Blood Hunter
Base Class: Blood Hunter

As one of the newer orders to emerge, it is widely unknown by the general populace. Members of the Order of the Pestilent have seen the effects that entropy and disease has had on the realm first hand and have become dedicated to utilizing this power for the greater good. After separating from the other blood hunters they have begun fine tuning their abilities. Developing their blood magic by researching the effects that decay and corrosion has on the world. Even though these powers have taken the lives of many who have tried to tame them, these blood hunters aim to harness and control them against the evils of the world.

Rite of the Plague

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

Rite of the Plague. Your rite damage is poison damage. Once on each of your turns, while the rite is active and you make an attack with the weapon, you may choose one of the following benefits:

  • Malignant Strike: You focus your life essence and increase the potency of the attack. Your weapon deals one additional hemocraft die of rite damage.
  • Noxious Strike: You surround yourself in a hazy cloud of putrid gas. Reduce an attack roll made against you before your next turn by the number rolled on a hemocraft die.
  • Virulent Strike: Your assault becomes as swift as a viral disease. The attack roll is increased by the number rolled on a hemocraft die.

Toxic Resilience

Beginning at 7th level, you have become accustomed to the disease and illnesses that you control and your skills at preventing them as well have evolved. You have advantage on saving throws against poison, and you have resistance against poison damage.

At 15th level, you become immune to the poison and poison damage. Additionally you also gain resistance to acid damage.

Improved Pathogen

Beginning at 7th level, you have learned to inflict an enhanced virus into anyone you attack. You gain the Inflammatory Strike to your Rite of the Plague feature. You can use this strike a number of times equal to your Intelligence modifier (minimum of 1). You regain all uses of this feature after you finish a long rest.


• Inflammatory Strike: You cause the target's body to start to become swollen. The creature must succeed a Constitution saving throw or have their speed halved and be forced to choose between using an action or bonus action, not both, on their next turn.

Brand of Blight

Upon reaching 11th level, your Brand of Castigation feature now exposes your foe’s body to the effects of corrosion and infections. They have disadvantage on Constitution saving throws. If they are resistant or immune to your rite damage, the resistance is ignored and the immunity becomes a resistance instead.

Blood Curse of the Infirm

At 15th level, you have become skilled in the art of manipulating disease and decay. You gain the Blood Curse of Infirm for your Blood Maledict feature. This does not count against your number of blood curses known.

Blood Curse of the Infirm

As a bonus action, you can infect a creature within 30 feet of you to cause their body to become frail and decrepit. Until the end of your turn, your attacks score a critical hit against it on a roll of 18–20.

Amplify. The effect lasts until the start of your next turn and affects the attacks of anyone who hits the creature.

Epidemic Incarnate

Beginning at 18th level, you have become an expert at harnessing the potency of your illnesses and utilizing the life essence inside your body and the bodies of others. After you roll a hemocraft die while your Rite of the Plague is active, you may choose to deal the maximum or minimum amount of damage instead of the amount you rolled. 

You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all uses of this feature after you finish a long rest.

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