Blood Hunter
Base Class: Blood Hunter

Rite of Virulence 

When you this order at 3rd level, you learn the Rite of Virulence esoteric rite (detailed below).

Rite of Virulence. Your rite damage is poison. While the rite is active, you gain the following benefits:

  • When you hit, the target must make a constitution saving through equal to 8+ your CON + your proficiency modifier. If they fail,  they have disadvantage on their next attack roll.
  • You have resistance to poison damage.
  • You gain advantage on Constitution saving throws.

Blood Weave

Beginning at 3rd level, your order teaches you to harness your essence so that you may strike your foes down. As an action you may create a nonmagical weapon you are proficient with from your own blood. If you do, you lose hit points equal to the weapons damage dice (ex. if you create a dagger you would lose 1d4 hit points). If the weapon has the versatile property, you may choose either of it's damage dice for the loss of hit points. This weapon deals damage in the form of poison damage. You may choose to use your intelligence or constitution modifier for attack and damage rolls instead of dexterity or strength. This weapon lasts until you finish a short or long rest, or if you aren’t holding the weapon at the end of your turn.

Improved Pattern

Beginning at 7th level, your work with the Blood Weave has caused it to mutate into an even more potent and versatile tool. Your Blood Weave weapon is now magical. You may also have it created with a rite active without any additional action or loss of life.

Infection Specialist

Beginning at 7th level, your potency with poisons is heightened even further. Poison damage from your rite now ignores resistance and immunities from poison damage.

Brand of Coagulation

At 11th level, you have learned to hone your brand of castigation to bring you and your allies vitality. Whenever you hit a branded creature with your Blood Weave weapon, you may, as a bonus action, cause the creatures blood to thicken and cause it to take poison damage equal to your blood hunter level. When you do, you and any allies you can see within 30ft of the target gain hit points equal to half the damage dealt this way.

Blood Curse of the Weaver

At 15th level, you have learned to manipulate the blood in your foes to control their anatomy. You gain the blood curse of the weaver for your blood maledict feature (detailed below) . This doesn't count towards your blood curses known.

As an action, you may target a creature you can see within 30ft of you and have it make a constitution saving throw. If it fails, it is paralyzed until the end or next turn.

Amplify: The target has disadvantage on it's saving throw against being paralyzed.

Disgusting Vitality

At 18th level, your dedication to the Order has taught you how to keep fighting, even if you no longer have any life to spare. Whenever you hit with your Blood Weave weapon you now gain temporary hit points equal to your proficiency bonus + your CON modifier. If your hit points are less than half, you instead gain double the temporary hit points. Additionally, as a bonus action, you may lose up to 10 temporary hit points and add it to the total damage of your next attack. Note: You can only gain a max of +10 from this feature.

Rite of Virulence

Rite of Virulence. Your rite damage is poison. While the rite is active, you gain the following benefits:

  • When you hit, the target must make a constitution saving through equal to 8+ your CON + your proficiency modifier. If they fail,  they have disadvantage on their next attack roll.
  • You have resistance to poison damage.
  • You gain advantage on Constitution saving throws.

Blood Weave

Beginning at 3rd level, your order teaches you to harness your essence so that you may strike your foes down. As an action you may create a nonmagical weapon you are proficient with from your own blood. If you do, you lose hit points equal to the weapons damage dice (ex. if you create a dagger you would lose 1d4 hit points). If the weapon has the versatile property, you may choose either of it's damage dice for the loss of hit points. If the weapon uses ammunition, you lose hit point per ammunition used. This weapon deals damage in the form of poison damage. You may choose to use your intelligence or constitution modifier for attack and damage rolls instead of dexterity or strength. This weapon lasts until you finish a short or long rest, or if you aren’t holding the weapon at the end of your turn.

Improved Pattern

Beginning at 7th level, your work with the Blood Weave has caused it to mutate into an even more potent and versatile tool. Your Blood Weave weapon is now magical. You may also have it created with a rite active without any additional action or loss of life.

Infection Specialist

Beginning at 7th level, your potency with poisons is heightened even further. Poison damage from your rite and Blood Weave weapon now ignores resistance and immunities from poison damage.

Brand of Coagulation

At 11th level, you have learned to hone your brand of castigation to bring you and your allies vitality. Whenever you hit a branded creature with your Blood Weave weapon, you may, as a bonus action, cause the creatures blood to thicken and cause it to take poison damage equal to your blood hunter level. When you do, you and any allies you can see within 30ft of the target gain hit points equal to half the damage dealt this way.

Blood Curse of the Weaver

At 15th level, you have learned to manipulate the blood in your foes to control their anatomy. You gain the blood curse of the weaver for your blood maledict feature (detailed below) . This doesn't count towards your blood curses known.

As an action, you may target a creature you can see within 30ft of you and have it make a constitution saving throw. If it fails, it is paralyzed until the end or next turn.

Amplify: The target has disadvantage on it's saving throw against being paralyzed.

Disgusting Vitality

At 18th level, your dedication to the Order has taught you how to keep fighting, even if you no longer have any life to spare. Whenever you hit with your Blood Weave weapon you now gain temporary hit points equal to your proficiency bonus + your CON modifier. If your hit points are less than half, you instead gain double the temporary hit points. Additionally, as a bonus action, you may lose up to 10 temporary hit points and add it to the total damage of your next attack. Note: You can only gain a max of +10 from this feature.

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