Base Class: Blood Hunter
Often thought of as hounds themselves, blood hunters formed the Order of the Hound to train canines to aid in tracking and fighting the unsavory creatures that plague the material plane. Its easy to loose track of a quarry that can turn in invisible, fly, or teleport, but having a partner with a heightened sense of smell means you can easily sniff them
out. The hounds are also taught to sic and hold down enemies to prevent their further escape. This training leads to a special bond between beast and master which further amplified through your Hunter's Bane. If trained well and cared for properly, your hound will forever be a loyal and trusty companion.
Pet Hound
When you join this order, you develop a preternatural bond with a hound. Your hound can take the appearance of any canine such as a wolf, jackal, or any dog. The hound obeys your commands as best as it can. In combat, your hound shares your initiative count, but it takes its turn immediately after yours. On your turn, you can verbally command the hound (no action required by you). If you do not issue a command, your hound takes the Dodge
action. If you are incapacitated or absent, your hound acts on its own, focusing on protecting you and itself. It never requires
your command to use its reaction, such as when making an opportunity attack. When you use your Crimson Rite feature, instead of applying it to a weapon, you may apply it to your hound, provided it is within 30 feet of you.
Undying Dog
You may bring your hound back to life using some of your life force. As an action, you may touch your dead or unconscious hound and reduce your hit point total by an amount equal to a roll of your hemocraft die. Your hound is brought back to life with hit points equal to two times your your blood hunter level and is now undead instead of a beast. If your hound has no retrievable body, you may spend 1 hour and 10 gold performing a ritual to return its corpse which appears in an unoccupied space within 10 feet of you. When your hound finishes a long rest, it is no longer undead and becomes a beast. The reduction of your hit point maximum lasts until you finish a long rest.
Foul Villains
When your hound uses its Smell action on a creature, it can tell if the creature is fey, fiend, or undead. In addition, it can take 1 minute to smell 50ft by 50ft area. When it does so it can detect any hidden or invisible creatures in the area as well as if any fey, fiend, or undead were within the area within the past day. If so, the hound can begin trailing with strongest scent of the area.
Brand Of The Blood Hound
Your Brand of Castigation allows your hound to better attack and hold the afflicted creature. Your hound has advantage on attack rolls and contested ability checks against a branded creature. Also, while a branded creature is grappled by your hound, it is also restrained, and you may have it take psychic damage equal to your Wisdom modifier (minimum of 1) at the beginning of its turns. In addition, when your hound damages a creature, you may brand that creature with your Brand of Castigation feature.
Eldritch Hound
Your hound can turn into a fiend or fey hound. Your hound can use its action to transform into a hell hound or yeth hound (your choice). Your hound takes the statistics of its new form, but can still understand you and obey you. It reverts to its normal form if it is reduced to 0 hit points, after 1 hour, or if you end the transformation early as an action. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. Once your hound uses this feature, your hound can't use it again until your hound finishes a long a rest.
Blood Curse Of The Pack
You can manifest spectral versions of your hound to hunt foes. You gain the Blood Curse of the Pack for your Blood Malediction feature. This doesn't count against your number of blood curses known.
Blood Curse of the Pack: As an action, choose up to two creatures you can see within 30 feet of your hound to be a quarry. A spectral hound emerges from your hound for each chosen quarry, moves toward the quarry, and makes a bite attack against the quarry. A spectral hound uses your hound's statistics, with the added benefit of a flying speed equal to its movement speed and being able to move through creatures and objects, and gains any benefits your hound would normally gain. On your subsequent turns, you can command each spectral hound in addition to your hound, which take their turns immediately after yours. A spectral hound can only use its movement to move toward its quarry by the most direct route and can only take the bite or smell actions against its quarry. The spectral hounds disappear after 1 minute, if it is reduced to 0 hit points, or if its quarry is reduced to 0 hit points.
Amplify: You can choose up to four creatures you can see
within 30 feet of your hound to be a quarry.
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