Blood Hunter
Base Class: Blood Hunter

The order of the huntmaster is amongst the first of blood hunter orders, more of an informal tradition, originating from far reaching and harsh terrains, when Blood Hunters weren’t organized into orders at all, when they simply were skilled predators capable of harnessing blood magic. 

Able to track beasts and monstrosities with the same impetus and expertise as they do fey, fiends and undead, these Blood Hunters focus on honing their hunting prowess to the highest level, taking advantage of small openings to deal critically important harm at their foes, and able to ascertain these small openings easier than most warriors.

Green Stalker

Beginning when you first choose this order at 3rd level, you have studied the monsters of the untamed wilds as deeply as you have the more obviously malicious magical threats of the world. You have advantage on Wisdom ([Tooltip Not Found]) checks to track beasts or monstrosities, as well as on any Intelligence checks to recall information about such creatures.

Rite of True Accuracy

Also at 3rd level, your blood magic allows you to strike your enemies’ weak points with true accuracy. As long as a weapon you are holding is imbued with one of Crimson Rites, your attack rolls with that weapon score a critical hit on a 19 or 20 on the d20. If you are below a quarter of your hit point maximum, your attack rolls with that weapon score a critical hit on an 18, 19 or 20 on the d20 instead.

Additionally, whenever you score a critical hit with a weapon empowered by your Crimson Rite, you may reroll the damage dice of the weapon once.

Pressure Strike

Starting at 7th level, whenever you strike directly at a foes’ weak points, you leave behind a trace of your blood magic in it. Whenever you score a critical hit against a creature, damage dealt by that critical hit can’t be resisted in any way. 

In addition, the hit creature must succeed on a Constitution saving throw against your Hemocraft save DC. On a failed save, the creature is wounded for 1 minute. A creature can repeat a Constitution saving throw as an Action, mending the injury and removing the mark of Hemocraft.

While wounded, a creature takes necrotic damage equal to one roll of your Hemocraft die at the beginning of each of its turns, its speed is reduced by 10 feet, and the first time on each of its turns that it deals damage, that damage is reduced by one roll of your Hemocraft die. 

The effects of being wounded do not stack with another instance of it, and once a creature uses its Action to mend the injury and remove your mark of Hemocraft, they can’t be wounded again until they finish a short or long rest.

Brand of the Pack

At 11th level, your Brand of Castigation now empowers your hunting prowess. You have advantage on an attack roll against the branded creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Blood Curse of the Wilds

Beginning at 15th level, you’ve honed your Hemocraft to channel the ferocity of the wilds and ensnare your enemies. You gain the Blood Curse of the Wilds for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of the Wilds

Prerequisite: 15th level, Order of the Huntmaster
As a bonus action on your turn, you may choose to activate this blood curse and force a creature you can see within 60 feet of you to succeed on a Dexterity saving throw. On a failed save, they become restrained for 1 minute, or until they use their action to make a Strength (Athletics) check against your Hemocraft save DC. If the creature fails their saving throw, your first attack against them wounds them, as described in the Pressure Strike subclass feature.
Amplify. You can instead target a number of creatures equal to half your proficiency bonus (rounded down, minimum of one) rather of one.

Hunter's Trance

By the time you’ve reached 18th level, you have transformed into an apex predator. Whenever you score a critical hit with a weapon empowered by your Crimson Rite or a creature that you hit with a critical hit in the last minute is reduced to 0 hit points, your next weapon attack scores a critical hit on a 18, 19 and 20 on the d20, or on a 17, 18, 19 and 20 on the d20 if you are below half your hit point maximum.

Additionally, attack rolls with weapons empowered by your Crimson Rite now score a critical hit on 18, 19 or 20 while you are at half your hit point maximum or less, rather than a quarter.

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