Blood Hunter
Base Class: Blood Hunter

The Order of the Black Knight teaches its disciples to fight against Evil with no regards for their own lives or those of their comrades. For this reason, only the most desperate Blood Hunters join this Order. However, it is said that veteran Black Knights are able to find inner peace through the constant strain they inflict on their bodies.

Bonus proficiencies

When you choose this subclass, you gain proficiency wth Heavy Armor and Intimidation

Mutual Suffering

Also when you choose this subclass, you gain access to Mutual Suffering:

 As an action, you can deal damage to yourself equal to the damage roll of a weapon you are currently holding and is embued with your Crimson Rite, plus your Hemocraft die and your STR modifier. Every creature within 15ft from you must make a DEX saving throw. Each creature then takes as much damage (of the same type as your Crimson Rite) as you dealt to yourself on a failed save, or half as much on a successful one. You can use this feature a number of times equal to your Intelligence modifier (minimum of one). You replenish all uses of this feature after a long rest.

Mutual Suffering

 As an action, you can deal damage to yourself equal to the damage roll of a weapon you are currently holding and is embued with your Crimson Rite, plus your Hemocraft die and your STR modifier. Every creature within 15ft from you must make a DEX saving throw (DC 8+your INT modifier+ your proficiency). Each creature then takes as much damage (of the same type as your Crimson Rite) as you dealt to yourself on a failed save, or half as much on a successful one. You can use this feature a number of times equal to your Intelligence modifier (minimum of one). You replenish all uses of this feature after a long rest.

Black Critical

Starting from the 7th level,  your weapon attacks score a critical hit on a roll of 19 or 20 when your Crimson Rite is active. In addition, if the weapon you dealt damage with has the "heavy" property, you may add an additional hemocraft die to the damage roll.

Brand of Entwined Fate

Beginning at level 11, whenever the creature branded with your Brand of Castigation is within 20ft from you, it has disadvantage on attack rolls made against any creature that isn't you, and you have disadvantage on attack rolls made against any creature that isn't the branded creature.

Life Eater

At 15th level, when you hit one or more creatures with your Mutual Suffering feature, you can expend one use of your Blood Maledict to gain temporary hit points equal to the total damage you dealt. They last for a number of turns equal to the number of creatures you dealt damage to.

Blood Curse of the Black Seed

At 18th level you gain the Blood Curse of the Black Seed for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

 

Blood Curse of the Black Seed

As a bonus action, you can plant a seed of darkness in the veins of a creature within 30 ft from you. They must succed in a CHA saving throw or have a seed implanted in them. When the target dies, all characters within 10ft must succed on a CHA saving throw or be dealt 3d6 of necrotic damage and have a seed implanted in them as well. When a creature that has been hit this way dies, repeat the process.

Amplify. The seed blows up immediately, without having to wait for the death of its host. The host must also make a CHA save and can have a second seed implanted as well in case of failure

 

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