Blood Hunter
Base Class: Blood Hunter

You have been touched by the hand of the dead, allowing you to relate to death itself, without suffering the same fate as those who foolishly carry the chill of the grave.

Death's Rising

If you know the Blood Curse of the Fallen Puppet, you can use it an amount of times equal to half your proficiency bonus (Rounded Up) extra compared to the original amount. If you do not know Blood Curse of the Fallen Puppet, you can use it once per long rest without triggering a use of the curse you already know.

Death's Touch

Because of your association with the grave, you have resistance to necrotic damage, if you didn't already.

Life Drain

When you hit a melee attack with a weapon you have a rite attached to, the target must make a Wisdom saving throw (DC = 8 + Proficiency bonus + Wisdom modifier). On a fail, that creature takes 2d6 Necrotic damage and you heal Hp equal to the damage dealt. You can use this feature a number of times equal to your Wisdom modifier per Long rest.

Necrotic Revitalization

When you take Necrotic Damage, you can roll a DC 13 Constitution saving throw, on a success, the initiating attack does not damage you, and you heal Hp equal to 1d10 plus your Wisdom Modifier.

Rise of the Dead

If you use your Curse of the Fallen Puppet, you can choose to instead resurrect the being that you use the curse on, bringing it back to half it's maximum hit points, With the spirit of an eldritch mind behind it's actions. While resurrected, the being will listen to your commands, and you can telepathically communicate with it as long as you are within 200 feet of the being. It stays alive until it is reduced to 0 hit points, after you use an action to dismiss the spirit controlling it, or after an hour passes since it's resurrection, after which the spirit leaves the body and returns to the Plane of the Shadowfell. You can use this feature once per Long Rest.

Spiritual Guardian

As an action, you can summon an Eldritch Guardian to fight alongside you in battle. The spirit rolls it's own initiative, and acts on it's own turns, though it listens to your verbal and telepathic commands, which you can issue as long as you and the spirit are within 300 feet of each other. If the Eldritch Guardian falls to 0 hit points, however, you cannot us this feature again until the next dawn.

Army of the Dead

As an action, you summon 5 Zombies that listen to your verbal commands. They roll their own initiative, and act on their own turns. You can use this feature twice per long rest, but not during another uses duration.

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