They specialize in devastating their opponents with summoned weapons and empowered curses.

Rite of the Worthless

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

Rite of the Worthless. Your rite damage is piercing type. The damage you suffer from activating this rite is halved.

Blessing of the Poet.

As a bonus action, you manifest magical spike, seemingly made of shadowy red glass. When you manifest it choose if the blood spike acts as a shortsword, longsword, dagger, spear, or javelin, you may change it's form as a bonus action. Should your weapon leave your grip, it disappears immediately. A weapon thrown fades directly after the attack is complete.

When you summon a blood spike, you suffer damage equal to your character level, and you reduce your maximum hit points by an amount equal to your character level. These lost maximum hit points return once the weapon fades and cannot be restored otherwise. When a spike fades, no hit points are regained as part of the restoring of maximum hit points.

You blood spikes are always considered imbued with your rite of the worthless. This does not cause any additional hit point loss.

At 7th level the blood spikes give a +1 bonus to attack and damage roles, this bonus increases to +2 at 11th level, and +3 at 15th level.

Crimson Smite

Beginning at 7th level, you gain the ability to devastate your opponents with a dark smite.

When you hit a creature with a melee weapon attack, you can expend a use of your blood maledict to deal 3d6 necrotic damage to the target, in addition to the weapon’s damage. You may choose to amplify the smite to increase this damage by 2d6 (5d6 total).

Regenerative Repair

At the start of each of your turns, you regain hit points equal to your Constitution modifier (minimum of 1) if you have no more than a quarter of your hit points left. You don't gain this benefit if you have 0 hit points.

You do not regrow lost body parts but they can be reattached by placing the stumps together.

You have advantage on death and constitution saving throws.

Wrathful Curse

At 15th level, when you expend a use of your Blood Maledict you may cause a creature within 30 feet of you to take damage equal to your crimson rite. If the creature is also a target of the curse it takes extra damage equal to your Wisdom modifier.

Curse Mastery

Upon reaching 18th level, when you use your Blood Maledict you may choose to amplify the curse without taking any damage.

In addition, if you used your bonus action to invoke a curse from your Blood Maledict feature you may choose to suffer damage equal to a roll of your crimson rite damage die to attack three times, instead of twice, when you take the Attack action this turn.

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