Blood Hunter
Base Class: Blood Hunter

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Corroding Rite

3rd Level Fiend Stalker Feature
At 3rd level your Crimson rite Corrodes and corrupts the body of whomever you harm with your crimson rite. Once per turn whenever you hit a creature with a weapon with a Crimson rite. You create a lingering effect on them. For the next minute the creature takes damage equal to your Hemocraft die at the start of their turn. The damage type for this effect is the same as the crimson rite used to apply this effect. At the end of the creature’s turn it can make a Constitution saving throw against your Hemocraft DC to end this effect

Infernal Seals

3rd Level Fiend Stalker Feature

At 3rd level you can mark your body with magical seals to draw power from the nine hells. You learn two seals of your choice. Whenever you gain a level in this class you can replace one seal you know with another from this feature. You gain an Additional Seal at 7th, 11th, and 15th level. If the Seal has a Level requirement then you must meet that level Requirement to learn it. If a Seal has a Saving throw, the Saving throw is the same as your Hemocraft DC. 

 

Seal of Avernus: This seal channels the desolate nature of Avernus and it’s war stricken wastelands. While this Seal is Marked on your body, The first time you would take damage a turn, you can reduce the damage received equal to your Hemocraft Die. In addition you can invoke the Seal to punish a creature with the flaming hells of Avernus. Whenever a creature you can see harms you within 30ft of you. They must make a dexterity saving throw, On a failure they take fire damage equal to 3 rolls of your hemocraft die and their speed is reduced to 0 till the start of their next turn. Taking half damage on a success once you have invoked this seal. Once you have invoked this seal you can’t do so again till you take a short or long rest

 

Seal of Dispater: This seal channels the deceptive and manipulative nature of the civilians of the Iron city. While this seal is marked on your body, you may add your hemocraft modifier to Deception checks. In addition you can invoke the seal and target once creature within 30ft as a action. The creature must make a Wisdom saving throw, if the creature is hostile then the saving throw is done at advantage, on a failure the creature is charmed by you for an hour. If a creature charmed this way is harmed by you or your allies can make a wisdom saving throw to resist this effect. Once you have invoked this seal, you can’t do so again till you take a short or long rest.

 

Seal of Minauro (prerequisite Level 7 or higher): This seal channels the poisonous and torturous nature of Minauros. While this seal is marked on your body, you gain resistance to poison damage and advantage against saving throws that caused the poisoned condition. In addition, as a Bonus action you can manifest chains to restrain your foes.You can target one creature within 30ft of you, the creature must make a strength saving throw. On a failure the creature is restrained for a minute. While restrained in this manner, at the start of your turn if the creature is atleast one size larger then you or smaller, you can move the creature 15ft closer to yourself. The creature can use their action to repeat the saving throw to escape. On a success if the creature is one size larger than you or smaller. The creature is pulled 15ft closer to you. Once you invoke this seal you can’t do so again till you take a short or long rest.

 

Seal of Phlegethos (Prerequisite Level 7 or higher): This Seal channels the flaming power of Phelgethos. While this seal is marked on your body you gain resistance to fire damage. In addition as an Action you can channel the flames to burn those who harm you. For the next ten minutes, creatures that hit you with a melee attack take fire damage equal to 2 rolls of your hemocraft die. Once you invoke this seal you can’t do so again till you take a short or long rest

 

Seal of Stygia (Prerequisite Level 7 or higher): This seal channels the frozen sea of Stygia and the elusive shifting nature of the river styx. While this seal is marked on your body your movement speed increases by 10ft and you gain a swim speed equal to your movement and can breathe underwater. In addition you can use a bonus action to make yourself more evasive. For the next ten minutes you are immune to the restrained, and grappled condition. Also you don’t provoke attacks of opportunity. Once you invoke this seal you can’t do so again till you take a short or long rest.

 

Seal of Malboge: This seal channels the cavernous nature of Malboge, while this seal is marked on your body. You gain the ability to see normally in darkness, both magical and nonmagical, to a distance of 60 feet. In addition, whenever you hit a creature with a weapon attack that’s huge or smaller. You can deal additional damage that’s the same as the weapon used equal to two rolls of your hemocraft die and knock the creature prone. Once you have invoked this seal you can’t do so again until you take a short or long rest.

 

Seal of Malodomimi (prerequisite Level 11 or Higher): This seal channels the Urbanous and expansive nature of Malodomimi. While this seal is marked on your body you gain a tremor sense of 10ft and a climb speed equal to your movement. In addition as a Bonus action you can use your surrounding to create armor to protect yourself. You gain temporary hit points equal to your Hemocraft Die and Hemocraft mod for the next minute at the start of your turn, additional you are also treated as if you have half cover. Once you have invoked this seal in this way you can’t do so again till you take a short or long rest.

 

Seal of Cania (Prerequisite Level 11 or Higher):  This seal channels the frigid power of the layer of Carnia. While this seal is marked on your body you gain resistance to cold damage. In addition as an action to invoke the seal to cast the Ice wall spell. When casting this spell you don’t lose concentration when taking damage. Once you have invoked the seal in this way you can’t do you can’t do so again till you take a short or long rest


Seal of Nessus: (Prerequisite Level 11 or Higher): This seal channels the infinite power of the army of the nine hells. While this seal is marked on your body whenever you amplify a blood curse, you gain advantage on the next saving throw, attack roll, or next ability check you do till the start of your next turn. In addition you can invoke the seal to cast the Summon Fiend Spell, using your own blood as a material component. The duration of this spell is 10 minutes and concentration of this spell can’t be broken from. Once you have invoked the seal in this way you can’t do so again till you take a short or long rest.

Blood Curse of Fiendish Command

Level 7 Fiend Stalker
As a Bonus action you can target one creature that you can see within 30ft of you and compel them to obey your order. The target creature makes a wisdom saving throw against your hemocraft DC. On a failure the creature uses their reaction to use their movement to approach you or Flee from you. Using their movement to do so in the most direct way possible without harming themselves.


Amplified. Instead of using their reaction they must follow their command on their turn, and immediately end it once the action is complete.

Demonic Abrasion

Level 11 Fiend Stalker

While a creature is affected by your corroding rite they can’t regain hit points. Additionally the damage dealt by Corroding Rite increases by an additional hemocraft die.

Brand of Fiendish Shadow

Level 15 fiend Stalker

While a creature has the brand of castigation on them. They lose the ability to use Darkvision and Devil Sight. Additionally the first attack the creature does on each turn is at disadvantage

Blood Seal

Level 18 Fiend Stalker

Once per turn if you have already invoked a seal, you may expend a use of your blood maledict (No action Required) To invoke it an additional time. Once you have invoked a seal in this way you can’t do so again till you take a long rest. Additionally whenever you use a Blood Maledict for the purposes of using a Blood Curse. You may instead forgo a use of a Univoked seal.

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