### The Epic Blood Hunter
| Level | Proficiency Bonus | Hemocraft Die | Blood Curses | Class Features |
|:---:|:---:|:---:|:---:|:---|
| 21st | +7 | 1d10 | 6 | Ability Score Improvement, Dark Hunter (1) |
| 22nd | +7 | 1d10 | 6 | Blood Augmentation |
| 23rd | +7 | 1d10 | 6 | Mystic Blood (1) |
| 24th | +7 | 1d10 | 7 | Formless Blood |
| 25th | +8 | 1d12 | 7 | Ability Score Improvement, Dark Hunter (2) |
| 26th | +8 | 1d12 | 7 | Master of Rites and Curses |
| 27th | +8 | 1d12 | 7 | Blood Hunter Order Feature |
| 28th | +8 | 1d12 | 8 | Hard to Kill, Mystic Blood (2), Dark Hunter (3) |
| 29th | +9 | 1d12 | 8 | Ability Score Improvement, Stigmatizing Brands |
| 30th | +9 | 2d12 | 8 | Nefarious Predator |
###
##### When a hostile creature is affected by one of your blood curses, your very being becomes focused on slaying that creature. You gain a number of benefits as described below. Some benefits work only if your curse was amplified, while you gain all benefits if your curse was augmented.
#### - You ignore difficult terrain while moving the most direct route towards the affected creature.
#### - When you hit the affected creature with a melee attack on your turn, you gain temporary hit points equal to half the rite damage you deal to the target. These temporary hit points can only absorb damage caused by the affected creature.
#### - Once on a turn, if the affected creature is damaged by you whilst having hit points less than or equal to five times your Blood Hunter level, it must succeed on a Constitution saving throw or die. If it has above 100 hit points, the saving throw is made at advantage. This feature does not work on creatures without blood.
#### - ***Amplified.*** When the affected creature attacks you with a melee weapon attack while within 5 feet of you, you can use your reaction to make a melee attack against it.
#### - ***Augmented.*** Your attacks ignore any damage resistances the affected creature has.