Blood Hunter
Base Class: Blood Hunter

The Order of the Deathless is the newest order, if it can even truly be called an Order. Created artificially by Alden Farmane in attempts to reanimate clerical connection with a lost deity. Deathless seek to draw their power from the Lord of the Dead himself, but he has been lost to time and forgotten by most after the Calamity, so instead they turn to hemocraft, tuning their abilities in attempts to grow closer with the lost Reaper.

 

Rite of the Dead

When you join this order at 3rd level, you learn the Rite of the Dawn esoteric rite.

Rite of the Dead. Your rite damage is necrotic damage.

While this rite is active, you gain the following benefits:

  • You have resistance to necrotic damage.
  • Your weapon deals one additional hemocraft die of rite damage when you hit a celestial.
 
 

Impervious Body

Whenever you regain hit points, the dice for determining how many hit points you receive can be rolled again and you take the higher result. In addition, when an enemy regains hit points within your line of sight, you treat any roll of your hemocraft die on your Rite of the Dead damage as having rolled their maximum value against that target until the end of your next turn.

At 18th level, whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.

 

Ethereal Step

At the start of your turn, if you aren’t incapacitated, you can choose to magically step into the veil between the planes.

You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object. If you are inside an object when this feature ends, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved. This feature lasts for a number of rounds equal to your Intelligence modifier (minimum of 1) rounds.

You can use this feature once. Beginning at 15th level, you can use your Ethereal Step feature twice between rests. You regain all expended uses when you finish a short or long rest.

 
 

Soul Draining Ward

Beginning at 11th level, your Brand of Castigation now creates a vacuous aura in a 15-foot radius sphere centered on the branded creature. All hostile creatures within the sphere cannot use reactions and have their movement speed halved.

 

Blood Curse of the Vacant Heart

You've trained your hemocraft to attack the body and mind of enemies through tapping their innate life force. You gain the Blood Curse of the Vacant Heart for your Blood Maledict feature. This doesn't count against your number of blood curses known.  


Blood Curse of the Vacant Heart
Prerequisite: 15th level, Order of the Deathless
As a bonus action, you can choose one creature you can see within 30 feet and send a small mote of necrotic energy directly into the creature to interrupt its defenses. Pick a type of saving throw; the next time the target must make that type of saving throw, they will roll with disadvantage.
Amplify. The cursed creature automatically fails the saving throw unless they strain through 4d6 necrotic damage to attempt to make the saving throw at disadvantage.
 

Resist the Veil

You resist the call of the afterlife through your connection to the Reaper himself. You roll with advantage on all death saving throws. Additionally, the first time you are reduced to 0 hit points per long rest, all melee attacks made against you that would automatically land as critical strikes must still be made as traditional attack rolls. 

 

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