At 1st level, you have survived the Hunter's Bane - a dangerous, long-guarded ritual that alters your life's blood, forever binding you to the darkness and honing your senses against it.
You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence checks to recall information about such creatures.
The Hunter's Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities.
Some of your features are fuelled by a special die called your hemocraft die, which is a d4.
Your hemocraft die changes once you reach certain levels in this class: to a d6 at 5th level, a d8 at 11th level, and to a d10 at 17th level.
Some of your feautures require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Hemocraft save DC = 8 + your proficiency bonus + your Intelligence or Wisdom modifier
Also at 1st level, you gain the ability to channel - or sometimes sacrifice - a part of your vital essence to curse and manipulate creatures through hemocraft magic.
You know one blood curse of your choice. You learn one additional blood curse of your choice at 6th, 10th, 14th, and 18th level. Each time you learn a new blood curse, you can also choose one of the blood curses you know and replace it with another blood curse.
Each time you use your Blood Maledict feature, you choose which curse to invoke from the curses you know.
While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by taking necrotic damage equal to one roll of your hemocraft die. This damage can't be reduced in any way. An amplified curse gains an additional effect, noted in the curse's description.
Creatures that do not have blood are immune to blood curses unless you have amplified the curse.
Once you use this feature, you must finish a short or long rest before you can use it again. You can use Blood Maledict twice between rests starting at 6th level, three times starting at 13th level, and four times starting at 17th level.
At 2nd level, you adopt a particular style of fighting as your speciality. Choose one of the following options.
You can't take a Fighting Style option more than once.
Fighting Style
You gain a +2 bonus to attack rolls you make with ranged weapons.
Fighting Style
When you are wielding a melee weapon in one hand and no other weapons, you gain +2 bonus to damage rolls with that weapon.
Fighting Style
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding in two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
The weapon must have the two-handed or versatile property for you to gain this benefit.
Fighting Style
When you engage in two-weapon fighting, you can add your ability modifier to the daamge of the second attack.
Also at 2nd level, you learn to invoke a rite of hemocraft that infuses your weapon strikes with elemental energy.
You choose one rite from the crimson rites below when you first gain this feature.
You learn an additional crimson rite at 7th level, and again at 14th level.
Crimson Rite option
As a bonus action, you can take necrotic damage equal to one roll of your hemocraft die (this damage can't be reduced in any way) and activate this crimson rite on one weapon you're holding.
While this rite is in effect, attacks you make with this weapon are magical, and deal extra fire damage equal to your hemocraft die.
A weapon can hold only one active rite at a time. Other creatures can gain the benefit of your rite.
Crimson Rite option
As a bonus action, you can take necrotic damage equal to one roll of your hemocraft die (this damage can't be reduced in any way) and activate this crimson rite on one weapon you're holding.
While this rite is in effect, attacks you make with this weapon are magical, and deal extra cold damage equal to your hemocraft die.
A weapon can hold only one active rite at a time. Other creatures can gain the benefit of your rite.
Crimson Rite option
As a bonus action, you can take necrotic damage equal to one roll of your hemocraft die (this damage can't be reduced in any way) and activate this crimson rite on one weapon you're holding.
While this rite is in effect, attacks you make with this weapon are magical, and deal extra lightning damage equal to your hemocraft die.
A weapon can hold only one active rite at a time. Other creatures can gain the benefit of your rite.
Crimson Rite option
As a bonus action, you can take necrotic damage equal to one roll of your hemocraft die (this damage can't be reduced in any way) and activate this crimson rite on one weapon you're holding.
While this rite is in effect, attacks you make with this weapon are magical, and deal extra necrotic damage equal to your hemocraft die.
A weapon can hold only one active rite at a time. Other creatures can gain the benefit of your rite.
Crimson Rite option
As a bonus action, you can take necrotic damage equal to one roll of your hemocraft die (this damage can't be reduced in any way) and activate this crimson rite on one weapon you're holding.
While this rite is in effect, attacks you make with this weapon are magical, and deal extra psychic damage equal to your hemocraft die.
A weapon can hold only one active rite at a time. Other creatures can gain the benefit of your rite.
Crimson Rite option
As a bonus action, you can take necrotic damage equal to one roll of your hemocraft die (this damage can't be reduced in any way) and activate this crimson rite on one weapon you're holding.
While this rite is in effect, attacks you make with this weapon are magical, and deal extra thunder damage equal to your hemocraft die.
A weapon can hold only one active rite at a time. Other creatures can gain the benefit of your rite.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by two, or you can increase two ability score of your choice by one. As normal, you can't increase an ability score above twenty using this feature.
Instead of increasing your ability scores, you may choose to get a feat.
Additionally, you may also replace one skill proficiency with a different one offered by your class at 1st level.
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 6th level, when you damage a creature with a weapon for which you have an active crimson rite, you can channel hemocraft magic to sear an arcane brand into that creature (no action required).
You always know the direction to the branded creature as long as its on the same plane as you. Additionally, each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the branded creature takes psychic damage equal to your Hemocraft modifier (minimum of one point of damage).
Your brand lasts until you dismiss it or until you use this feature to apply a brand to another creature. Your brand can be dispelled with dispel magic, and is treated as a spell with a level equal to half your blood hunter level (maximum 9th level).
Once you use this feature, you cant use it again until you finish a short or long rest.