Blood Hunter
Base Class: Blood Hunter

By sacrificing their lifeblood, Crimson Spirit blood hunters are able to create a magical projection of themselves to defeat their foes at greater ranges or disable their defenses. Novices in this field can only create fragments that appear beyond their bodies in very short distances and periods of time. Experienced members can summon spirits to operate wholly outside their own body... and there are some rumors of spirits being able to operate separately from it's controller entirely...

Phantasmal Strike

When you join this order at 3rd level, you learn Phantasmal Strikes (detailed below).

Phantasmal Strikes. You may choose one of the four options to apply with your attack and gain the following benefits:

  • Once your weapon strikes your initial target, the attack extends 5ft through it , potentially damaging  another one behind it. The second target must succeed on a dexterity saving throw equal to 10 + your weapon's damage modifier or take weapon attack damage. On a successful save the target dodges the attack.
  • You bring your weapon about in a sweeping arc, striking up to two targets within five feet at once. Targets must make a dexterity saving throw equal to 10 + your weapon's damage modifier or take weapon attack damage. On a successful save the target dodges the attack.
  • Your weapon deals one additional hemocraft die of rite damage when you hit a target.
  • Your weapon disables your target's weapon or otherwise momentarily hinders it, giving it disadvantage on it's next attack roll.

Relentless Strikes

Beginning at 3rd level, your spirit is able to lash out  and strike at additional creatures within range once a creature is killed by you.

Once a creature is reduced to 0 hit points by you, you may take an additional attack roll at another creature within 5ft of your slain target at disadvantage.

Crimson Silhouette

Upon reaching 7th level, at the start of your turn, if you aren’t incapacitated, you can choose to magically step into the veil between the planes as a blood spirit and strike out at your enemies.

You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage and your spirit is shunted back to the host body if your spirit ends it's turn inside an object. This feature lasts for a number of rounds equal to your Intelligence modifier (minimum of 1 round).

As a blood spirit you use the same modifiers as you would for a normal attack roll with your weapon. Your weapon damage is magical, even if the weapon you wield in the physical realm is not. You are tethered within 30ft of your host body, and cannot exit this range. Your blood spirit can only be damaged by magical attacks. Any damage taken by your blood spirit is cut in half and taken by the host body.

You can use this feature once. Beginning at 15th level, you can use your Ethereal Step feature twice between rests. You regain all expended uses when you finish a short or long rest.

Exposing Brand

Beginning at 11th level, your Brand of Castigation now exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite. Whenever you damage a branded creature with your Crimson Rite, your weapon deals one additional hemocraft die of rite damage. In addition, the branded creature reveals a vulnerability to you (DM's choice).

Crimson Reign

You gain three new abilities while your Crimson Silhouette is active. 

 

Crimson Exchange - While in the form of your Crimson Silhouette, you may use your action to swap places with your host body.

Vengeful Chain - After you have killed an enemy with your Crimson Silhouette, you may teleport your Silhouette to any enemy within 10ft and use your Relentless Strikes ability without disadvantage.

Sanguine Subjugation - Using your Crimson Silhouette, you may attempt to possess a medium creature within the range of your spirit. The creature must make a charisma saving throw equal to 10 + your intelligence modifier. On a failed, save the creature is possessed and you may act as it during it's turn for the duration of your spirit's existence. The creature may attempt to make this save each turn until it has died or your spirit has been removed. You must be within the 30ft range of your host body.

Apotheosis of Blood

Upon reaching 18th level, you gain ultimate mastery of your cursed magics. Upon the activation of your Crimson Silhouette both the host body and the silhouette itself can act independently from each other as separate entities controlled by the host body. Additionally, the host body gains all of the abilities of the Crimson Silhouette.

The Silhouette must still stay within the 30ft range of the host body and is now controlled for a number of rounds equal to your intelligence modifier plus one.