Blood Hunter
Base Class: Blood Hunter

Hunters of the Order of the Sacrifice have sworn to a life of duty, protecting the innocent from the powers that reside in themselves as well as from the monsters that hold powers much more terrifying than their own. These hunters do not give up their own body and mind when they enact the Hunter’s Bane ritual, they instead perform a modified version of this ritual, swearing to keep the balance and to hunt those who let their minds turn to the dark powers of the Hunter’s Bane.

Rite of the Sacrifice

When you join this order at 3rd level, you learn the Rite of the Sacrifice Primal Rite (detailed below).

Rite of the Sacrifice. Your rite damage is slashing damage.

While the rite is active, attacked targets cannot regenerate or be healed until the end of your next turn. This effect cannot be stacked.

Additionally, while the rite is active, when you hit a creature with an attack using the rite weapon, you can use a bonus action to siphon your blood and inflict a wound on the target. When you take this bonus action, you take your own blood, damaging you for a value based on your hemocraft die. At the start of the wounded creature's turn, it takes (hemocraft die) magical slashing damage for each time you’ve wounded it. You can only wound a number of creatures equal to your INT bonus, and you can wound a creature a number of times equal to half your proficiency bonus. The wounded creature can end the effect of these wounds after taking the damage on their turn by making a Constitution saving throw equal to your Hemocraft save DC. Succeeding ends the effects of all wounds on the target. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a Wisdom (Medicine) check equal to your Hemocraft save DC. If the check is passed, all wounds are cleared on the target. Any wound over the maximum adds a Hemocraft die to the damage roll.

This feature does not benefit from Blade of Wounds, and any Wounds that are not made from this feature are expunged when a Sacrifice Wound is added.

Executioner's Sense

Beginning at 3rd level, you gain darkvision of 60ft. and can only see in shades of red and black. If you already have darkvision, your darkvision is increased by 30ft. and changes from shades of black and grey to shades of red and black.

Additionally, while your Rite Weapon is active, you can use a reaction to gain advantage on the next weapon attack against a wounded target. You also have advantage on Perception checks to track and see wounded creatures.

Blood Infusions

Starting at level 7, you can use your blood magic to empower your abilities, hurting yourself in the process. When you make an attack, you can choose one of the three options. Before choosing an option, roll a hemocraft die and take that as damage.

  • As a reaction, you can reroll an attack roll you have made. You take this reaction after the roll but before the DM says if it hits or misses. You must go with the second roll.
  • As a bonus action, you siphon the life essence from the target, healing for damage dealt by the weapon attack. (includes modifiers for attack roll but does not include any additional damage)
  • As a bonus action, you cause your attack to coagulate the blood within the target, dropping their movement to 0 ft. until the end of the target's turn.

You can use this feature 5 times and regain uses at the end of a short or long rest.

Brand of the Executioner

Beginning at 11th level, you learn a new technique for your Brand of Castigation. You brand yourself using a bonus action. This brand gives you power based on how hard you’re hit. When you brand yourself, roll 1d20. You take the value of this die as damage, and for a number of minutes equal to the number rolled, halved, and rounded down (to a minimum of 1 minute), when you apply a wound, you apply an additional wound. Additionally, if you roll a 19 or 20, you go into a Blood Rage, letting you roll an additional Hemocraft die when dealing damage with your Rite Weapon.

 

Blood Curse of the Sacrifice

As a reaction, you can choose a target that dies and has at least one wound. As a part of this reaction, the dying creature’s body explodes and covers any creature you designate within 10 feet of the explosion. Creatures who are targeted must make a Constitution saving throw equal to Hemocraft DC. The damage of the corpse explosion and the number of wounds you can transfer is equal to the number of wounds on the target. You can transfer a wound to any creature that failed the CON save. For each wound you transfer to another creature, that creature immediately takes the wound damage and is wounded that many times(1 wound = 1 [hemocraft die] damage, 1 wound added). If the target succeeds the Constitution saving throw, they take half the damage from the explosion and cannot have any wounds transferred to them. Regardless of if the target succeeds or fails, they cannot be affected by this feature for the next 24 hours.

The range of the corpse explosion increases to 30 ft at level 18.

Executioner's Wrath

Upon reaching 18th level, you learn to maximize the wounds you inflict and create a technique to consume the wounds in exchange for damage. You can inflict wounds on attacks instead of using a bonus action and the number of wounds you can inflict on a target is equal to your Proficiency bonus instead of half of it. Additionally, when you hit an attack against a creature that is wounded by your feature, you can use a bonus action and roll a Hemocraft die. You take triple the rolled value as damage. When you take this damage, the attacked creature’s wounds are removed. Roll one Hemocraft die for each wound removed from the creature. The wounded target takes double this damage. If the target dies to this attack, the target spurts out a fountain of blood, covering any creature within 30 feet that you designate. Half of the wounds are transferred to these creatures.

This effect can be used once per long rest.

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