Base Class: Blood Hunter
The Order of the Infected is an order of blood hunters that explore into the dark and dangerous world of diseases and afflictions. These blood hunters have willingly subjected themselves to various infectious agents and have developed an immunity to them, harnessing the power of sickness to fuel their abilities. They have mastered the art of infecting their enemies with debilitating ailments, using their own blood as a weapon to spread sickness and weaken their foes. The Order of the Infected blood hunters walk a fine line between life and death, sacrificing their own well-being in order to gain an upper hand in combat. This subclass is not for the faint of heart, as it requires a deep understanding and acceptance of the destructive power of diseases.
Immunity
Starting at 3rd level, you gain immunity to disease and the poisoned condition.
Expanded Spell List
Also at 3rd level, taking the ritual has granted you an expanded list of spells:
|
Blood Hunter Level |
Spell |
|
3 |
Chill Touch, Poison Spray, Acid Splash |
|
6 |
Hunter’s Mark, Detect Poison and Disease, Purify Food and Drink |
|
9 |
Acid Arrow, Protection from Poison, |
|
12 |
Vampiric Touch, Bestow Curse |
|
15 |
Blight, Phantasmal Killer |
|
18 |
Cloud Kill, Contagion |
Contagious Touch
Starting at 7th level, when you attack a creature with a weapon, the target becomes infected with a disease. At the start of each turn, it must make a constitution saving throw (DC 8 + your proficiency bonus + your intelligence modifier), or take 1d6 poison damage. This effect ignores resistance and immunity to poison, but must obey immunity to disease. Once you use this feature, you may not use this feature again until you finish a long rest.
Improved Immunity
You gain resistance to poison damage, and advantage against saving throws against poison.
Aura of Disease
Also at 15th level, you gain the ability to cripple your enemies without even touching them. As an action, you can create an aura of disease. When a hostile creature moves within 30ft of you, it takes 1d6 poison at the start of each turn, until it moves out of the aura. This effect lasts for 1 minute. Once you use this feature, you may not use this again until you finish a long rest. At 20th level, the range of this effect doubles to 60ft.
Decaying Life
By 18th level, your order has granted you the power of disease. When you take the cast a spell action on your turn, you can deal an additional d10 damage on top of the spell damage, as long as the damage is poison damage. The extra damage is necrotic damage.
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