Base Class: Blood Hunter
A Bloodhunter who follows this path turns their attention away from the mindless slaughter of monsters and towards assisting people with death, be it an old man on his last legs who wants to go peacefully or an evil monster terrorising a settlement that must be exterminated. That said, one who follows the path of the Deathwalker will not hesitate to use force if a client or target is unruly and resists the peaceful repose of death.
Death Envoy
Starting at level 3, your Constitution score and maximum increase by 2, you gain proficiency in Constitution saving throws and you can use your Constitution modifier for your Hemocraft saving throws and ability uses. However, during initiative you cannot be healed by anything other than through this subclass. You also gain a system called Ego which has a maximum of 20 points and resets to 0 on a long rest. Normally you gain 2 points of Ego for each attack you make, an additional 2 if the attack is with a bladed melee weapon and a further 2 when you are hit by an attack. If you enter combat with less than 10 points, you gain 5 points, to a maximum of 10. When you accumulate 20 points, you can enter an enhanced state which has the following effects:
- Once per turn you can reduce the damage you take by an amount equal to your Constitution modifier + your proficiency bonus.
- All of your attacks that you make with bladed melee weapons have their damage converted to necrotic and deal one roll of your Hemocraft die as additional damage. They also no longer restore Ego and instead cost one to use and being attacked also does not restore any. After every attack action, you take one roll of your Hemocraft die as damage that cannot be reduced in any way.
- You can take a bonus action to expend two points of Ego and perform a Rending Slash in a 10ft cone in front of you. All creatures in this area must make a Dexterity saving throw against your Hemocraft DC, taking two rolls of your Hemocraft die + your Constitution modifier as necrotic damage on a fail or half damage on a success. You also restore half of the damage you deal as hit points.
When you have no remaining Ego points, you will exit the enhanced state and release a blast of negative energy in a 30ft emanation centred on yourself. All creatures in this area must make a Constitution or Dexterity saving throw (your choice), taking three Hemocraft dice of necrotic damage on a fail or half damage on a success. Alternatively, you can use a bonus action to end the state early which will also happen if you become unconscious. When the state ends early, the blast will deal an additional one die of damage for every two points of Ego remaining and they will all be cleared. After exiting the state, you restore a number of hit points equal to twice your Bloodhunter level.
At 8th level, all the additional, Rending Slash and base blast damage increases by 1 die and the Constitution score and maximum increases go up by 2, and both again at 13th level by the same.
Hemocraft Modifier: Constitution
Your Hemocraft modifier is Constitution.
Hemocraft Modifier: Intelligence
Your Hemocraft modifier is Intelligence.
Hemocraft Modifier: Wisdom
Your Hemocraft modifier is Wisdom.
Death's Embrace
Starting at 7th level, you gain the ability to instantly sever the fading life force from a creature's body. You gain the Blood Curse of Sudden Death which does not count against the maximum number of curses you can have.
Blood Curse of Sudden Death
You can target a creature in touch range which is on death saving throws or is close to dying from old age or disease. This creature must make a Constitution saving throw, which it can choose to fail, or die instantly. You can choose exactly how they die. Alternatively, you can target a creature within 30ft who does not meet these requirements and cause them to make a Constitution saving throw, taking 3d8 necrotic damage on a fail or half on a pass.
Amplify: Additionally grants you temporary hit points equal to your Bloodhunter level + your proficiency bonus.
The damage increases to 4d10 at 10th level and again at 13th level to 5d12.
Soul Conscription
You learn to bend the wills of the deceased to your will. Starting at 11th level, you gain the ability to summon an ally to fight with you in battle. When you roll initiative or enter your enhanced state, you can choose to use this ability and summon any creature up to Challenge Rating 5 that you have previously killed or watched die. This creature acts on your turn and obeys all of your commands. You gain an additional action exclusively for controlling this creature, during which it can move and attack. While this creature is within 120ft of you, half of the damage you take is redirected to the summoned creature. This ability has 3 uses that reset on a long rest.
At 14th level, the maximum Challenge Rating increases to 7, and it increases again at 17th level to 10.
Executioner's Strike
You learn to exploit your opponent's moments of weakness and assist your allies in theirs. Starting at 15th level, you can take a reaction when a creature within 60ft of you becomes bloodied to warp to a point within 5ft of them and make a melee attack against a creature in range. This ability has 3 uses and resets on a short rest.
Additionally, your attacks in enhanced form no longer consume Ego but when you use an attack action you lose one.
Veil Weaver
You have achieved such fine mastery of the border between life and death that you can cause people to return to continue with their purpose after death. Starting at 18th level, you gain the ability to prolong creatures' lives. If the target of this ability is yourself, no action is required and it will trigger automatically. If the target is another creature in touch range, you have to use a reaction. If the target is a creature further than this up to 60ft, you also gain one stack of exhaustion and warp to their side. You can use this ability when yourself or a creature within 60ft of you dies outright, for example through death saving throws or the disintegrate spell. Even if the target's body no longer remains, the target is restored at the start of their next turn to the state they were in just before they died but with one hit point. Before this point they are still considered dead. The target then also gains temporary hit points equal to three times your Bloodhunter level.
This ability has one use and resets on a long rest.
Previous Versions
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