Base Class: Blood Hunter (archived)
The order of the Tainted one is an order rooted in the followers of Ianita (Goddess of Balance and order), they take the tainted essence that leaks into the mortal plane and uses it to become an antibody of the world. Tainted-Ones seek and destroy the presence of taint destroying and purifying it once and for all. When you accept this Order you willingly consume large quantities of the taint and corrupt yourself, the blood hunters own innate blood magic creating a new power. "To consume is to destroy, to purify is to heal, to sacrifice is to balance."
Rooted by corruption:
Starting when you choose this archetype at level 3rd level, You have been influenced by the taint you seek to destroy and now can sense out the kindred powers in the world. You gain access to the "Detect Poison and Disease" spell. Once you use this spell you must wait till you take a long rest before you can use it again.
Blood runs Purple
When you join this order at 3rd level, you learn the esoteric rite Rite of the Tainted blood. (detailed below).
Rite of the Tainted Blood. Your rite damage is poison type. The damage you suffer from activating this rite is halved.
When you deal damage with your Tainted blood rite,(as long as the creature is not immune to poison) they must make a constitution save [Dc=8+ proficiency+wisdom mod]or are under the poisoned condition for 1 minute. At the end of each of their turns, they may make a saving throw. If they succeed they are no longer poisoned.
Upon level 7, Add your wisdom modifier to damage as well as when you deal damage against a creature that has the poison condition, gain hit points equal to half the crimson rite damage.
Upon level 11, when you hit a creature with your Tainted blood rite, you can ignore its immunity to poison.
Corrupted consumption
at 7th level, your blood curse has adjusted to the taint in your system, now being able to filter in and destroy taint from the outside. Using an Action you can draw the essence of disease and/or poison from a person or area. doing so leave behind either a glowing flower or mark of a flower on the skin that will fade with an hour after the disease fades. As well when you remove taint (poison/disease) gain temp hp equal to a dice roll one lower than the blood rite damage.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish as a long rest
The Tainted Reach:
at 11th level, within your mission to purge the taint from this world, you have learned how to manipulate the taint within your blood and force it out. Now when invoking your Crimson rite instead of adding it to a weapon you summon a tainted tendril from your body (you can not half the blood rite damage when using this ability), this can only be done with the Tainted blood rite, this tendril uses proficiency +wis to hit and does rite damage+wis. Using a bonus action you can make all your tendrils attack at a creature within reach of you. these tendrils will fade if you fall unconscious or until your next rest ( you may choose to end this effect as a free action). You can only have one tendril at level 11, you the ability to make more tendrils at the 15th level and 18th level.
Taint hunter
At 15th level, You have become a true Taint destroyer, you can now use detect poison/ disease at will and its range is increased to 60 feet.
in addition, while you gain the Amorphous feature
Amorphous: your body can move through a space as narrow as 1 inch wide without squeezing.
Purified blood
at level 18, You have merged fully with the taint in your blood making you a walking taint destroyer. You can now use your tainted tendrils as a part of your attack action to attack instead of as a bonus action.
You also gain the Blood curse of the Taint swarm feature. This does not count against your blood curses known.
Blood Curse of the Taint Swarm: As an action, you send out a magical pulse up to 30 ft burst around you calling for you taint to come back to you. Any creature in this burst that has been affected by your poisoned condition has to make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) and if they fail the poison is ripped out of them and they are stunned for 1 turn +1 additional round for every 5 by which they failed the DC. If they pass they are unaffected and can make a save against their poison as a free action. A creature affected by this cant be affected again by this blood curse for the next 24 hours.
Amplify: On a failed save the creatures also take 6d8+wisdom mod of damage. (you do not heal from this due to any other power)
Previous Versions
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