Investigators of the occult and bad omens surrounding evil objects, beings, and places, they embrace a path of misfortune.  Committed to the greater good they may act without regard to laws or social norms and their methods are often viewed as profane or even diabolical.  Due to their solitary lifestyle those of this Order do not interact well with beings who do not share their mission other than their highest council, the Murder.  Though few can question their commitment nor judgment, as they gaze into the darkness the Crow does not divert its eyes as the darkness peers back.

Visceral Inquisition

Your weapon becomes an investigative tool against evil, pinpointing weaknesses and critical points.

Beginning at 3rd level after any attack, successful or not, as a bonus action you may make a Perception roll to find vulnerabilities.  If you roll:

14-16: Your next attack can be rolled at an advantage to the target.

17-19: If your next attack is successful you ignore resistances the target has (except in innate properties i.e., lightning elemental naturally has immunity to lightning damage this feature cannot override those natural defenses).  Make sure to consult your DM for other circumstances where innate properties or natural defenses may override this part of this feature.

20+:  On your next attack, if it is successful, you can choose to blind or knock the target prone.  At the beginning of the target's turn it can make a Constitution save DC 10 plus your Blood Hunter level to stand back up or no longer be blinded.

You may use this feature a number of times equal to your Wisdom modifier before a long rest.

Supernatural Insight

Due to your relationship with death and misfortune you have become attuned with malevolent forces of time allowing you to enter your subconscious to see demonic or spiritual auras and visions of those who have passed.

Beginning at 7th level you may spend hit points equaling your proficiency bonus.  If you do, you can recall all movements and memories of the recently (three days) deceased.  You can use this feature up to once per day before a long rest.  At night the cost of this feature is halved, rounded down, but cannot be less than 1.

Survivor's Touch

Be it in your dealings against spirits, demons, beasts, killers, or the undead your body becomes undaunted and has gained higher constitutions against disease, plague, and poisons.

Beginning at 11th level, you gain resistance to poison and necrotic damage as well as immunity to the disease and poison conditions.

Grim Gaze

Beginning at 15th level you gain Grim Gaze. On a successful attack, as a bonus action, you may gaze at your foe.  The target must make a Constitution save against DC your Blood Hunter level plus your proficiency level. 

On a failed save the target becomes frightened for a number of turns equal to your proficiency level.  In order for the target to resist the haunting images and no longer be frightened they must make a Constitution save against the same DC.

On a successful save the target receives 1d8 of psychic damage for each turn it was frightened.  (If it succeeds the save on the first try the target takes no damage.)

Abyss Watcher

As an initiate of the Murder, the Order of the Crow's highest council, you act as their stalwart vigil.  Your gaze into evil and hatred never breaks, your stance unyielding.

Beginning at 18th level, due to your superior experiences and fortitude, you automatically succeed any Constitution saves against evil or malevolent sources.  You also gain +1 AC for each evil or malevolent being within 10ft of you.

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