Blood Hunter
Base Class: Blood Hunter

The Order of Shadows Bloodhunters have honed their skills to manipulate the darkness an thrive in the absence of light. Using the shadows to bend to your will, conjurer creatures or weapons with the shadows, and even become one with them.

Shadow wielder

The Order of Shadows is a technique forgotten to time but you somehow managed to hone your control of the dark, or maybe it chose you. Starting at third level you gain the following benefits.

  • You gain 60ft of darkvision and don't have disadvantage to Wisdom (perception) due to seeing in dim light or darkness. If you already have darkvision then your range increases by 40ft.
  • You have advantage on slight of hand or stealth checks made in dim light or lower.
  • When behind cover you gain a extra level of cover (I.e. Half becomes 3 quarters, 3 quarters becomes full. This does not apply to having permanent cover.)

 

 

Shadow Conjurer

You gain the ability to summon a shadow creature that grows just as you do. Starting at level 3 you can weave the shadows into a small dark creature. This creature can be dismissed and conjured at will as a bonus action. This creature stays in it's material form until dismissed or killed. If the creature faints you must wait until the next twilight before summoning them. For any other questions refer to find familiar. 

3 times (1+your proficiency modifier) a day you can enhance your beast by using a Shadow Charge. The beast grows in size and becomes more fierce. For 1 minute after a Shadow Charge is consumed you may use the shadow spirit stat block found in the spell summon shadowspawn while your shadow is in this form. While in the enhanced form it's turn is taken immediately after yours. After the time ends the beast shrinks down to its normal size and stats. Whenever you take a short rest you gain 2 (1d4) charges back, when you take a long rest all your charges return.

Shadow Conjurer Magic

You gain access to the spells listed bellow. You can cast each spell once per long rest, you can also use spell slots if you gain any.

Shadow Conjurer Spells
Blood Hunter Level Spells
3 Hex
5 Shadow blade, pass without trace
9 vampiric touch
13 Shadow of Moil

Shadow manipulator

Starting at level 7 your Shadow Conjure can now normally be at any beast CR 1 or lower (Under DM's discretion) without expending any Shadow Charges. When consuming your shadow charges your shadow spirit now acts as if it was summoned at level 4 under the spell summon shadowspawn. The duration for the Shadowspawn is now increased to 5 minutes. 

You gain blindsight of 10 ft while in dim light or lower.

You now gain awareness of the shadows within a 30 ft radius around you. While standing in shadows, you can now use a Shadow Charge to silently transport to another pool of shadows you can see within 30 ft of you as a bonus action. If you transport yourself within 10ft of a creature, you have advantage on your next attack against them.

Shadow Rite

Starting at level 11, if a creature that is affected by your blood curse makes an attack, you can use your reaction to shroud their vision and give them disadvantage. Additionally, the creature that has the curse has disadvantage on perception checks to see you and their passive perception does not work on you.

Additionally you can add your hemocraft die to any damage you deal to a foe who is within 5ft of your Shadow Conjure.

Shadowy aura

As you learn more about the ancient art of shadows you seem to grow closer with the shadows themselves. you have resistance to radiant damage.

Now, as a bonus action, you can focus on a 10 ft area of shadows, if any living creature is in that area it will be revealed to you.

Enhanced Shadow Conjurer

Starting at level 15 your Shadow Conjure unleashes new found power. The duration now increases to 10 minutes. The creature also acts as if it was summoned at level 5 under the spell [Tooltip Not Found]. The Conjure also bares a dark set of wings with a flying speed of 40ft. 

Additionally the Shadow conjure now has resistance to non-magical bludgeoning, slashing, and piercing damage along with radiant damage. 

Shadow Spread

You have reached the pinnacle of shadow magic. Starting at level 18 you can cast it for free once per long rest then you can use a Shadow Charge to manifest a 10ft orb of complete darkness that emanates a 30ft sphere of dim light that drowns out any other light within 30ft of you as a bonus action. When any foe enters or ends their turn in the sphere they must make a Wisdom (DC of your Hemocraft save) saving throw or be blinded. If a creature is blinded they can roll a Wisdom saving throw at the beginning of their turn, if they succeed they are no longer blinded .  

Additionally when any allies hit a target in the sphere they gain hit points back equal to your Hemocraft die.

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