Blood Hunter
Base Class: Blood Hunter

A newer sect of hemocraft, orders created from disgruntled practitioners who use their monster-hunting abilities on human targets. Orders of Headhunters are usually parts of mercenary and bounty hunter groups, hunting and killing targets for sums of gold from the elites. Other practitioners of this kind of hemocraft are the more sadistic type, killing for sport and for their own personal satisfaction.

Pursuit

Starting at 3rd level, you gain intermittent boosts of speed during combat. When you have a crimson rite active, your movement speed increases by 10 ft. Additionally, you can use a bonus action to teleport to any creature within 30ft. You can use this feature a number of times equal to your proficiency bonus per long rest.

Nowhere to Hide

Also starting at 3rd level, your tracking abilities are second to none. You have advantage on survival checks made to hunt or track humanoids in addition to fey, fiend or undead.

Additionally, once per long rest, you can select a specific creature to hunt. You spend a minute focusing on a singular target in a hemocraft ritual, taking necrotic damage equal to one roll of your hemocraft die. When this ritual is completed, while you are within 500 ft of the target you will know their exact location, their outline being visible to you regardless of any obstruction or spell used to obscure their form. If you have a piece of hair, clothing, or blood of the target, you can shorten this ritual to an action.

Rite of Disposal

Starting at 7th level, you learn the Rite of the Disposal as part of your Crimson Rite feature. When you activate the Rite of the Disposal, the extra damage dealt by your rite is acid damage. Additionally, while that rite is active on your weapon, you gain the following benefits:

  • When you hit a creature affected by your Nowhere to Hide feature with a weapon for which the Rite of the Disposal is active, you roll an additional hemocraft die when determining the extra damage from the rite.
  • You gain resistance to poison damage.
  • Your weapon drips corrosive fluids, giving you advantage on attacks against constructs or objects. 

Nowhere to Run

Starting at 11th level, you can slow down cowardly targets. Once per long rest, you can select a number of creatures within 30 ft equal to your proficiency bonus. These creatures must make a wisdom saving throw equal to your hemocraft DC, or be inflicted with a Brand of Cowardice for one minute. While inflicted with this brand, a creature’s movement speed is reduced to 0, and are unable to take reactions.

A creature can make a Wisdom saving throw at the end of each of its turns during the duration to try and break free of this brand.

Time's Running Out

Starting at 15th level, your target’s days become numbered. You gain the Blood Curse of the Ticking Clock for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

 

Blood Curse of the Ticking Clock (INT)

As a bonus action, you can cause a creature within 30 ft to hear a clock ticking, forcing them into a panicked state. The target must make a wisdom saving throw equal to your hemocraft DC. On a failed save, the creature falls under the restrained condition until the end of your next turn.


Amplify. The creature is paralyzed, and the duration of the curse is extended to 1 minute, and the creature can make a wisdom saving throw at the end of each of their turns to break free from the curse.

Blood Curse of the Ticking Clock (WIS)

As a bonus action, you can cause a creature within 30 ft to hear a clock ticking, forcing them into a panicked state. The target must make a wisdom saving throw equal to your hemocraft DC. On a failed save, the creature falls under the restrained condition until the end of your next turn.


Amplify. The creature is paralyzed, and the duration of the curse is extended to 1 minute, and the creature can make a wisdom saving throw at the end of each of their turns to break free from the curse.

Zero Hour

Starting at 18th level, your begin to broaden you horizons. If the target of your Nowhere to Hide feature drops to 0 hit points before you take a short or long rest, you can use a bonus action on a subsequent turn of yours to move your hunt a new creature within 60ft.

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