Base Class: Blood Hunter
The Order of the Maelefactorum is the oldest of the blood hunter orders, its members having originally rediscovered the secrets of hemocraft and refined them for combat against the scourge of Worldwound. Those who have survived the rite of the Maelefactorum (referred to as Scourgers) seek out and study the original rift, the Rending, the Worldwound, and all the creatures plaguing the world at large. These zealous blood hunters make it their life’s work to destroy the scourge wherever it is found, tuning their abilities to engage supernatural creatures and those who manipulate them.
Members of this order have been specifically selected among members with angelic or infernal blood. After copying the Order’s Maelefactorum, members ritualistically heighten their connection to the arcane forces that bind demons and devils, and a profound understanding of the spectral energies that animate ghosts and undead. It is through this constant study and communion with the Maelefactorum that the order gains an edge against lycanthropes, unraveling the secrets of their dual nature.
Weapons properly anointed in these sacred oils become vessels of retribution against your chosen foe, allowing for enhanced efficacy and precision in combat. The oils not only amplify physical prowess but also serve as a protective barrier, shielding against malevolent influences.
Rite of the Maelefactorum
When you join this order at 3rd level, you learn the Rite of the Maelefactorum as part of your Crimson Rite feature. When you activate the Rite of the Maelafactorum, the extra damage dealt by your rite is radiant damage. Additionally, while that rite is active on your weapon, you gain the following benefits:
-Your weapon sheds bright light out to a range of 20 feet.
-You have resistance to an elemental damage of your choice, you may also choose from necrotic and radiant,
-When you hit a creature of your chosen Supernatural Scourge with a weapon for which the Rite of the Maelefactorum is active, you roll an additional hemocraft die when determining the extra damage from the rite.
Curse Specialist
Starting at 3rd level, you learn to master blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.
Iron Mind
By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom or Charisma saving throws, your choice.
Iron Mind - charisma
By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom or Charisma saving throws, your choice.
Iron Mind - Wisdom
By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom or Charisma saving throws, your choice.
Scourger’s Fury
At 11th level, you can use your reaction to absorb incoming damage from spells and effects from the type granted by your Rite of the Maelefactorum, storing it momentarily. On your next successful attack, you can release the absorbed energy as an arcane burst, dealing force damage equal to half the absorbed damage in a 15-foot cone. You can use this feature a number of times equal to half of your proficiency bonus, rounded up.
Sight of the Awakened
You gain the ability to see things as they actually are. For one minute, you gain truesight, can notice secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet. You may use this feature a number of times equal to your proficiency bonus.
Rite Revival
Upon reaching 18th level, you learn to protect your fading life by reabsorbing the energy you feed to your weapons. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Additionally, you choose to end all of your active Crimson Rite and unleash a burst of abyssal energy in a 30-foot radius centered on yourself. Each creature of your choice in that area must make a Dexterity saving throw, taking 6d10 damage of your chosen Rite’s type on a failed save, or half as much on a successful one. Once you use this feature, you cannot do so again until you finish a long rest.
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