Blood Hunter
Base Class: Blood Hunter

The original Order of the Sanguine Leech learned their magic from the vampires, its current members have rediscovered their ancestors secrets of hemocraft and refined them for combat draining their enemies lifeforce to bolster their own. Sanguine Leeches seek out and thrive in the heat of battle, obsessing over the mystery of how their ancestors got their abilities, and the unholy hungering power that they possess. These blood hunters make it their life’s work to study and understand their abilities. Some Sanguine Leeches seek to control their hunger whilst others embrace it revelling in the carnage they bring.

Rite of Vitality

When you join this order at 3rd level, you learn the Rite of Vitality as part of your Crimson Rite feature. When you activate the Rite of Vitality, the extra damage dealt by your rite is necrotic damage. Additionally, while that rite is active on your weapon, you gain the following benefits:

  • You are instead heavily obscured to other creatures when partially obscured. Creatures with darkvision are immune to this effect.
  • You have resistance to poison damage.
  • When you hit a creature with a weapon for which the Rite of Vitality is active, you regain hitpoints equal to your hemocraft modifier. You do not regain hitpoints if the creature is resistant to necrotic damage or does not bleed.

Hunger for Blood

Starting at 3rd level, you learn to master blood curses. You regain an additional use of your Blood Maledict feature if a cursed creature is killed by a Rite of Vitality attack. You do not regain a use of your Blood Maledict of the creature you kill cannot bleed.

Hemocraft Modifier: Intelligence

Your chosen Hemocraft modifier is Intelligence.

Hemocraft Modifier: Wisdom

Your chosen Hemocraft modifier is Wisdom.

Blood Step

Upon reaching 7th level, at the start of your turn, you can magically step through the carnage of battle as long as you aren’t incapacitated. You may use a bonus action to teleport to a pool of blood within 120ft no matter how small that pool is. If you use this feature you take necrotic damage equal to one roll of your hemocraft die before you teleport. This damage can’t be reduced in any way.

You can use this feature a number of times equal to your Hemocraft modifier (minimum of 1). If your end location is blocked by a creature or object, you are immediately shunted to the nearest unoccupied space.

You regain all uses of this feature once finishing long rest. 

Blood Step (INT)

Upon reaching 7th level, at the start of your turn, you can magically step through the carnage of battle as long as you aren’t incapacitated. You may use a bonus action to teleport to a pool of blood within 120ft no matter how small that pool is. If you use this feature you take {{scalevalue}} points of damage before you teleport.

You can use this feature a number of times equal to your Hemocraft modifier (minimum of 1). If your end location is blocked by a creature or object, you are immediately shunted to the nearest unoccupied space.

You regain all uses of this feature once finishing long rest. 

Blood Step (WIS)

Upon reaching 7th level, at the start of your turn, you can magically step through the carnage of battle as long as you aren’t incapacitated. You may use a bonus action to teleport to a pool of blood within 120ft no matter how small that pool is. If you use this feature you take {{scalevalue}} points of damage before you teleport.

You can use this feature a number of times equal to your Hemocraft modifier (minimum of 1). If your end location is blocked by a creature or object, you are immediately shunted to the nearest unoccupied space.

You regain all uses of this feature once finishing long rest. 

Brand of Ruin

Starting at 11th level, your Brand of Castigation curses your foe’s essence, preventing them from receiving aid in battle. Whenever you brand a creature with your Brand of Castigation they are unable to heal until the start of your next turn. If a branded creature is struck any additional times by your Rite of Vitality before this effect ends, you deal an extra 1d4 necrotic damage to the target.

Blood Curse of the Vampire

At 15th level, you hone your hemocraft to drain the lifeforce of your enemies restoring yourself or your allies. You gain the Blood Curse of the Vampire for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of the Vampire (INT)

As a bonus action, choose one creature you can see within 30 ft. Whenever you deal damage to that creature with an active Crimson Rite you or a creature of your choosing may regain a total number of hitpoints equal to half the damage dealt. A creature cursed this way at the start of its turn may make a Constitution saving throw as a bonus action. If the creature succeeds the curse is removed, if it fails its movement is reduced to 0 until its next turn.

Amplify. You may choose up to two creatures including yourself, both creatures will regain a total number of hitpoints equal to half the damage dealt each. When cursed this way the saving throw a creature may perform is made at disadvantage.

Blood Curse of the Vampire (WIS)

As a bonus action, choose one creature you can see within 30 ft. Whenever you deal damage to that creature with an active Crimson Rite you or a creature of your choosing may regain a total number of hitpoints equal to half the damage dealt. A creature cursed this way at the start of its turn may make a Constitution saving throw as a bonus action. If the creature succeeds the curse is removed, if it fails its movement is reduced to 0 until its next turn.

Amplify. You may choose up to two creatures including yourself, both creatures will regain a total number of hitpoints equal to half the damage dealt each. When cursed this way the saving throw a creature may perform is made at disadvantage.

Final Bloodlust

Upon reaching 18th level, you learn to protect your fading life by absorbing the energy from your enemies with your last remaining strength. If you have Rite of Vitality active and are reduced to 0 HP but don’t die outright, you can use your reaction to make an attack roll against a creature within 5ft with your crimson rite. If you choose to make this attack your active crimson rites will end.

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