Akarui Class Skills

Base Info
 Blood Hunter lvl 5 

Proficiency Bonus = +3

Hemocraft Dice = 1d6

Blood Curses Known = 1

Proficiencies:


 * Armor: Light armor, medium armor, shields
 * Weapons: Simple weapons, martial weapons
 * Kits: One type of gaming set, vehicles, Alchemist's supplies

Feats:

 Tough . Get an additional 2 health per level

 Shadow Touched . +1 to INT or WIS or CHA. Can also cast extra spells.

Skills
Special Weapon: Dual Mochi

Hunter's Bane

 * Advantage on WIS and INT checks on fey, fiend and undead
 * You can use Hemocraft Magic (blood)
 * Hemocraft save DC = 8 + proficiency bonus + INT mod

Blood Maledict
You learn Blood Curses and use a Hemocraft Die to amplify it.

''You can use this once between short or long rests. (Higher on higher levels)''


 * Blood curse of the Marked
 * You mark a creature within 30ft and if you deal rite damage, you add an additional hemocraft die of rite damage.
 * Amplify: The next roll you make against the target before end of your turn has advantage.

Fighting Style

 * Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Crimson Rite

 * As a bonus action, you can activate a Crimson Rite.
 * It lasts until you take a short or long rest or if you aren't holding your weapon at the end of your turn.
 * To activate, roll your Hemocraft Die and you loose hitpoints based on the roll.
 * When activated, you deal extra damage equal to a Hemocraft Die roll.
 * You can activate a Crimson Rite per weapon and only one rite per weapon.
 * Crimson Rite learned:
 * Rite of the Dead. Your rite damage is necrotic damage.
 * (You gain more Crimson Rite at higher levels)

Blood Hunter Order

 * Heightened Senses: You gain advantage on Wisdom (Perception) checks that rely on hearing or smell.
 * Akarui's Transformation
 * Feral Might: You have advantage on STR checks and saving throws. You also gain a +1 to melee damage rolls. (Higher on higher lvls)
 * Feral Speed: You have double movement speed when transformed.
 * Resilient Hide: You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. While you are not wearing heavy armor, you gain a +1 bonus to your AC.
 * Predatory Strikes: You can apply your Crimson Rite feature to your unarmed strikes as single weapon. You can use DEX or STR for the attack and damage rolIs. When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action.
 * Your unarmed strikes deal 1d6 slashing damage. The damage increases to 1d8 at 11th level.
 * Bloodlust: If you begin your turn with no more than half of your maximum hit points, you must succeed on a DC 8 WIS saving throw or move directly towards the nearest creature to you and use the Attack action against that creature. You can choose whether or not to use your Extra Attack feature for this frenzied attack. If there is more than one possible target, roll to randomly determine the target. You then regain control for the remainder of your turn.

Extra Attack
You can attack twice, instead of once, whenever you take the Attack action.