Blood Hunter
Base Class: Blood Hunter

Of the secret societies that make the orders of the Bloodhunter, the Blackguard are the most secretive. But as to their purpose, some can only speculate.

Ghostslayers hunt the undead to let them rest eternally
Mutants hunt the Abominations that ought not be.
Lycans hunt their brethren in order to prevent spread.
Profane Souls hunt wizards to prevent abuse of their power.

From what we know, Blackguards serve to act on a broader term, using what some would consider to be dark magic in order to fight the greater evil. A Blackguard is stalwart in this motivation, and will bring the fight to Evil. Wherever this may take them.

Intimidating Resolve

At 3rd Level, you gain a hearty resolve to your mission, be it mysterious or sinister. As a Bonus action, you can gain your Blood Hunter class levels in Temporary Hit Points. Additionally, attacks made with advantage until the start of your next turn deal additional damage equal to your Intelligence Modifier.

You can use this feature 3 times per short rest.

Payback

At 3rd Level, when a creature suffering from a blood curse targets you with an attack, you get advantage weapon attacks against them until the end of your next turn.

At 11th level, this extends to blood cursed creatures targeting you or any friendly creature to you that you can see within 30 feet of you.

Bonus Proficiency

When choosing this order at 3rd Level, you gain proficiency with Heavy Armor.

Warlord’s Rites

At 7th Level, your rites have advanced due to your fanatical training. When you roll a 2 or lower on your hemocraft die for Rite Damage, you can instead treat the roll as a 3.

Brand of Obsession

At 11th Level, your Brand of Castigation can become a means of fixating upon an enemy’s fear. Attacks made against branded creatures have Advantage. Additionally, you can now target a Branded creature with an additional attack when taking the attack action.

Furthermore, if your use of Brand of Castigation has been expended, you can suffer one roll of your hemocraft die to use it again.

Rapid Strike

Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

Death Defiance

At 18th level, being dropped to 0 hit points does not render you unconscious. You continue to make death saving throws as you take turns. Suffering any further damage will give you a level of exhaustion, or alternatively end an active rite you have if your choice. Any and all levels of exhaustion are discarded if you succeed 3 death saving throws. Being stabilized in this way restores you to 1 hit point.

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