Bloodhunter Talents: Occult Teachings

Black Harvest

Prerequisite: proficiency with harvesting kit
When you harvest a creature, you ignore penalties from violent deaths and carcass degradation for 7 days after a creature’s death. Additionally, you can gather items with enchanted vials or spirit paper within 10 minutes of the creature’s death.

Blood Bank

When you gain this talent, choose Profane or Sacred. If you drink a vial of blood (if you chose Profane) or holy water (if you chose Sacred), you do not have to eat or drink anything for a number of days equal to your Constitution modifier (minimum 1 day).

Blood Tithe

Prerequisite: Hunter's Bane
When you make an ability check, you can use your reaction to use your blood magic to enhance your mind and body. You lose a number of hit points equal to one roll of your hemocraft die, and add that amount to the check.

Blood Trail

Prerequisite: Hunter's Bane
When you make a Survival check to track a creature that you have injured, you gain a bonus to the check equal to your hemocraft die.

Cannibalize

Prerequisite: Hunter's Bane
When you harvest a creature, you can instead choose to prepare its remains for ritual consumption. If you do, you can choose to forgo any reagents you would acquire and instead restore hit points to yourself equal to one roll of your Hemocraft die for each type of reagent you would have acquired. You can use this ability a number of times equal to your proficiency bonus. Once you have, you cannot do so again until you finish a long rest.

Graverobber

You automatically recognize sites where earth has been disturbed, such as by digging graves and holes or from burrowing creatures, within a number of months equal to twice your proficiency bonus. You have advantage on checks to find, dig, or search narrow spaces like holes or graves. You can dig holes without a shovel, but if you use a shovel, you gain a burrow speed of 1 foot that cannot be increased.

Grim Psychometry

When making an Intelligence (History) check to recall information about a darker past surrounding an object you are touching, or a location you are present in, you have advantage on the roll. The information gleaned often leans towards the more sinister influences of the past, and sometimes conveys visions of things previously unknown to the character on higher rolls.

Hemonomancy

Prerequisite: Blood Maledict
When you use a Blood Curse on an aberration, celestial, elemental, fey, fiend, or undead, you may amplify it by verbally declaring the creature’s true name, rather than by losing hit points. When you do this, the creature has Disadvantage on the first saving throw made against the Blood Curse. You can use this ability a number of times equal to your proficiency bonus. Once you have, you cannot do so again until you finish a long rest.

Vitae Victis

Prerequisite: Combat Maneuvers, Hunter's Bane
When you spend a hit die to recover focus, you can choose to roll your Hemocraft die and lose that many hit points. You recover an amount of focus equal to the hit points you lost or the result of the d4, whichever is higher.

Requires 3rd Level

Ritual Scarring

Prerequisite: Stigmata
Choose a second option from the Stigmata class feature. You gain the benefits and detriments from it.

Requires 7th Level

Adaptive Rite

Prerequisite: 7th level, Crimson Rite
As a bonus action, you may change the type of rite active on a weapon without losing additional hit points. If you have Dead to Rites, you may change which rite you gain the passive benefits from as a part of the same bonus action.

Requires 9th Level

New Moon

Prerequisite: Hunter's Moon
Choose a second option from the Hunter’s Moon class feature. You gain the benefits and detriments from it.