Blood Hunter
Base Class: Blood Hunter

Order of The Leech is a Blood Hunter subclass designed to siphon opponents hit points, debuff their rolls, and buff yourself. This subclass doesn’t have any particular alignments. This subclass is themed around vampirism or the draining of one's life force.

Siphon

Siphon: Your studying of life force has given you access to skills that allow you to suck in one's energy and replenish your own. After you hit a creature in combat, you may deal an extra 1d6 Necrotic damage and regain Hit Points equal to the Necrotic damage. You can deal this extra damage only once per turn. This die is also not doubled if you roll a critical hit. The damage die changes when you reach level 7 (d8), level 11(d10), and level 15 (d12).

Baneful Blow

Baneful Blow: Your ability to leech off of your opponent can disrupt their senses. Once per turn whenever you make a strike against an enemy creature, they must succeed on a constitution saving throw against your Hemocraft save DC (8 + Proficiency Bonus + Hemocraft modifier). If the creature fails the saving throw, the creature must roll a die equivalent to your Hemocraft Die and subtract the number rolled from its next attack or saving throw. This effect lasts for 1 minute or until the creature uses the die. This effect cannot be stacked. You may use this feature a number of times equal to your constitution modifier. You regain all expended uses on a long rest.

Expenditure

Expenditure: After siphoning a creature, instead of healing, you may choose to use one of the following effects:

By the skin of their teeth: You may roll an extra d8 (d10 at 11th level) for your next saving throw. This effect lasts for the next minute or until the die is used. You may not use more than one die for a saving throw.

Energy Redirect: You may roll an extra d8 (d10 at 11th level) on your next attack roll. This effect lasts for the next minute or until the die is used. You cannot use more than one die for an attack roll.

Reinvigorate: On your next turn your movement speed will be increased by 10 feet (15 feet at 11th level). Your movement speed returns to normal at the end of your next turn.

Memory Transference

Memory Transference: Once per long rest, you may touch a dead creature to recall some specific important memories of the creature's life before death (up to DM’s discretion). In order to do this, you must succeed a Wisdom saving throw against a DC 15 check. If you fail the saving throw, you take 3d8 psychic damage and do not get to see the memories. This can only be performed on the dead creature one time.

Brand of The Sloth

Brand of The Sloth: Starting at 11th level, a draining of the branded creature's life force is enacted by your brand of castigation. Whenever your brand of castigation marks a creature, they lose 10 feet of their movement speed.

Blood Toll

Blood Toll: As a reaction you may choose a willing creature to give away some of its life force to assist you. The creature will take 1d10 necrotic damage (which cannot be reduced in any way) to grant you a d6 to your next attack roll, ability check, or saving throw. You may use this feature a number of times equal to your constitution modifier. You regain all expended uses on a long rest. If you start combat without any uses remaining, you immediately gain 1 use back.   .  

Blood Curse of Stagnation

Blood Curse of Stagnation: This ability grants you access to the Blood Curse of Stagnation. This doesn’t count against your number of blood curses known.

Blood Curse of Stagnation: As a bonus action you may cause the creature affected by this curse to make a constitution saving throw against your Hemocraft save DC. Should they fail the saving throw, they will come under the effect of the slow spell. At the end of their next turn the effect ends.

Amplify: This curse lasts for one minute. The cursed creature can make a constitution saving throw against your Hemocraft save DC at the end of each of its turns, ending the curse on itself on a success.

Absorption

Absorption: When you are dropped to zero hp, you may choose to select a creature within a 30 foot radius. This creature takes 10d6 necrotic damage, regardless of if the creature is resistant or immune. You heal from this the total amount of damage the target takes and may additionally spend up to 2 hit die to heal yourself. This ability recharges on a long rest.

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