Base Class: Blood Hunter
"The thirst is never sated. The hunger is never silenced. You are both predator and prey."
Blood Hunters who follow the Order of Hunger embrace the dark gift of predation, consuming the life essence of their foes to fuel their power. Unlike their kin, they do not merely wield hemocraft as a tool but fully integrate it into their being, feeding on blood to sustain themselves, augment their strength, and inflict devastating necrotic effects on their enemies.
Rite of the Hungering Maw
When you join this order at 3rd level, you learn the Rite of the Hungering Maw as part of your Crimson Rite feature. When you activate the Rite of the Hungering Maw, the extra damage dealt by your rite is necrotic damage. Additionally, while that rite is active on your weapon, you gain the following benefits:
The first time you hit a creature each turn while this rite is active, they must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, they gain one level of exhaustion until the end of your next turn. A creature can only be affected by this exhaustion effect once per turn.
If you reduce a creature to 0 hit points with an attack imbued with this rite, you feast on their fading essence, regaining hit points equal to your Hemocraft Die + your Intelligence modifier.
At 5th level, this rite grows in potency. When a creature fails its saving throw against this rite, they are also unable to regain hit points until the end of your next turn.
Predator’s Feast
Starting at 3rd level, You can consume fresh blood (either from a slain creature or from an enemy wounded within the last minute) as a bonus action to regain hit points equal to your Hemocraft Die + Proficiency Bonus. This feature can be used a number of times equal to your proficiency bonus per long rest.
Feast upon the fallen
Upon reaching 7th level, you gain the following benefits
- Bloodletting Strike: When you hit a creature with your crimson rite activated, you cause them to Bleed, bleeding creatures take an additional 1d4 damage at the start of every turn. This effect can be ended if they are healed. You gain temporary hp equal to half the amount of damage you rolled
- Sanguine Recovery: When you reduce a creature to 0 hit points, you can use your reaction to expend one hit die and immediately roll it, regaining hit points equal to the result + your Constitution modifier.
Eternally hungry
Starting at 11th level, You gain resistance to necrotic damage. If you already have resistance, you instead gain immunity. If you have temporary hit points at the start of your turn, your weapon attacks have advantage against creatures that are missing hit points until the end of your turn.
Apex Predator
At 15th level, When you amplify a Blood Curse, you can choose to invoke the Devourer’s Hunger. Your attacks deal additional necrotic damage equal to your Intelligence modifier for the next minute, and if you reduce a creature to 0 hit points while this is active, you immediately regain one use of Blood Maledict. You can use this feature once per long rest. When you deal necrotic damage to a creature, you ignore necrotic resistance and treat necrotic immunity as resistance instead. Additionally, if you kill a creature with necrotic damage, you regain one use of Predator’s Feast.
Avatar of Hunger
At eighteenth level, Once per long rest, you can fully embrace your hunger, transforming into a nightmarish predator for 1 minute: You gain resistance to all damage except radiant and psychic, you may make an additional attack whenever you take the attack action, and if you reduce a creature to 0 HP, you regain hit points equal to half the damage you rolled.
At the end of the duration, you must succeed on a DC 15 Constitution saving throw or gain two levels of exhaustion.
Previous Versions
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