Base Class: Blood Hunter
Rite of the Void
When you join this order at 3rd level, you learn the esoteric rite Rite of the Void (detailed below).
Rite of the Void. Your rite damage is Void type.
If you channel this rite you can summon forth a melee weapon you are proficient with made of the Void, this weapon acts as a normal weapon for damage purposes, the only additional damage is the rite damage. You can unsummon the weapon the same ways you unsummon a normal rite.
Upon reaching 11th level, any creature you hit with your Rite of the void suffers this additional void damage equal to your wisdom modifier.
Shadow Wraiths
Upon reaching 7th level, you learn to project wraith made from your own vitality to provide aid in battle, as a bonus action you may summon forth a mirror image, that protects you, This ability is considered an innate ability, therefore, it can't be dispelled or counter spelled. you may use this feature once per short rest.
you gain an additional use of this feature at 13th level.
The unseen
At 11th level, you have learned to survive and gather information in the best way possible to remain unseen.
You also gain the Blood Curse of the Unseen for your Blood Maledict feature. This does not count against your blood curses known.
Blood Curse of the Unseen. As an action, you can expend a use of Blood Maledict feature to cast Invisibility on yourself.
Amplify. You cast Greater invisibility instead.
Shadow manipulation
At 15th level, using your blood manipulation you can use your own vitality to increase the chances of your order of the shadow's abilities to work. When you would roll a concentration check on Greater invisibility or invisibility, or when you must make a roll to hit a mirror image you may roll a crimson rite die and take damage equal to the roll and adding the number rolled to the concentration or mirror image check.
Scared of the dark
At 18th, level you become one with the shadow and use it for one of its best features FEAR. Whenever a creature destroys a mirror image of yours the creature must make a Wisdom saving throw against your blood maledicting save DC, as well as any creature of your choice within 10ft of you when you drop invisibility. If the creature is affected by this fear in addition to the original effects the creature has disadvantage on attack rolls while the fear is active and the creature's speed is 0.
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