Blood Hunter
Base Class: Blood Hunter

The ultimate aim of the Blood Hunters is to use evil to destroy evil, a simple, yet effective, means. In order to achieve this goal they all undergo the trial noted as the "Hunter's Bane" an arduous and grueling task that tests the limits of all aspiring Blood Hunters. Not only is it difficult, the consequences of performing such a ritual alter your life blood permanently, binding you to the Abyss for eternity. But what if one did not need to take this trial? What if one was already bound to the all-consuming darkness? What if you were "evil" to begin with? That is the Order of the Atoned, a curious and highly controversial order who traces their roots back some hundred years ago, where a group of Blood Hunters struggling at fighting the tricky and powerful Drow at the time came up with a brilliant, yet unethical, solution: to use monsters to track monsters, as they themselves became evil to destroy evil. In the following years, this practice became commonplace with the more brash members of each order and soon more than 100 "hunting dogs" were kept, some owning more than 10. These "dogs" were treated, as per Blood Hunter style, very harshly, many suffering permanent mental damage, but their pain was overshadowed by the results they brought in. They were very effective and their hard work earned them not a reward, but a prolonging of their cruel life. Eventually, they, as all slaves do, got fed up and through a correlated attack, killed their masters and ran away. Although some returned to their original dark forces, some, after their traumatic experience, decided to form their own Order, one to right the wrongs of the world, one to fix the sins brought on by the foolishness and endless arrogation incurred by the thinking races, one to truly, for the world and for themselves, atone. 

Fallen Pride

When choosing this subclasses at 3rd level, you gain a strong moral compass though evil you are. You can increase any roll made on Arcana, History, Insight, Investigation, or Survival by your Hemocraft die. You can use this feature up to 1 + your Intelligence modifier every long rest.

Charitable Greed

Starting from when you choose this subclass at 3rd level, you gain the ability to enhance your attacks using your blood. Whenever you make an attack you can choose to do extra damage using your Hemocraft die. However, any extra damage you do you must also take. You can use this feature as many times as you want in one attack however you can only use this feature a number of times per long rest equal to 1 + your Intelligence modifier.

Forlorn Wrath

Upon reaching 7th level, your knowledge of the consciousness increases considerably. You can, once per long rest, create a ritual circle which incites all within its vicinity, making those within 30 feet of you make a Wisdom saving throw against your Hemocraft save DC. If they fail the save, their weapons deal extra damage equal to your Hemocraft dice, however, their AC is also decreased by an amount equal to the maximum number your Hemocraft die can roll divided by two (i.e. if your Hemocraft dice is 1d6 their AC is decreased by 3). Additionally, any damage they deal using the Hemocraft die bonus will also be dealt to them. It takes one turn to draw the circle and another one to actually use it. 

At Higher Levels. This feature gains an additional use at 11th level and another at 18th level.

Regulated Gluttony

Beginning at 11th level, your journey for redemption has reached new heights. Whenever you encounter a corpse that has died within 24 hours, you can choose to devour it, healing you for an amount equal to your Hemocraft die. You can use this ability an amount of times every day equal to 1 + your Intelligence modifier. Additionally, whenever you heal over your maximum health you gain half (rounded down) of that healing that exceeds the limit as temporary hit points. 

Fastidious Sloth

Beginning at 7th level, you can control the flow of battle using your power of blood. Once per day, for a number of minutes equal to your Intelligence modifier + 1, you can choose to speed yourself up, granting a +15 to movement speed and additionally a +1 to your Dexterity modifier. Alternatively, you can choose to hinder an opponent, decreasing their movement speed by 15 feet and decreasing their Dexterity modifier by 1.

At Higher Levels. This effect increases to 2 uses per long rest at 11th level, 3 uses per long rest at 15th level and 4 uses per long rest at 18th level.

Platonic Lust

At 15th level, you’ve seen many lands and seen many minds. Your purpose on this world is reinforced, and having achieved another tier of understanding, you gain the Blood Curse of the Succubus for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of the Succubus
Prerequisite: 15th level, Order of the Atoned
While out of combat, you can use your silver tongue to achieve your means. The target must make a Wisdom saving throw against your Hemocraft save DC. If they succeed, they become charmed for an amount of hours equal to your 1 + your Intelligence modifier hours, and think that they are your friend but will realize they were charmed after the duration. If they fail, however, they become charmed and will also become fanatically in love with you for the duration (1 + your Intelligence modifier hours). During this time they will follow your commands as best as they can although they won't take any action that would impose any direct harm on them. 

Amplify. You increase the duration of this effect (either one) by double.

Benevolent Envy

Upon reaching 18th level, you learn to accept that you will always be evil and can never truly have the chance to be "good," therefore achieving enlightenment. You can, once per day, as a bonus action if you successfully melee attacked an enemy, copy one of their stat modifiers for the duration (equal to 1+ your Intelligence modifier minutes). 

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