Base Class: Blood Hunter
The Order of Midas was founded by one of the original Dragonlords of the same name. At one point, he was cursed, supposedly by his dragon. Eventually he found others with similar curses, even finding his children exhibiting the golden touch as well. Members of this order all have a curse akin to that of Midas and are taught to use this to their advantage rather than see it as a bane to their existence.
Rite of the Gilded
When you join this order at 3rd level, you learn the Rite of the Gilded esoteric rite (detailed below).
Rite of the Gilded. Your rite damage is force damage. While the rite is active, you gain the following benefits:
- When you hit a creature with the Rite of the Gilded, its hit point maximum is reduced by the same amount of force damage it takes as the wound seals with gold.
- When you kill a creature with a challenge rating greater than a quarter of you blood hunter level while the rite is active, you gain gold pieces equal to a roll of your hemocraft die.
Blood Weapon
Beginning at 3rd level, you have learned to use your own blood in combination with your curse to turn the liquid into weapons. As a bonus action, you can transform and lose a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table to create one or two weapons (one in each hand if making two).
Choose bludgeoning, piercing, or slashing; your blood weapon deals 1d4 of that type of damage. This damage is magical, and increases as you gain levels as a blood hunter, as shown in the Hemocraft Die column of the Blood Hunter table. A blood weapon has the Light and Finesse properties. You cannot be disarmed of a blood weapon.
Additionally, you can activate your Crimson Rite as part of the same bonus action used to create blood weapons (you still must loose additional hit points as per normally activating a crimson rite).
Alternatively, you can create a number of ammunition equal to the damage you took.
A blood weapon lasts until you use a bonus action to dismiss it, or until you finish a short or long rest.
Conduction
Upon reaching 7th level, the golden curse has infused your body with some of the natural properites of gold. You are immune to being petrified.
Additionally, you gain resistance to lightning damage. When you take lightning damage, you can use your reaction to have one creature within 5 feet of you take lightning damage equal to the damage you take.
Brand of Aurelian
At 13th level, you can use the malleability of gold against your foes with your Brand of Castigation. The weapons (natural or otherwise) of the branded creature become made of gold. Whenever the branded creature misses on an attack with a weapon, that weapon takes a cumulative and permanent -1 penalty to damage rolls. If its penalty drops to -5, the weapon is becomes unusable (but is not destroyed). Nonmagical ammunition is destroyed after dealing damage. Once the Brand of Castigation ends, all golden weapons revert to their original materials, retaining any penalties to damage.
Blood Curse of the Auriferous
At 15th level, you can confer the benefits of your conduction to another creature and their armor, but not the training to know how to channel the lightning through their bodies. You gain the Blood Curse of the Auriferous for your Blood Maledict feature. This doesn't count against your number of blood curses known.
Midas Touch
Upon reaching 18th level, your touch can turn even larger creatures into golden statues of their former selves. You can cast the flesh to stone spell without expending a spell slot. When you do so, the range is Touch and the creature turns to gold, instead of stone. Once you cast the spell in this way, you can't do so again until you finish a long rest.
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