of Penance

As a bonus action, you may touch a sentient creature and psychically invade the depths of their mind. I'm doing so, you begin to rend their mind from the inside out, forcing the creature to make a constitution save. On failure, the creature takes 10d10 psychic damage, and half as much on a success.

Amplify. Amplifying this also frightens the target for one round on a failed save and removes a reaction for one round on a success.

Objective Oriented Ontology

At 18th level, If you are reduced to killed in combat or by a trap, you are brought back to life after one minute. During this minute, you meet with an entity (up to dm's descretion), and are allowed to state your quest or goal. They offer a condition or seperate quest (up to dm's descretion), and you are allowed to choose which one. After being revived, you have seven days to complete the original quest with the condition, or complete the new quest. If you die again during these seven days, you are revived after one minute to your maximum health. However, your maximum health reduced by 15 each time. If the quest isn't completed within the seven days, your spirit is purged from your body, and you are unreviveable by any means.

There is no way (to the creator's knowledge) to code this properly into dndbeyond, so dicuss this with your DM if you gain this feature at any point. Thank you!

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