Blood Hunter
Base Class: Blood Hunter

In the shadowed realms where darkness looms, there exists a breed of hunters touched by celestial grace. Known as Seraphs, these warriors walk the line between mortal and divine, wielding otherworldly powers against the forces of evil. Infused with celestial blessings, they channel radiant energy to smite their foes and mend the wounds of allies.

Celestial Blessing

3rd-level Seraph feature

At 3rd level, your blood is touched by the divine, granting you celestial blessings. You can speak, read and write Celestial. Additionally, you have resistance to radiant damage.

Finally, you learn the Light and Spare the Dying cantrips. You can cast these cantrips as a bonus action. Your spellcasting ability for these spells is your hemocraft modifier.

Spellcasting Ability: Intelligence

Your spellcasting ability for these spells is Intelligence.

Spellcasting Ability: Wisdom

Your spellcasting ability for these spells is Wisdom.

Purify Body

3rd-level Seraph feature

Your blessed touch can purify the blood within one's body, closing wounds and curing ailments. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your blood hunter level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Purify Body, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Scarlet Martyr

7th-level Seraph feature

Beginning at 7th level, whenever you take damage by rolling your hemocraft die, you can choose one creature, other than yourself, within 30 feet of you that you can see. That creature gains temporary hit points equal to the number rolled on your hemocraft die + your Blood Hunter level.

Wrathful Brand

11th-level Seraph feature

Starting at 11th level, when you hit a creature branded by your Brand of Castigation with a weapon that has an active rite, all damage dealt by that rite is doubled. If a creature branded by you is reduced to 0 hit points, they are disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

Blood Curse of Damnation

15th-level Seraph feature

At 15th level, you can channel your hemocraft to call down divine fury, immobilizing your foe. You gain the Blood Curse of Damnation for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of Damnation (INT)

As a bonus action, choose one creature you can see within 30 feet of you. That creature must succeed on a Charisma saving throw or be stunned until the end of your next turn. A creature branded by your Brand of Castigation has disadvantage on this saving throw.

Amplify. On a failed save, the target is paralyzed instead of stunned.

Blood Curse of Damnation (WIS)

As a bonus action, choose one creature you can see within 30 feet of you. That creature must succeed on a Charisma saving throw or be stunned until the end of your next turn. A creature branded by your Brand of Castigation has disadvantage on this saving throw.

Amplify. On a failed save, the target is paralyzed instead of stunned.

Seraphic Fortitude

18th-level Seraph feature

Beginning at 18th level, the angelic power coursing through your body grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can reroll the saving throw, taking necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way. You must use the new roll.

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