Blood Hunter
Base Class: Blood Hunter

Different from any other type of blood hunter, the Relentless are capable of great bursts of strength and ferocity when the scent of their prey is near.  Often they work alone, preferring to follow their instincts rather than any code established by an order.

Aberrant Celerity

When you gain this ability at 3rd level, you may choose to have your Initiative bonus be calculated based on your Strength modifier instead of your Dexterity modifier.

Starting at 11th level, you can sacrifice a number of hit points equal to a roll of your hemocraft die to gain an additional bonus action or reaction once before the start of your next turn.

Bloodcurdle

Starting at 3rd level, your instincts allow you to intensify your own attacks after blood is drawn.  When you take damage from an attack that draws blood, you can use your reaction to force the blood to attach to a weapon you are holding, activating Crimson Rite without the need for a roll of your hemocraft die.  
Amplify.  You can choose an additional weapon to be imbued with Crimson Rite.

Roll an additional hemocraft die when dealing damage with weapons imbued with Crimson Rite.  After two hits with any imbued weapon, the number of additional dice you roll increases by 1.  If you do not attempt an attack on your turn, the number of additional dice you roll decreases by 1.

You can use this ability twice before you must finish a long rest to regain uses of this ability.

Mortal Exploit

Starting at 7th level, your senses are now more attuned to the mortality of other creatures.  When a creature within 30 feet of you is reduced to 0 hit points or fewer, you may use your reaction to move up to your movement speed and make an attack against a creature within range.  This movement does not provoke attacks of opportunity.  If the attack hits and the weapon is imbued with Crimson Rite, you regain hit points equal to half the damage dealt, rounded down.

Brand of Ruin

Upon reaching 11th level, your Brand of Castigation reveals a foe’s strengths and weaknesses while allowing you to bypass their defenses.  When you brand a creature, you learn any damage immunities, resistances, and vulnerabilities it possesses.  In addition, any damage you deal to a branded creature is irresistible.

Blood Curse of Devouring

At 15th level, you learn to defend yourself and your allies by absorbing incoming attacks.  You gain the Blood Curse of Devouring for your Blood Maledict feature.  This doesn’t count against your number of blood curses known.

When you or a creature within 10 feet of you is hit with an attack and you are not surprised, you can use your reaction to negate all damage from the attack.

Amplify.  You deal psychic damage to the attacker equal to a roll of your hemocraft die + your hemocraft modifier.  The attacker has disadvantage on all attacks against the targeted creature until the start of its next turn.

Relentless Carnage

Upon reaching 18th level, you now have full control over your primal instincts.  As an action, you can gain the following benefits for 1 minute:

  • Your attacks score a critical hit on a 19 or a 20, and gain the Siege property.
  • If you score a critical hit with your attack action, you can make another attack as a part of your attack action, up to 2 additional attacks.
  • As an action, you can consume the life essence of a corpse to regain a use of your blood maledict feature, excluding constructs and undead.

You must finish a long rest before you can use this ability again.

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