Blood Hunter
Base Class: Blood Hunter

You have researched the behaviors of many creatures, and you have gotten a grasp on what motivates them. You have the ability to form a Blood Bond with a creature and impart your Hemocraft onto them.

Combat Knowledge

The hunting knowledge from your Hunter's Bane (Fey, Fiends, and Undead) has expanded to include Beasts and Dragonkin (Includes dragon-like creatures but not Dragons themselves). This means you have advantage on Intelligence checks made to recall information about these creatures as well as advantage on Survival (WIS) checks made to track them.

Rite of the Neurotoxin

When you join this order at 3rd level, you learn the Rite of the Neurotoxin as part of your Crimson Rite feature. While the Rite of the Neurotoxin is active, your rite doesn't deal additional damage on its own. However, until the start of your next turn, each time the creature casts a spell or targets you with a melee attack, it takes Poison damage equal to a roll of your Hemocraft die. This damage occurs before the attack would hit you.

Imparting Ritual

You impart your hemocraft onto a creature within 30 feet of you whose type is listed in your Combat Knowledge feature, attempting to form a Blood Bond with the target.

The creature must roll a saving throw matching the type of the stat associated with your Hemocraft modifier, DC of which is equal to 10 plus your Hemocraft modifier (minimum of 1). If the creature fails, you have advantage on saves made to maintain concentration concerning this feature. If it succeeds, you do not gain advantage. The creature is fully aware of what you are doing and will quite possibly try to stop you.

Your speed is halved during the ritual. Taking any action other than maintaining the Blood Bond will require you to roll to maintain concentration. If you survive while holding concentration on the Blood Bond for 5 rounds, the Blood Bond is complete and the creature becomes your companion. You can teach the creature to understand one language that you know over a long rest, provided that its Intelligence is a 4 or higher, or a 6 or higher to also be able to speak the language.

Your companion shares your initiative and takes its turn after yours in combat. You can also issue a command to your companion as a bonus action on your turn. You can control the creature as long as it understands a language you know and its Challenge Rating is within 1/4 of your Blood Hunter level. Otherwise, it is instead controlled by the DM and is not inherently bound to following your commands, regardless of if it understands you.

The Blood Bond lasts until your companion dies or until you attempt to form a Blood Bond with a different creature. Attempting to form a Blood Bond while you have an active one will cause your current companion to become feral, and it will no longer be under your control. You can form a Blood Bond once per long rest.

Dance with Danger

When you are within 5 feet of an hostile creature and you are not Incapacitated, you gain +1 to your Armor Class.

Additionally if a hostile creature is within 30 feet of you, you can use your reaction to move up to half of your speed. This movement does not provoke opportunity attacks.

Higher Understanding

You have studied long and hard about the behaviors of copious amounts of creatures, expanding your Combat Knowledge to include Celestials and Elementals.

Additionally, your Blood Bonded companion can also imbue a weapon or natural weapon it has with a Crimson Rite that you know as a bonus action either commanded by you on your turn or on its turn, with the same prerequisites listed by the feature.

Brand of Subjugation

Starting at 15th level, your Brand of Castigation shackles your foe, reducing their speed by 10 and causing their attacks against you to be made with disadvantage.

Willing Sacrifice

You and your Blood Bonded companion have formed an inseparable bond. When either of you are reduced to 0 hit points, the healthier one isn't incapacitated, and you can see each other, either you or your companion (whoever doesn't have 0 hit points) can sacrifice a number of hit points up to your Blood Hunter level and grant that amount as temporary hit points to the other as a reaction, stabilizing them. You can use this feature once per long rest.

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