Blood Hunter
Base Class: Blood Hunter

Looked down upon by other blood hunter orders, the Order of the Cockatrice is not concerned with protecting civilization from the terrors of beasts and monsters. If they fight monsters, they do so for the thrill of the fight. They stand simply for the thrill of battle, with only the most desperate and deranged duelists composing their ranks. But these duelists do not fight to first blood or submission. They are feared across the land for exclusively engaging in duels to the death. Those among the ranks of this order learn blood rituals to ensnare those foolish or cocky enough into inescapable duels where their only option is to fight to the death, be it their own or their opponents. The only thing the Order of the Cockatrice hunts is the thrill found when you throw your life on the line. This order can be seen carrying iron pendants or fetishes depicting a wild cockatrice, a magical trinket that binds them to forever seek out duels and death-defying challenges. Every victory they achieve, they make a notch along its side. Only when the symbol is notched away to nothing is the hunter free to exit the ranks of the order. Only one ever accomplished this task, a mad duelist that simply asked for another.

Blood Curse of the Cockatrice

Starting at 3rd level, you know how to enact the blood rite that makes your order so feared and hated across the lands. You gain the Blood Curse of the Cockatrice for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

 

Blood Curse of the Cockatrice (Intelligence)

As a bonus action, you attempt to bind a Large or smaller creature you can see within 15 feet of you to a magical duel. The creature must make a Wisdom saving throw. On a failure, both you and the creature have disadvantage on attack rolls against any other creature other than each other while they are within 15 feet of you. This effect ends if they die, you die, they end their turn more than 15 feet away from you, or they take damage from any other creature other than you.

Amplify. You and the creature can't willingly move more than 15 feet away from each other.

Blood Curse of the Cockatrice (Wisdom)

As a bonus action, you attempt to bind a Large or smaller creature you can see within 15 feet of you to a magical duel. The creature must make a Wisdom saving throw. On a failure, both you and the creature have disadvantage on attack rolls against any other creature other than each other while they are within 15 feet of you. This effect ends if they die, you die, they end their turn more than 15 feet away from you, or they take damage from any other creature other than you.

Amplify. You and the creature can't willingly move more than 15 feet away from each other.

Trained Duelist

Starting at 7th level, you have become comfortably trained in the art of dueling against a single opponent. Whenever you attack a creature while you and the creature are suffering from your blood curse, the creature is suffering from your brand of castigation, or you and the creature are within 5 feet of each other and no other creatures, you can make an attack against the creature as a bonus action.

Additionally, if the creature is suffering from your blood curse or brand of castigation, the attack you make as a bonus action deals additional damage equal to your hemocraft die.

Brand of the Cockatrice

Starting at 11th level, whenever you afflict a creature with your Brand of Castigation, you can choose to make it a Brand of the Cockatrice instead. While a creature is afflicted with the Brand of the Cockatrice, they have disadvantage on all attack rolls against creatures other than you. Additionally, as long as the creature is branded, it always knows what direction you are in relation to it, provided you are on the same plane of existence.

Rite of Stone

Starting at 15th level, you learn the Rite of Stone as part of your Crimson Rite feature. When you activate the Rite of Stone, whenever you hit a creature with a weapon attack for the first time on a turn, that creature must make a Constitution saving throw against your Hemocraft save DC against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends and it is immune to your Rite of Stone for the next 24 hours. On a failure, the creature becomes petrified for 24 hours.

Rite of Stone (Intelligence)

Starting at 15th level, you learn the Rite of Stone as part of your Crimson Rite feature. When you activate the Rite of Stone, whenever you hit a creature with a weapon attack for the first time on a turn, that creature must make a Constitution saving throw against your Hemocraft save DC against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends and it is immune to your Rite of Stone for the next 24 hours. On a failure, the creature becomes petrified for 24 hours.

Rite of Stone (Wisdom)

Starting at 15th level, you learn the Rite of Stone as part of your Crimson Rite feature. When you activate the Rite of Stone, whenever you hit a creature with a weapon attack for the first time on a turn, that creature must make a Constitution saving throw against your Hemocraft save DC against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends and it is immune to your Rite of Stone for the next 24 hours. On a failure, the creature becomes petrified for 24 hours.

Enforced Duel

Starting at 18th level, the magical duel you bind creatures into grows even stronger. Whenever a creature afflicted with your blood curse or brand makes an attack roll against or casts a spell on another creature other than you, it must make a Wisdom saving throw against your Hemocraft save DC. On a failure, the creature must target you if it is able or spend its turn doing nothing. If it was casting a spell, the spell is wasted. On a successful save, the creature can act normally, albeit still suffering from the normal afflictions of your blood curse or brand.

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