Base Class: Blood Hunter
The Night always embrace the one who need them. The darkness help its servant to hide, to hunt, and live. By accepting the Order of the Night, the hunter can improve their hunt by utilizing the darkness as their own body and tools. The hunter who embrace this order are the deadliest when the darkness is present. Darkness always hunt the Light.
Rite of Night
Starting at level 3, you learn the Rite of the Night as part of your Crimson Rite feature. When you activate the Rite of the Night, the extra damage dealt by your rite is Necrotic damage. Additionally, while that rite is active on your weapon, you gain the following benefits:
- You have resistance to Radiant damage.
- When you hit a celestial creature with a weapon for which the Rite of the Dawn is active, you roll an additional hemocraft die when determining the extra damage from the rite.
- While the rite is active you can see through any kind of darkness within the range of 30 ft (similar to Devil Sight).
Angel Hunter
Also at level 3 , you get advantage on Wisdom (Survival) checks to track Celestials as well as on Intelligence checks to recall information about such creatures.
Night's Darkness
starting at level 7, you gain the ability to create magical darkness to support your hunt. You can cast Darkness as a bonus action equal to the amount of half your hemocraft modifier (rounded up) per long rest. While a monster is inside of Darkness, you roll additional hemocraft dice while determining the damage of your Rite of the Night feature.
- Additionally at level 11, you can amplify this Darkness by sacrificing your hit points (2 rolls of your hemocraft die) and making it so allies (up to your proficiency bonus) can slightly see through the darkness or domain (removing the disadvantage of not being able to see), but will not gain advantage on attacks rolls against any enemies that is in darkness or domain (still not fully see the enemy).
- Also at level 18 you can instead sacrifice your hit points (3 rolls of your hemocraft die) to make your allies able to completely see through your magical darkness or domain (as if they got a clear vision).
Body of the Night
starting at level 11, you can nimbly dodge out of the way of certain area effects while in darkness or your Domain, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Mark of the Night
Starting at level 15, your Brand of Castigation now marks the target with the Mark of the Night. Whenever you score a critical hit against the creature, your weapon deals 2 additional weapon dice damage. Additionally the creature's senses get limited. A branded creature can't benefit from any bonus to their vision (True sight, seeing through magical darkness) and is blinded by the Darkness created by you. This does not limit their senses if the creature uses smell or hearing to determine their surroundings.
If the creature Branded by you gets killed within 30 ft of you or while within your darkness, you instantly regain one use of your Brand of Castigion feature. You can use this feature only once per long rest.
Domain of the Darkness
Starting at level 18, your skill evolved and became more proficient in Darkness, you now learn Domain of Darkness, you create a 30 ft sphere aura of special darkness (cannot be illuminated by any means) centered on you for 1 minute or until dismissed. You can use this feature once per short rest. Domain of Darkness benefit:
- While the Domain of Darkness is active your Rite of Night gives you immunity, instead of resistance to radiant damage.
- Your allies gain resistance to radiant damage while inside your domain and are slightly obscured from the enemies.
- Your enemies inside your domain are left vulnerable to your Rite of the Night feature even further. If the creature is immune to Necrotic damage, it is instead resistant to it. If the creature is resistant to Necrotic damage, you can ignore that resistance. And if a creature is neither resistant or immune, you roll additional hemocraft dice when determining the extra damage from the rite
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