Blood Hunter
Base Class: Blood Hunter

Grim and cold individuals who have dedicated their lives to the eradication the root cause of corruption in the world. Witchfinders are among the most inquisitive and observant of all blood hunters. Viewing their skills at hemocraft as a last resort, or a means of better tracking their quarry, a witchfinder will never lean on the "gifts" of the Hunters Bane. Instead, they train heavily to spot and follow signs of corruption and evil to their source through tracking, silent observation, research, interrogation, and sometimes...torture. Only when their true prey is cornered, or they themselves have no other choice, do they unleash the power of their hemocraft. Where others might decimate a pack of vampire spawn, a Witchfinder will instead capture one of them for interrogation, or allow them to escape, to gleam information on their master. This order is made up of blood hunters who prefer a more surgical, but no less brutal approaches to rooting out evil. They see the monstrous as undeserving of pity or remorse. Fit only to receive the mercy of death. Among their greatest enemies are those who deal in occult rituals and dark magics. This logic often applies to any who collude with the evils they seek, for the servants of demons and witches are just as guilty as the monsters themselves. Creatures of evil and darkness must always be wary, for Witchfinders do not give up on their hunts, pursuing their targets with a fixation bordering on paranoid obsession. Still, they know enough not to burn all bridges, and are more than willing to work with anyone if it means achieving their current goals.

Rite of Grim Resolve

When you join this order at 3rd level, You learn the Rite of Grim Resolve as part of your Crimson Rite feature, making you more resilient in combat. While the Rite of Grim Resolve is active, you can use your reaction roll a Hemocraft dice an reduce the damage taken by that value.

At 10th level, you may roll twice the amount of Hemocraft dice.

Witch Hunt

Starting at 3rd level, You hone your skills to root out evil and face evil arcane spellcasters to a razor's edge. You gain proficiency in two of the following skills, if you are already proficient in one or more of these skills, take expertise in that skill instead: Arcana, Insight, Intimidation, Investigation.

When a creature you can see casts a spell, you can use your reaction to perform a weapon attack against that creature. The damage from this attack is applied before the spell activates.

Animosity

Beginning at 7th level your hate of the occult channels into your very blood, enhancing your Hemocraft against monsters. When you use your Crimson Rite, you gain advantage on attack rolls against aberrations, fey, fiends, and monstrosities. Critical hits you make while this feat is active deal an additional 1 dice of damage.

At 18th level, your additional critical hit damage increase to 2 dice, for a total of 3.

This feature lasts for a number of rounds equal to your Hemocraft modifier (minimum of 1 round).

Once you use this feature, you cannot do so again until you finish a short or long rest.

Unyielding Judgement

Starting at 11th level, you are empowered to bring judgement to the occult wherever they are. The range of your Brand of Castigation damage increases to 15ft and can no longer be dispelled.

Blood Curse of Cleansing Flame

At 15th level, you hone your hemocraft to burn the wicked no matter what form they take. You gain the Blood Curse of Cleansing Flame for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of Cleaning Flame

As a bonus action, choose one creature you can see within 30 ft. that is an aberration, fey, fiend, or monstrosity. That creature becomes vulnerable to fire damage. If the target creature has resistance or immunity to fire damage, they lose resistance and their immunity becomes resistance.

Amplify.  A creature that is concentrating on a spell and is the target of this curse takes 3d6 fire damage at the start of your turn.

Blood Curse of Cleansing Flame

As a bonus action, choose one creature you can see within 30 ft. that is an aberration, fey, fiend, or monstrosity. That creature becomes vulnerable to fire damage. If the target creature has resistance or immunity to fire damage, they lose resistance and their immunity becomes resistance.

Amplify. A creature that is concentrating on a spell and is the target of your curse takes 3d6 fire damage at the start of your turn.

The Unending Hunt

At 18th level, as an action, you can unleash the full potential of your Hunter's Bane to power through the most terrible of magics and monsters for one minute. You gain the following benefits:

  • You take half damage from your amplifying your Blood Curses
  • You have advantage on saving throws against spell effects
  • The number of dice you roll for your Crimson Rite is doubled

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