Blood Hunter
Base Class: Blood Hunter

By further exploring the secrets of blood, a small collection of hunters discovered ways to further utilize the curses they use as weapons, and founded an order of hunters often tasked with mass exterminations thanks to their ability to spread their curses to several targets in a way not dissimilar to disease.

Rite of the Pulse

Your Crimson Rite deals force damage and you gain the following benefits white this Rite is active:
- Whenever you deal damage to a creature with a weapon with an active Rite, you can make an attack another creature within 5 ft of you with the same weapon
- When you miss an attack with a weapon with an active Crimson Rite you can roll you hemocraft die and deal half of the roll rounded down as necrotic damage

Viral Curse

Gain an additional use of blood maledict. When amplifying a blood curse, you can double the amount of damage you take from your hemocraft die to target an additional creature without expending an additional use of your blood maledict.

Feed the Curse

Critical hits with a weapon that has an active crimson rite, or against a creature currently afflicted with a blood curse or brand of castigation restores a use of blood maledict (stacks with Sanguine Mastery feature). You can also use this feature by taking necrotic damage equal to the maximum roll of 2 of your hemocraft die + your hemocraft modifier.

Violent Infection

When being afflicted by a blood curse, creatures take necrotic damage equal to your hemocraft modifier. Whenever you deal necrotic damage to a creature within 40 ft of you, you gain temporary hp equal to the damage dealt that goes away at the end of your next turn.

Bloody Immunity

You have advantage on Constitution saving throws, and any saving throws to resist a condition. You gain resistance to Necrotic damage.

Brand of Contagion

Branded creatures subtract your hemocraft die plus half your hemocraft modifier from any saving throws or checks to resist a condition, and lose immunity to one condition of your choice if they have any immunities. (roll hemocraft die individually for every saving throw)

Crimson Epidemic

When afflicting a creature with a blood curse, you can take necrotic damage equal to your hemocraft modifier and the afflicted creature makes a saving throw against a condition of your choice that it is not immune to (DC= 8 + hemocraft modifier + proficiency). On a fail, the creature is afflicted by the condition for as long as the blood curse affects it.

Blood Curse of the Plague

You gain the Blood Curse: Blood Curse of the Plague

 As a bonus action, you can expend a Blood Maledict and target a creature within 20ft of you and they make a saving throw against a condition of your choice that they are not immune to (DC= 8+Prof+Hemo Mod). On a fail, the chosen condition afflicts the targeted creatures for 1 minute. Afflicted creatures can repeat the saving throw on subsequent turns, ending the condition if they succeed, but on a fail they take 3d10 necrotic damage. Amplify: You can target an additional creature. Targeted creatures make their initial saving throws at disadvantage and the DC for all saving throws is increased by 2.

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