Blood Hunter
Base Class: Blood Hunter

The Order of the Next Dawn is the path the cursed or ill-fated take that are unwilling to accept the hand that was delt to them by fate. The supernatural always manage to cross paths with Blood Hunters of this order, whether the peculiar are drawn to them, or their adventures unintentionally lead them towards the peculiar. 

Their hemocraft is defined by their willingness to survive, and the effort they invest to rally others to survive seemingly impossible odds with knowledge and resources. Their misfortune to naturally lure the supernatural towards them promote the hunters to become experienced experts in knowledge against celestials, demons, undead, elementals, or other interlopers of the material plane. 

Monster Knowledge

When you join this order at the 3rd level, you training leads you to always encounter a number of odd things, and your survival against it has often been from having a vast knowledge of various lifeforms and how to potentially slow them down in a pinch. 

You gain proficiency in Arcana, History, Nature, or Religion. 

At the start of combat, make a 10 DC intelligence check against an enemy to roll your hemocraft dice and reduce the creature's initiative result by the hemocraft roll. For every 5 points you exceed the intelligence check, you may affect another creature of the same type. You can use this ability as many times equal to your proficiency bonus and regain all uses of it after a long rest.

  • Arcana (Int) Check: Aberrations, Constructs, Elementals, Fey, and Monstrosities
  • History (Int) Check: Giants and Humanoids
  • Nature (Int) Check: Beasts, Dragons, Oozes, and Plants
  • Religion (Int) Check: Celestials, Fiends, and Undead

Survive the Night

Starting at the 3rd level, you know how to guide people to survive impossible odds, and you're willing to share as much of your knowledge, resources, and vitality to empower others to survive to see the next dawn as well.

When you use your Crimson Rite, you can choose to grant a number of targets equal equal to your hemocraft die result +1 damage and change the damage type of their weapon to the Crimson Rite's damage type. If you select yourself with this, you add the bonus damage to the minimum damage your Crimson Rite damage can do (Example: Level 5 the minimum damage your Crimson Rite would do is 3 damage).

At level 5 this changes to a +2 bonus, level 11 a +3 bonus, level 17 a +4 bonus.

Only the Dead Rest

Upon reaching 7th level, you are tireless and live a life capable of maximizing the amount of rest you can gain with short amount of times given. 

You have advantage against exhaustion and magic can't put you to sleep. You only need 1 hour of uninterrupted sleep for a total of 4 hours a day to gain the same benefit of a long rest others would from 8 hours of sleep.

Additionally, as an action, you can remove a point of exhaustion. Once used, this ability can't be used again until the next dawn.

Brand of Castigation - Brand of Ill-Omens

Starting at 11th level, Your Brand of Castigation marks your enemies with their approaching doom by exposing their weaknesses to others. Your Brand of Castigation cause anyone with your Crimson Rite feature to gain the bonus granted from it to be added to their attack rolls against the branded target.

Additionally, a branded target does not get to make attacks of opportunity against targets under the effect of your Crimson Rite feature.

Blood Curse of the Resolute

At the 15th level, you know any big threat often has saved one cataclysmic move ready when they need an advantage or when they need a spiteful last stand, so you've learned how to manipulate your hemocraft to null these attempts.

You gain Blood Curse of the Resolute for your Blood Maledict feature. This doesn't count against your number of blood curses known.

Blood Curse of the Resolute

As a reaction, you gain advantage on any saving throw. If it is a saving throw to take only half damage, you take no damage if you succeed, and only half if it fails.

Amplify. You also lower the save DC for anyone that needs to make the saving throw by your hemocraft die result

Brand of Castigation - Branded for the Hunt

At the 18th level, you have turned your fate, where you were cursed to the supernatural finding you, you are the one that is drawn to hunting and eradicating all traces of it wherever it plagues others. You can move your Brand of Castigation from one target to another if the targets share a creature type and you succeed an Intelligence ability check of 14 related to their creature type. For each target beyond the first you move the Brand of Castigation, the DC increases by +2.

  • Arcana (Int) Check: Aberrations, Constructs, Elementals, Fey, and Monstrosities
  • History (Int) Check: Giants and Humanoids
  • Nature (Int) Check: Beasts, Dragons, Oozes, and Plants
  • Religion (Int) Check: Celestials, Fiends, and Undead

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