Blood Hunter
Base Class: Blood Hunter

Many blood hunters seek to overcome their foes on the strength of their weapons or hemocraft. The hunters of the Order of the Scholar know that often careful study and application of knowledge can cut as deadly as any blade or blood rite. As an order of itinerant academics, teachers, and researchers, they can at first glance appear less suited to their role than their counterparts in other orders. However Scholars are just as willing to wade into blood as they are into ink. Their duties as keepers of esoteric learning and archaic wisdom have equipped them with many secrets that they can bring to bear against the evils of the world, with a zeal that can surprise even the deadliest foes.

Academic Rigor

The learning and study you have undergone has sharpened your mind and academic skills. You gain proficiency with calligrapher’s tools and one other tool set of your choice.

You gain expertise in one of the following skills: Arcana, History, Investigation, Nature, Religion.

At, 7th, 11th, and 15th level you gain expertise in another one of the remaining skills.

Hunter's Treatise

At 3rd level you begin compiling the knowledge you’ve gained from your research into a single volume. The tome can have whatever appearance you choose. When you finish a short or long rest you can choose a new section of the treatise to study and draw on. You can activate the prepared effect as a bonus action. You can only have one of these effects prepared and/or active at a time. At 7th and 15th level each treatise gains expanded knowledge and additional effects.

Medicinal Treatise. You can use your knowledge of medicine and hemocraft to treat injuries. Upon activation, for one minute, you can use an action to touch a creature and have them regain hit points equal to 1 Crimson rite die while you take an equal amount of damage.

Scourge Treatise. Your control of your crimson rite becomes more intense. You can add 1 extra crimson rite die upon activation, while taking the same amount of crimson rite damage.

Physiology Treatise. You have learned techniques that improve your physical capacity and fitness. Your movement speed increases by 5ft and you can dash as a bonus action.

Rhetoric Treatise. You have studied the rhetorical strategies of great orators and philosophers. You gain advantage on charisma checks for 10 minutes.

Defensive Treatise. You have compiled techniques that increase protection and defensive capabilities. You gain +1 to your AC for one minute.

You can activate an effect a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Enhanced Treatise

At 7th level your mind has become hardened. You gain resistance to psychic damage. Your Hunter’s Treatise has been expanded to include new knowledge. You can now have two effects prepared but only one active. If you have one effect active and choose to activate another, the first ends. 

Medicinal Treatise. Your medical knowledge has grown. Use 2 rite dice for healing given. Additionally, you can forgo healing to instead end either one disease or one condition afflicting a creature. The condition can be blinded, deafened, paralyzed, or poisoned. You still take the full amount of damage.

Scourge Treatise. You have researched new martial techniques that aid you in battle. Add 1 extra weapon die to your damage rolls for 1 minute.

Physiology Treatise. Your study of the mortal form has yielded new results. Your movement speed increases by 10ft and you can disengage as a bonus action for 1 minute.

Rhetoric Treatise. Your command of language has given you increased understanding. You gain the ability to understand all written and spoken languages for 10 minutes.

Defensive Treatise. Your research has yielded new defensive techniques to ward you against harm. Your AC increases by +2 and you gain advantage on dex checks for 1 minute

Brand of Inquisition

At 11th level your Brand of Castigation gives you new insight into your foes. Upon marking a creature with your Brand of Castigation, you immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

Also, choose one ability when you apply the brand. The target has disadvantage on saving throws made with the chosen ability.

Keeper of Knowledge

At 15th level you have gathered esoteric knowledge to add to your hunter’s treatise. You can have three treatise sections prepared and two effects active at a time. If you activate a third effect you choose which of the previous two to end. 

Medicinal Treatise. You have gained new insight into the treatment of magical and nonmagical afflictions. Use 3 rite dice for healing given. Additionally, you can forgo healing to reduce the target's exhaustion level by one, or end one of the following effects on the target:

  • One effect that charmed or petrified the target
  • One curse, including the target's attunement to a cursed magic item
  • Any reduction to one of the target's ability scores
  • One effect reducing the target's hit point maximum

Scourge Treatise. Your command of your crimson rite has grown more refined. You can now apply two crimson rites to your weapons at once. You must take two individual bonus actions to activate each rite. Each rite uses it’s own damage die. Only the first rite type benefits from the doubled damage dice.

Physiology Treatise. You learn how to use your hemocraft to spur your body to new feats of physical prowess. Your movement speed increases by 15ft. At the beginning of combat you can activate this effect to gain advantage on initiative rolls.

Rhetoric Treatise. Your powers of persuasion have become even more potent. Upon activating this effect you use your action to attempt to charm a creature. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

Defensive Treatise. Your defensive stratagems have grown even more robust. Your AC increases by +3 and you are unable to be grappled or restrained for 1 minute.

Blood Curse of Vivisection

At 18th level your hemocraft has been perfected to leave your enemies exposed to attack. You gain the Blood Curse of Vivisection for your Blood Maledict feature. This does not count against your number of blood curses known. In addition, you gain immunity to psychic damage. 

Blood Curse of Vivisection

When a creature you can see within 30 feet is hit by an attack or spell, you can use your reaction to guide the strike to the creature’s weak spot. The next attack that hits the target has it’s damage doubled.
Amplify. This curse lasts until the end of your next turn.

Previous Versions

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