Base Class: Blood Hunter
A resisted demon, rather than a rescinded demon, is that which is damaged, destroyed, or blocked during a processes of recension. While a demon is usually wounded in the process of resistance, occasionally the demon is not; however, this is exceptionally rare, to the point that only about 18 devils and demons have been capable. Among these being Draktov, the demon of now-emperor Tannem; a demon that was previously blocked by a young Chaemira sa a Lahgenau
Crimson Gift and Blackened Blood
Crimson Gift:
Your crimson rite is much more intrinsic to your nature than with most blood hunters. On the same turn you activate your crimson rite, you may activate a blood curse.
You may also mix an amplified curse with your rite; if you choose to do so, the affect of your blood curse is instead intrinsic on your ability to damage your opponent. The curse is considered amplified; treat the amplification as normally.
Blackened Blood:
You gain 1 Hit Point per level in Blood Hunter; Additionally, you have a conduit in which your hemocraft die is needed in order to improve yourself as a blood hunter.
This conduit (say, for Tannem; the Draktov Blades) grant the same bonus for each expansion; increasing the die level of your hemocraft die (1d6, 1d8, 1d10, 1d12, 1d12+2, 1d12+4, etc., to a maximum of 2d12) by 1, and granting you an additional blood curse; you start with another blood curse, given that you have already experienced this conduit before.
Demonic Resistance: Power from Pain
Now you didnt Rescind the demon, but it's still not all that bad.
After any turn where you take damage, even your own, you may gain Power from Pain equal to your hemocraft die+ modifier, granting you bonuses in combat. You may do this thrice within a round; not counting your turn:
The maximum number of points is equal to (max hemo die+mod)*5
1. 10 points: Dash as a bonus action, you also crit. on 19 or 20 on targets affected by a hex or blood curse.
2. 20 points: +1 AC; Advantage on STR saves involving being knocked down, prone, or otherwise moved
3. 40 points: Your crimson rite damage does +2 of its element type.
4. 65 points: You can use your reaction from a missed attack to preform a ready action; meaning your next attack will have advantage, and add an additional +1 to AC.
5. 90 points: Advantage on CON saving throws involving spells
6. 120 points: Rite damage heals you
At level 18, your max. points increase to (max hemo die + mod) *8, and more point features can be used. You may also gain Power from Pain via this standard route an additional time within the round:
1. 150 points: You may spend 20 points to grant advantage on all combat-related rolls against Branded or blood-cursed target
2. 180 points: you may spend 30 points to grant advantage on all combat-related rolls for two allies for their next turn
Red Maledict
Due to your inherent devilish nature, you take half damage from using a blood curse. Additionally, you increase the hemocraft save DC by 1 per every landmark feature of the subclass. You can use your blood maledict 1 additional time.
Antagonize
Your aura seeths hatred in you specifically for your enemies. From 10 feet out, you may use your reaction when an enemy uses a melee attack against an ally. That enemy will instead target you. You have resistance to the first damaging attack. You also gain pain points equal to the amount of damage you take in this first damaging attack; if no damage is dealt, you may immediately attack the opponent in melee with an unorthodox strike (unarmed, may stun the target or lower their guard).
Additionally, if you did damage to that target in a turn prior to this one (same round), this ability does not take a reaction.
You may use this a number of times equal to the number of blood curses you have.
Health of the Narzugon
Twice per long rest, you may beseech the health of your devilish blood. This blood can then repair flesh and skin:
You heal a number of hitpoints eqaul to your hemocraft die + hemocraft modifier.
Brand of Evisceration
At level 11, your Brand of Castigation adds a symbol of your namesake into your target. That target loses any resistances or immunities they have to any of your attacks; additionally, every successful hit with a physical weapon against the target reduces their AC by 1 for 30 seconds per success, to a maximum of -4.
Hellfire Rite
When you activate your crimson rite of flame, you may choose to amplify it (taking double rite damage); if you do so, the rite only lasts for a minute, but you may add your rite die on to-hit rolls.
Hellfire Steed
At level 18, you may call upon a battle steed (CR 6 or less) of flame and cinders. This must be a relatively unintelligent creature so that you have control over it. This creature lasts 2 hours, but will cease to exist after any combat until a long rest.
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