Base Class: Blood Hunter
The Order of the Poisoned is an order or Blood Hunters that use poisons to both enhance themselves and others, as well as hurting those in opposition. Veteran Blood Hunters from this order do warn of its dangers, as if one doesn't not adapt quickly, they will die of their own poisons they created.
Rite of the Dark Blood
When you join this order at 3rd level, you learn the Rite of the Dark Blood as part of your Crimson Rite feature. When you activate the Rite of the Dark Blood, the extra damage dealt by your rite is Poison damage. Additionally, while that rite is active on your weapon, you gain the following benefits:
- When you strike a target that isn't immune to Poison damage, the target must make a Constitution saving throw equal to your Hemocraft save DC or be poisoned for a number of turns equal to a roll of your Hemocraft die. Taking 1d4 poison damage at the start of their turn until the poison subsides.
- You have resistance to Poison damage
Specialized Poison
Starting at 3rd level, you learn to master the mixture of poison. At the start of a short rest, you gain the ability to mix a number of poisons equal to a roll of your Hemocraft die.
Draught of Necros
Upon creating this poison, you may apply it to your weapon as a bonus action. A target hit by a melee attack must make a Constitution save with a DC equal to your Hemocraft DC or suffer a necrotic based poison for a number of turns equal to half a roll of your Hemocraft die rounded up. This draught forgoes normal poison damage for a stronger necrotic damage, but for a shorter duration, dealing 2d4 necrotic damage at the start of a poisoned creature until the poison wares off.
Poison of Body
Upon creating this poison, you may apply it to your weapon as a bonus action. A target hit by a melee attack must make a Constitution save with a DC equal to your Hemocraft DC or suffer a -2 to Dexterity or Strength (whichever is higher) for a number of turns equal to a roll of your Hemocraft die. Additionally, the target takes 1d4 Poison damage at the start of their turn until the poison wares away.
Poison of Mind
Upon creating this poison, you may apply it to your weapon as a bonus action. A target hit by a melee attack must make a Constitution save with a DC equal to your Hemocraft DC or suffer a -2 to Intelligence or Wisdom (whichever is higher) for a number of turns equal to a roll of your Hemocraft die. Additionally, the target takes 1d4 Poison damage at the start of their turn until the poison wares away.
Poison of Viality
Upon creating this poison, you may apply it to your weapon as a bonus action. A target hit by a melee attack must make a Constitution save with a DC equal to your Hemocraft DC or suffer a -2 Constitution for a number of turns equal to a roll of your Hemocraft die. Additionally, the target takes 1d4 Poison damage at the start of their turn until the poison wares away.
Poison of Voice
Upon creating this poison, you may apply it to your weapon as a bonus action. A target hit by a melee attack must make a Constitution save with a DC equal to your Hemocraft DC or suffer a -2 to Charisma for a number of turns equal to a roll of your Hemocraft die. Additionally, the target takes 1d4 Poison damage at the start of their turn until the poison wares away.
Of the Poisoned
When you reach 7th level, you notice a resistance forming for the poisons you create. Even forming a benefit to drinking them. You gain a resistance to Poison damage and immunity to the poisoned condition. While the Rite of the Dark Blood is active, instead you gain immunity to Poison damage.
As a bonus action, you can drink a poison you made instead of applying it to your weapon. Upon drinking your created poison, instead of suffering its defects, your resistance allows you to gain +2 to the ability for the duration the poison would last.
While your body has grown accustom to the poison, it cannot fight it completely. During the duration the poison would last, you take 1d4 poison damage at the start of your turn. This damage cannot be lowered or negated by resistances or immunities. This effect lasts for double the time the poison would have lasted.
Brand of Poisoned Blood
At 11th level, your bond with your poisoned blood allows you to concentrate your poison into a target branded by your Brand of Castigation.
If you, or anything else, poisons or deals Poison damage to the branded target, the branded target will take double the damage they would have taken normally. As well, the branded creature is more susceptible to your poisons, allowing your poisons to affect them for double the normal duration.
Blood Curse of the Poisoned Soul
At 15th level, your poisoned blood hones to allow you a new blood curse. A curse to plague those who harm you and your allies alike. You gain the Blood Curse of the Poisoned Soul for your Blood Maledict feature. This doesn't count against your number of blood curses known.
- Blood Curse of the Poisoned Soul
When a creature you can see casts a spell or attacks, as a reaction, you can cause their eyes to well up with poison. Causing their attack to be at disadvantage and dealing Poison damage equal to two rolls of your hemocraft die.
Amplify. This curse lasts for up to 10 turns. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success. In addition, the damage taken at cast will happen every turn the curse lasts until ended.
Infused with Poison
At 18th level, your blood has been infused with so much poison you gain multiple positive aspects to your abilities. You can enhance one of your allies with the beneficial effect of your poison while you suffer the negative aspects. As well, once per long rest, you can circulate a critical amount of poison into your system to prevent you from going unconscious by spending all of your remaining created poisons, leaving you at 1 hit point. Doing this also dispels the effect of the Rite of the Dark Blood and any other Crimson Rites you had active.
As well granting one of several additional benefits:
- Engrossed Creation
You are enamored by the strength of your created potions, and you decided to make them as strong as possible. From here on, you roll double the number of hemocraft die in order to find how many poison's you will create. As well, your poisons are stronger. Causing them to deal double double the damage per turn. On the downside, supportive poisons suffer. Only giving a +1 to an ability instead of a +2
- Master of Infusion
After ingesting so much poison, you've been able to separate the negative aspects and make a permanent alteration. After taking this feat, you are able to create a single vile of a hyper infused poison. This poison, once ingested by anyone, will enhance the ability permanently with a +2 to it. This effect is able to go past 20 in a stat, giving you a maximum of 22. You will never be able to make another one of these viles every again
- Love for all that is Poison
After all this time, you've grown to love the poisons that once harmed you. From here on, the poisons you make will have a stronger positive effect on you and your allies. Lasting for double the duration and instead giving a +4 to the affect ability. On the downside, offensive poisons suffer. Offensive poisons only take a -1 from an ability instead of a -2.
Engrossed Creation
You are enamored by the strength of your created potions, and you decided to make them as strong as possible. From here on, you roll double the number of hemocraft die in order to find how many poison's you will create. As well, your poisons are stronger. Causing them to deal double double the damage per turn. On the downside, supportive poisons suffer. Only giving a +1 to an ability instead of a +2
Love for all that is Poison
After all this time, you've grown to love the poisons that once harmed you. From here on, the poisons you make will have a stronger positive effect on you and your allies. Lasting for double the duration and instead giving a +4 to the affect ability. On the downside, offensive poisons suffer. Offensive poisons only take a -1 from an ability instead of a -2.
Master of Infusion
After ingesting so much poison, you've been able to separate the negative aspects and make a permanent alteration. After taking this feat, you are able to create a single vile of a hyper infused poison. This poison, once ingested by anyone, will enhance the ability permanently with a +2 to it. This effect is able to go past 20 in a stat, giving you a maximum of 22. You will never be able to make another one of these viles every again.
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