Blood Hunter
Base Class: Blood Hunter

The first member of this forbidden order was the product of an exorcism gone wrong. The ghost possessed the ghostslayer and wrecked havoc in towns until the ghost was exorcised. Many hundreds of years passed and ambitious blood hunters believed they could control the power ghosts gave them. Binding ghosts to their own souls with hemocraft arts the order of the fallen exorcist was created. Many other blood hunters see this order as extremist and taboo believing the fallen meddle too much with the powers they seek to destroy however their power and mastery of the hemocraft arts is undeniable.

Rite of the dusk

When you join this order at 3rd level, you learn the Rite of the Dusk as part of your Crimson Rite feature. When you activate the Rite of the Dusk, the extra damage dealt by your rite is force damage. Additionally, while that rite is active on your weapon, you gain the following benefits:

  • As an action your weapon can snuff out all non magical light sources within 20ft and exudes dim light in a 20 ft radius.
  • You cannot be charmed or frightened
  • When you hit a charmed creature with a weapon for which the Rite of the Dusk is active, you roll an additional hemocraft die when determining the extra damage from the rite.

Curse Specialist

Starting at 3rd level, you learn to master blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.

Aether Walk

Upon reaching 7th level, at the start of your turn, you can magically step into the veil between the planes as long as you aren’t incapacitated. You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object.

This feature lasts for a number of rounds equal to your Hemocraft modifier (minimum of 1 round). If you are inside an object when it ends, you are immediately shunted to the nearest unoccupied space and you take force damage equal to twice the number of feet you moved.

Once you use this feature, you must finish a short or long rest before you can use it again. You can use Aether Walk twice between rests starting at 15th level.

Brand of Possession

Starting at 11th level, your Brand of Castigation weakens a creatures resolve , leaving them vulnerable to your ghosts possession. Whenever you brand a creature with your Brand of Castigation you can force the creature to make a charisma saving throw against your Hemocraft dc. If they fail your ghosts possesses the target. The ghost uses the ghost stat block below and the target is possessed by the ghosts possession effect. 

 

 

Ghost

 

 

Traits

Ethereal Sight: The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement: The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Withering Touch: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.

Etherealness: The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Horrifying Visage: Each non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

Possession (Recharge 6): One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.

The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost returns to your body.

 

 

Blood Curse of the Fallen Exorcist

At 15th level, you hone your hemocraft to emulate the ghost possessing your body. You gain the Blood Curse of the Fallen Exorcist for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of the Fallen Exorcist 

As a bonus action, you choose one creature you can see within 30 feet of you, the target must make a charisma saving throw. On a fail the target creature is charmed by you or frightened of you (your choice). A creature charmed by this feature follows your commands (no action required) on its turn and is incapacitated otherwise. The effects last for a number of rounds equal to your hemocraft modifier

Amplify. You can effect a creature that would normally have immunity to being charmed or frightened.

Ethereal transfusion.

Your ghosts ethereal qualities are permanently branded into your being. You gain the etherealness and ethereal sight features from your ghosts statblock.  

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