Blood Hunter
Base Class: Blood Hunter

Between darkness and light, night and day, there is the gray light of dusk and dawn. Blood Hunters of this order practice the belief that all power can be used for good, as long as it is treated with respect. To the same effect, all power can be used for evil if used recklessly. Upon taking this oath, they learn to draw on the powers of light as well as shadow to alter their blood magic. While these hunters tend to linger in the shadows, they always carry a sliver of light within themselves, betrayed by a cold grey light in their eyes.

Rite of Dusk

When you join this order at 3rd level, you learn the Rite of the Dusk esoteric rite (detailed below).

Rite of the Dusk. Your rite damage is necrotic/radiant damage (only one at a time, see below for details). While the rite is active, you gain the following benefits:

  • Your weapon radiates the grey light of dusk. This turns bright light and darkness to dim light out to a radius of 10 feet from the weapon.
  • You have resistance to psychic damage.
  • You can change the damage type of the rite as a bonus action on a later turn. When doing this, you take damage equal to half (rounded up) of one roll or you hemocraft die.

Eyes of Shadow and Light

Beginning at 3rd level, the grey light of dusk illuminates your vision as your eyes become adjusted to the shadows that hide your darker nature. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Shadow Step

At 7th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Soul of Endless Twilight

Beginning at 7th level, your body has learned to exist in a state of wakefulness and restfulness simultaneously from living on the border between night and day. You no longer need to sleep and can’t be forced to sleep by any means. You must still take long rests or risk suffering levels of exhaustion. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as keeping watch.

Brand of Dawn

Beginning at 11th level, your Brand of Castigation now marks the creature with the light of dawn for you and your allies to see. For a number of minutes equal to your Intelligence modifier (minimum of one), the branded creature sheds dim light in a 10-foot radius. The first attack role a creature makes on its turn against the branded creature is made with advantage, and the branded creature can't benefit from being invisible.

Eyes of the Sun and Moon

Upon reaching 15th level, your sight can now pierce the veil of reality and see through illusions. At all times, you can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you. Additionally, as an action, you can extend your sight beyond its normal means to see invisible creatures and see into the ethereal plane for 1 hour, as if under the effect of the See Invisibility spell. Invisible and ethereal objects appear as ghostly and translucent. You can enhance your sight in this way three times. You regain all expended uses after a long rest.

Blood Curse of Sunrise

At 18th level, the light of dawn flows through your blood, and you can release it at will. You gain the Blood Curse of Sunrise for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of Sunrise

Prerequisite: 18th level, Order of Dusk and Dawn

As an action, you release the light of dawn from your body, emitting a burst of radiance. All creatures of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save, they are blinded for 1 minute. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.

Amplify. A creature that fails the save takes 4d8 radiant damage in addition to being blinded. A creature that succeeds the save takes half that damage.

Previous Versions

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