Base Class: Blood Hunter
A handful of people go willingly into the Shadowfell, the very representation of gloom and despair. A place, where no sun nor stars shine in the sky. However, a group of morbidly curious blood hunters found hidden potential after researching about shadow dragons and their irreversible change inside of the Shadowfell. The Order of the Dark Knights replicates this procedure in order to tap into the negative forces hanging in the very fabric of reality. But the longer a creature remains on the plane, the more it accepts the plane’s malaise. Positivity fades and is replaced by anger, hunger, loneliness and fear. Just a few squires survive this year-long journey, filled with dark rituals, constant despair, and dread.
At the end of their journey, they are allowed to travel back into the Material Plane through a secret passage, guarded by the Order. Some have been broken by the experience, not even able to talk anymore. For others, the darkness has seeped into their heart, their evil hidden behind an iron curtain of deception. And for the very few who's virtue stayed true through the years, endless adversity looms in the dark.
After the last ceremony, the Accolade, the newly dubbed knights arise and venture out. They spread the name of the Order by unbelievable deeds, be it horrific or righteous. And after the life of adventure has ended, most of the knights succumb to the inner call of gaining disciples for the Order of the Dark Knights. The aged mentors lead the newly appointed squires back into the Shadowfell, almost like it was influencing their decision.
Dark Arts
When you join this order at 3rd level, you learn the Dark Arts which represents the primal magic of the Shadowfell. Your connection to the dark lets you weave certain spells in exchange for your life force.
Abyssal Blade. When a crimson rite is active, you can use a free action to lose an additional number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. In addition to your regular rite damage, you deal 1d4 necrotic damage this turn. This damage is magical and increases as you gain levels as a blood hunter.
Dark Cannon. A ball of pure darkness erupts from your hand toward a creature in range. Make a ranged spell attack against the target. After that, roll 3d4s and lose hit points equal to the highest number rolled. On a hit, the target takes the sum of your rolls + your INT modifier as necrotic damage.
The rolled dices increase with your hemocraft die progression. This spell's damage also increases by an additional die when you reach 5th level, 11th level, and 17th level.
Shadow Wave. When you hold out a hand with a claw grip, waves of pure darkness can pulse out of your palm. Each creature in a 10-foot cone must make a Wisdom saving throw against your Hemocraft save DC as they try to resist the palpable despair entering their bodies. A creature takes 3d4 + your INT modifier as necrotic damage on a failed save, or none on a successful one. Even if no creature has been affected by this spell, roll said dice. You lose hit points equal to your 2 highest numbers rolled.
The rolled dices increase with your hemocraft die progression. This spell's damage also increases by an additional die when you reach 5th level, 11th level, and 17th level.
Living shadow
Beginning at 3rd level, negative forces inhabit your body in the form of a shadow. Whenever you use a class feature that reduces your hit points during a battle, your shadow gains hit points equal to half the amount you lost (rounded up). If you get hit by an attack, your shadow will take the damage instead if it has any Hit Points left. Any excess damage the shadow takes will transfer over to you. After a short or long rest, your shadow will feed on any remaining hit points it has and returns to 0.
Eyes of Abaton
Upon reaching 7th level, darkness seems unable to cloud your eyes anymore. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Blood Curse of Adversity
At 11th level, you can curse enemies and weaken the bond they have with negative energy, making it alien and hostile. Enemies with no affinity for negative energy get overwhelmed by the amplified negative energy. You gain the Blood Curse of Adversity for your Blood Maledict feature. This doesn't count against your number of blood curses known.
Blood Curse of Adversity. As a bonus action, you can choose one creature you can see within 30 feet of you. For one minute or until you end the effect the creature's initial resistance against necrotic damage gets overcome. If the creature has no resistance or immunity against necrotic damage, it must make a Wisdom saving throw against your Hemocraft save DC. On a fail, the target is frightened by you for 1 minute. This blood curse affects any target, whether it has blood or not.
Amplify. The creature's immunity against necrotic damage now becomes resistance and initial resistance against necrotic damage gets overcome. If the creature has no resistance or immunity against necrotic damage, it must make a Wisdom saving throw against your Hemocraft save DC each time, they take necrotic damage by you. On a fail, the target is frightened by you for 1 minute.
Brand of The Unmended
Beginning at 15th level, your Brand of Castigation bolsters the black blood in your veins with power beyond mere blood hunters. If you use the attack action against an enemy marked with your Brand of Castigation, you can attack one additional time.
Shadowbringer
Upon reaching 18th level, the closer you are to death, the more powerful your Dark Arts become. If you have less than 100 HP left, you deal an extra of 1d10 necrotic damage each time you hit a creature. The damage increases by 1d10 for one turn when you activate Abyssal Blade as a free action. Additionally, your melee attack range expands by 10 feet and any physical damage you do against a creature in this extra space converts to necrotic damage. If an action of your class features reduces your Hit Points to 0, you can finish the action before becoming unconscious and you deal an additional 1d10 necrotic damage and the creature has disadvantage on any saving throw of this action. Shadowbringer ends when your current HP exceeds 100 or you become unconscious. You can use this feature once per long rest.
Comments