Blood Hunter
Base Class: Blood Hunter

Your spirit is empowered by the darkness that surrounds you. A Shadow Kissed refers to a person who has been brought back from the brink of death and becomes Bound to their savior. As a Shadow Kissed Blood Hunter, your Bond has not been properly formed and your savior lost to the demons and darkness that tend to hunt down the spiritual individuals known for doing such healing. You become more empowered by spirits than Blood, as shown in the manipulation of your morbid rites to affect those without blood in a terrifying way.

 

This is my first subclass. I have never used the Homebrew creation so while some of the abilities appear like you automatically get them, you cannot technically use them unless in place of others, I just can't figure out how to make that happen the proper way.

Blood Curse of the Bonded

You gain an additional use of your Blood Maledict feature. Your Blood Curses can now target any creature that contains a soul, regardless of containing blood or not. You gain access to an additional Blood Curse: Blood Curse of the Bonded.

Blood Curse of the Bonded: Up to 2 targets can be chosen within 30 feet of you that you can see and within 15 feet of each other so long as they contain a soul and one or both are not Boss creatures. Targets become Bonded for 1D6 turns. When a Bonded target takes damage from an attack, the creature that target is Bound to must succeed a Constitution saving throw (10 + your proficiency bonus + your Hemmocraft Modifier) If the Bound creature fails the saving throw, they take half the damage the attacked creature takes. When one of the creatures dies and Bond breaks, the creature still alive takes 1D4 Psychic damage.

Amplify: When a Bound creature dies, the living creature becomes paralyzed for 2 turns and takes 1D6 psychic damage.

Hardened Spirit

Your soul has been touched by evil and death. Your AC is increased by 2 as you become empowered by your soul's resilience. Any time you were to take Necrotic damage, you can use your reaction to roll 1D8 and reduce the damage by the result. This effect can only be used once per long rest and cannot be applied to amplifying your Blood Curses.

Soul Bond

You become bound to the one who saved you from the brink of death. Pick one willing party member to form a Soul Pact. This pact lasts until one of you falls unconscious. While under the effect of a Soul Pact, gain the following benefit depending on the class of the party member you are under a pact with. The following Soul Pacts become available:

(Barbarian) Pact of Strength and Fury: When the Pact Bound member begins to Rage, you gain the resistance benefits of Rage for 1 Hour. Afterwards, you must make a Constitution Saving throw equal to the Pact member's Strength score plus your Intelligence modifier. Succeeding means no negative effect. Failing causes you to suffer 2 levels of Exhaustion.

(Rogue) Pact of Stealth and Silence: When unnoticed or you are the last in Initiative order, you can use your reaction to conduct a stealth attack. This deals an additional 1D6 damage and you are not left open to attacks of opportunity as you immediately disengage and return to the shadows if your attack succeeds. If your attack fails, you become next in initiative order and the target of your stealth attack immediately attacks you.

(Bard) Pact of Song and Dance: You gain the ability to cast Minor Illusion as a sound or song last performed by the Bard party member you are tied to and gain the same effects that had been gained then for 1D4 turns. When the illusion ends, any creature that was able to hear the song that is not you or another party member must succeed a Constitution saving throw equal to your Constitution score plus modifier, or become incapacitated by dance for an additional turn.

(Druid) Pact of Nature and Animal: You gain access to the Polymorph spell and Wild Shape. Your wild shape and polymorph take the form of the last creature or the current creature your Pact member is or has become. You gain the same attack bonuses and resistances. When you return to human form. you maintain the bonuses and resistances for an additonal 1D6 turns.

(Non-Specific) Pact of Unity: When you or the member you are Bound to make an attack, you can expend your reaction and bonus action to make an attack at the same time. Your reaction and bonus action cannot be used on your next turn. You can choose to empower your attack with your own blood, rolling 2D4 and taking the resulting damage to add the result to the damage of the attack made.

Spiritual Siphon

Your soul reaches out to feed and restore itself when in pain. Targeting one creature, you can use your action or bonus action to siphon the spiritual energy of your target and harness it. It can be used to heal yourself worth 2D6, heal another party member worth 1D10, or be used to attack the target creature or another as a magical attack worth 1D8 Necrotic.

Ghastly Apparition

 You become adept at caputuring and harnessing the demons that torment your mind and spirit. You can split your soul from your body and create a horrifying image of death and despair. Monsters and creatures within 30 ft of you who can see you must succeed a Charisma saving throw (Intimidation) or become Frightened. If the creatures who can see you are under the influence of your Blood Curses or Brand of Castigation, they do so at disadvantage

Marked Soul

You gain the ability to sense when you are within 30 ft of Undead creatures. At the DMs discretion, you may make a Perception check (DC 15 or higher) to determine the following information about the detected creatures: movement speed if they are currently moving, type of Undead, potential for magic, and peaceful or hostile capability.

If an Undead creature is hidden or cloaked by magic to other creatures or party members, you have advantage on Investigation checks to determine the source of the magic.

You become revitalized when surrounded by the souls of the pure and living. Once per long rest, you can restore HP equal to 1D4 per living creature containing a soul within 15 feet of you. This becomes a D6 at 7th level and a D8 at 10th level.

Blood Curse of Shadows

Gain access to a new Blood Curse: Blood Curse of Shadows

Blood Curse of Shadows: The targeted creature becomes marked and begins to produce a thick black smoke from its body. This smoke is considered magical and cannot be dispelled or seen through uses non-magical light sources. This smoke fills a 30 ft radius and the targeted creature and all other creatures within this smoke become Blinded and suffer disadvantage. This Blood Curse lasts 1D8 turns.

Amplify: Each turn the target creature and other creatures are in the smoke, they will each take 2D6 Poison damage. When the curse ends, the target creature remains Blinded for one additional turn.

 

Reads as Granted but follows the same rules as other Blood Curses excluding Blood Curse of the Bonded)

Soul Flame

Modifies Rite of Flame and can only be taken if you have selected Rite of Flame

When Rite of Flame is used in an attack against a creature with a soul, you can use your reaction to drain that target creature's soul and empower your Crimson Rite further. Add 2D6 Holy damage to the attack and the attacking weapon until the start of your next turn. If the target creature is not of Evil Alignment, instead add 1D6 additional fire damage.

From the Other Side

Once per day, you can use this feature while in combat.

When falling unconscious and failing at least 1 Death Saving Throw, you can expend a saving throw to instead split your soul from your body and appear as an apparition. You lose access to your Blood Curses and attacks are limited to your equipped melee weapon and Unarmed Strike. You may only remain like this until the start of your next turn. If an attacking creature falls to 0 HP while you are like this, you can use your reaction to drain their life and return to your body. You restore 8 + 1D6 + your Constitution modifier HP when returning to your body.

If a creature does not fall to 0 HP during this time, you return to your body on your final saving throw.

 

Reads as Granted but can only be used if taken in place of Ghastly Apparition)