Order of the Dark Spirit
Bloodhunters of the Dark Spirit see the world not as others do, for they have had a glimpse of death. Not like some adventurers, who die, see spirits, are revived and remember little. Those who chose the dark spirit were ritualistically killed and revived simultaneously, their souls strung in the ethereal plane for hours, as they saw beyond the mundane world.
Those that survive, and managed to draw their souls back to their body are changed forever. Their souls have become disassociated with their bodies, allowing them to reap the souls from others, and warp them to their own devises.
Umbral Resilience
Starting when you choose this order at 3rd level, you gain proficiency in heavy armour.
Reap the Damned
Also at 3rd level, destroying an enemy reaps a fragment of their soul from their form, allowing you to utilise it as you choose. When a creature you have damaged in the last round with a weapon attack, or single target spell dies, if the creature is not of the construct, fiend, or undead type, you reap a soul fragment, up to a maximum equal to your crimson rite die.
You can consume or expell the soul to grant one of the following effects:
Soul Drain. As an action on your turn, you can expend a soul and roll your crimson rite die, adding your Wisdom modifier. You regain hit points equal to the number rolled as you destroy the fragment, draining its essence.
Syphon Knowledge. When you make an attack roll, or ability check, you can expend a soul to add your Wisdom modifier to the roll as you extract guidance from the soul. You must do this after you make your attack roll, but before the DM declares whether you hit or missed.
You lose all of your souls when you fall unconcious.
Soul Warp
At 7th level, your ability to mould soul fragments to your will has enhanced. Choose one of the following effects, you can expend souls to active that effect.
Bloodshape. When you use your blood maledict feature to amplify one of your bloodcurses, you can expend a soul to not take damage as you transmute the soul, using it as fuel for your bloodcurse.
Pneumatic Strike. When you hit a creature with an attack roll using a weapon with which you have activated your crimson rite, you can expend a soul to roll an additional rite damage die when determining the rite damage the target creature takes
Sacrificial Anima. When you fail a saving throw, you can expend 2 souls to reroll the saving throw as you use the souls to bolster your ability to withstand effects. You must use the new result.
You gain access to one additional ability listed in this feature at 11th and 18th level.
Spirit Sight
Beginning at 11th level, your seperated soul allow you to see into the ghost realm. As an action, you can see into both the ethereal plane, and the material plane at the same time, out to a range of 60 feet. Whilst you do this, you cannot see anything beyond this range, on either plane. You can end this effect as a bonus action.
Grand Soul
At 18th level, you can combine weaker souls together to create a grand soul, a powerful concentrated essence of life that you can bend to your will. During a short or long rest in which you do not fall unconcious, you can expend 6 souls to form a grand soul. This soul does not go away when you fall unconcious, and does not count against the maximum number of souls you can possess at any given time.
You can expend your grand soul as you would any other, but expending a grand soul augments your abilities in the following ways:
Bloodshape. You take no damage from the bloodcurse, any saving throw an enemy creature is forced to make is made with disadvantage, and you add your Wisdom modifier to any positive effects it grants you (such as temporary hit points, reduced damage, etc.)
Pneumatic Strike. You roll two additional damage die instead of one, and add your Wisdom modifer to the result.
Sacrificial Anima. You can use this feature before, or after you roll your saving throw, and you can choose to succeed instead of rolling again.
Soul Drain. Using this feature takes only a bonus action, and restores hit points equal to 3 rolls of your crimson rite die, plus your Wisdom modifier.
Syphon Knowledge. When you use this feature, you can choose to grant yourself advantage on the roll, and can add your crimson rite die to the higher total.
Credits
Dark Souls II: "The Pursuer" by Artsed
Blood Hunter class by Matthew Mercer