Blood Hunter
Base Class: Blood Hunter

In the first age, in the first battle, when the shadows first lengthened, one stood. He chose the path of perpetual torment. In his ravenous hatred, he found no peace, and with boiling blood he scoured the Umbral Planes seeking vengeance against the dark lords who wronged him. Those who tasted the bite of his blade named him the Doom Slayer.

Few and far between are mentions of the Order of the Slayer are found. During the eruption of the Umbral gates, there was one who stood against the dark ones, he had many names. 'Doom Slayer', 'The Beast', 'The Destroyer', these were the common names found in ancient texts. After he suppressed the dark ones beneath his feet once more, he took it upon himself to teach others of the ways and the methods of those infernal and abyssal. These Blood Hunters where his mark, the mark of the Beast, proudly, as they walk amongst the Infernal and Abyssal Planes, keeping the denizens at bay. That is their eternal duty, their perpetual torment.

 

Texts of the Damned

When you join this order at 3rd level, you have spent many days learning about the ways of those who swim in the fire and brimstone.  Whenever you make a (Wisdom) Survival check to track fiends, devils, and demons, you are considered to have expertise in that skill. You also have Expertise in all Intelligence-based skill checks to recall all manner of knowledge about them.

Relentless Attacks

Beginning at 3rd level, your ancient order has trained to push your body beyond its limits to achieve your goals. When you make a melee weapon attack, you can deal one hemocraft die of damage to yourself to make two weapon attacks as a bonus action as you push your body to the maximum and beyond.

Bite of the Beast

Upon reaching 7th level, you have mastered and adapted your Crimson Rites to be the bane of those evil-blooded, and have learned to apply those same methods to all who would stand in your way.

Whenever you attack a fiend, devil, or demon with a weapon while any of your Crimson Rites are active on the weapon, you critically hit on a roll of 19 or 20, and you do an extra hemocraft die of the chosen Rite damage.

Additionally, you can also choose to take double what you rolled when you activated your Crimson Rite to gain this benefit when attacking all other creatures for a number of rounds equal to your Intelligence modifier. This feature is usable a number of times equal to your Constitution modifier and gain all expended uses after a long rest.

Brand of Damnation

Beginning at 11th level, your Brand of Castigation now exposes your foe's true nature, and thwarting all attempts to lull, lie, or terrify.

Whenever you damage a branded creature with your Crimson Rite, your weapon deals one additional hemocraft die of rite damage. In addition, whenever the branded creature attempts to charm, intimidate or deceive another creature, that creature has advantage on whatever saving throws or ability checks made to thwart the attempt.

Blood Curse of the Slayer

At 15th level, you’ve honed your hemocraft to declare your mark and cause your foes' bodies and minds to cower before your might. You gain the Blood Curse of the Slayer for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Slayer of Doom

Upon reaching 18th level, you learn to reach the pinnacle of the mantle of 'Slayer'.

As a bonus action, you can take one hemocraft die points of damage and expend a use of your Blood Maledict feature to gain the following benefits for 1 minute:

- You gain temporary hit points equal to twice your class level.
- Whenever you take damage from a fiend, devil, or demon, the damage is halved, rounded down.
- You have advantage on all saving throws to resist magical and non-magical effects from fiends, devils, or demons.

You can use this feature twice per long rest.

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