Blood Hunter
Base Class: Blood Hunter

This subclass focuses on wraith-like abilities to hunt down and assassinate your foes .

Blanket of the Dark

As an action, summon a dark, shadowy mist that is centered on you, covers 30 ft in all directions as well as moving along with you wherever you move. You and anyone else in the mist are heavily obscured and hard to see but you can see clearly through the mist. You can dismiss the mist using an action. You can summon the mist equal to your proficiency bonus before you have to take a long rest to be able to recall it.

Enhanced Rites

your mist infused powers allow you to boost the powers of your Crimson Rite and the cost of your mortal being. When you choose to activate your crimson rite, you can roll another hemocraft die and deal an additional 1d20 damage which counts as magical. You can do this as many times as your intelligence modifier before you have to take a long rest to regain all uses

Spiritual Shock

When you successfully hit a creature with your crimsone rite you can use a bonus action to make a normal weapon attack and if that attack hits the creature is stunned on your next turn.

Wraith

While you are in the mists you gain advantage on stealth checks and anyone who tries to find you has disadvantage on wisdom related checks. While in the mist you can also roll a hemocraft die; if you do you can assume a wraith-like form and go through objects and taking 1d10 damage if you are inside an object at the end of your turn, and pushed outside the object to the nearest unoccupied space.

Inhaled Dust

When your mist is activated you can choose to roll another hemocraft die to extend the range of it by 20 ft. You can only do this once per turn.  Those who are slain in your mist are under your control for as many turns as your intelligence modifier before taking their place as part of the fabric of the black abyss and dissapearing.

Soul Shatter

When a creature falls dead in your mist you can choose to use your crimson rite on the creature. If your attack is successful you learn the creatures ability scores as well as replace one ablility score you have with one of theirs. The ability scores must match up (ex. replace your overall wisdom score with the creatures overall wisdom score). They borrowed ability score stays in effect for an number of turns equal to the amount of your intelligence modifier or until you dismiss it.

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