Blood Hunter
Base Class: Blood Hunter

Unlike most who partake of the Hunter's Bane, those who follow the Order of the Untainted Heart strive to protect their empathy, their sensibilities, and above all, their humanity. These Blood Hunters are unlike any others, using their powers not out of rage or hatred, but out of love. The Order of the Untainted Heart seeks to protect the people around them at all costs, and unlike other Orders refuses to let the hatred and spite from the uncorrupted to drive them to dark fonts of power such as Lycanthropy or pacts with demonic beings. Instead, they draw power from the divine, as if a dark reflection of the beloved Paladins.

Curative Touch

When you join this order at 3rd level, you learn how to manipulate blood in a new way. You gain proficiency in Wisdom(medicine) checks and the healer's kit. Additionally, you gain advantage on checks made to stabilize a creature at 0 hit points. 

Sacred Ground

Beginning at 3rd level, your order teaches you how to sanctify ground, making it suitable for performing their sacred rites. As a ritual taking one minute, you lose health equal to a number of hemocraft die you choose and sanctify an area of relatively flat ground that contains a number of 5 ft. squares equal to the amount of health you lost. All creatures inside this area gain the following benefits:

  • Whenever a creature is healed by another creature within this area, it restores an additional 1d4 hit points.
  • All Undead and Fiends in this area become vulnerable to radiant damage, unless they are already vulnerable.
  • Every creature who enters this area may choose one other creature in the area. When either creature takes damage, the damage is split evenly between the two creatures, with the primary target taking any damage that cannot be split. This effect ends if either creature leaves the area, or falls unconscious. Each creature may only have one instance of this effect at a time, with the most recent instance taking priority.
  • All creatures in the area emit 5 ft. of dim light, and cannot become invisible while they are glowing.

This ground lasts until you leave the area, or until 1 hour has passed. You may only have one instance of Sacred Ground active at a time.

Will of the Heart

Upon reaching 7th level, your heart begins to suffuse your power with new energy. Choose the two options below that pertain to your alignment:

Chaotic

You may to double the range of Sacred Ground, but if you do so you may only choose one effect listed in the feature to occur.

Evil

You may cast vampiric touch a number of times equal to your Intelligence modifier (minimum of once) per long rest. Intelligence is your spellcasting modifier.

Good

You may cast mass healing word a number of times equal to your Intelligence modifier (minimum of once) per long rest. Intelligence is your spellcasting modifier.

Lawful

All creatures that enter your Sacred Ground must succeed on a Wisdom saving throw against your Wisdom score or else become charmed by you for 1 minute. On a successful save, the creature is immune to this effect for 24 hours.

Neutral (Good vs. Evil)

You may cast revivify and false life a number of times equal to your Intelligence modifier (minimum of once) each per long rest.

Neutral (Law vs. Chaos)

Whenever a creature within Sacred Ground chooses another creature to share damage with, it may choose two additional creatures, splitting the damage among a maximum of four creatures. Any of these creatures who leaves the area will cancel the effect for all of them.

Sudden Sanctuary

Beginning at 11th level, your Sacred Ground gains strength. You can now choose to reduce the casting time of Sacred Ground to a minimum of 1 action (6 seconds). For every 12 seconds removed, lose health equal to your Hemocraft die. Additionally, if Sacred Ground takes 30 seconds or more to cast, you can choose to add an effect to it:

  • Walls of magic appear around the border of Sacred Ground. No objects or creatures can pass through these walls, except for air, and no creature can teleport inside or outside of Sacred Ground. However, creatures inside Sacred Ground can choose to open or close an opening in the wall as an action or bonus action. The walls are 15 ft. high, 5 ft. wide, have 17 AC, and 10 hit points. The walls counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell).

Purified Soul

At 15th level, you’ve gained access to a secret technique that causes your magic to invert. Whenever you use a feature that would cause you to take damage using your hemocraft die, you can choose to instead choose to be healed for the hemocraft die instead of losing health. However, any damage that the feature causes will heal its target for the same amount of damage it would deal. You may only use this feature again after you've in total caused creatures, including yourself, to regain a total amount of hit points equal to your class level. 

In your character sheet, increase (or decrease) the number of charges of this feature whenever you heal a creature. When you have the maximum (or minimum) number of charges for this feature,  you may use Purified Soul again. When you use this feature, reset the amount of charges.

Fields of Elysium

Upon reaching 18th level, your Sacred Ground becomes amplified to new heights. The size of Sacred Ground becomes doubled (this stacks on top of the Chaotic selection for Will of the Heart), and while inside Sacred Ground you may teleport anywhere within the Sacred Ground as a free action, though doing so still consumes half the movement required to walk to wherever you teleported. 

Additionally, if a creature drops to 0 hit points while within Sacred Ground, you can either attempt to stabilize them or cast a spell on them, even if it is not your turn.

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