Base Class: Blood Hunter
Those who join the Order of the Lichborne are after esoteric power and knowledge usually only possessed by Liches themselves, though those in the Order generally search for this power in order to destroy its creator, Liches.
Necrotic Rite
When you invoke your crimson rite the damage type may be necrotic instead, invoking your crimson rite this way deals necrotic damage equal to two rolls of your Hemocraft die. When you kill a living creature with this Rite you gain temporary hit points equal to one roll of your Hemocraft die.
Spell Casting
Tapping into the knowledge of lichdom has left you with some affinity for spell casting.
Undying
Once per long rest when you drop to 0 hit points but you may roll two rolls of your Hemocraft die and regain that many hit points.
Master of Undeath
When you kill a living creature with your Necrotic Rite they now may raise as a Zombie under your command. The Zombie's acts under your command all at once as a bonus action, they remain until your next long rest at which point that fall to the ground returning to death. The Zombie's retain the ability to use any extra movement options they had in life, such as wings.You may raise a Zombie in this way a number of times equal to your Wisdom modifier.
Branded for Death
A creature that is branded by you has disadvantage on saving throws against your spells, furthermore, gain access to the following features to use for your blood maledict against a branded creature.
Paralyzing Touch: When you hit a creature with a weapon attack that has your necrotic crimson rite active, forgo the necrotic damage and attempt to paralyze it instead. The target must make a constitution saving throw equal to your spell save or be paralyzed until the end of their next turn. The paralysis takes affect before your damage rolls are rolled. Amplify: The target is paralyzed for 1 minute but may attempt a saving throw at the end of each of their turns and whenever they take damage.
Frighting Gaze: Choose one creature within 10 feet of you, that creature must succeed a wisdom saving throw equal to your spell save or be frightened until the end of your next turn. Amplify: The creature is feared for 1 minute but may attempt a saving throw at the end of each of their turns.
Disrupt Life: Choose a number of creatures within 20 feet of you, each chosen creature must make a constitution saving throw or take three rolls of your Hemocraft die as necrotic damage. Amplify: Chosen creatures take 5 rolls of your Hemocraft die and take half as much on a success.
Deadly Maledict
Use your blood maledict feature to cast finger of death. If you kill the target of finger of death, regain a use of your blood maledict.
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