Blood Hunter
Base Class: Blood Hunter

The Order of Vileblood is one of the smallest of the blood hunter orders, growing out of a splinter faction’s obsession with venomous creatures and poisonous plants for the effectiveness in which their toxins could eradicate the living. By constantly undertaking rituals of inoculation—injecting themselves with all manner of poisons and venoms—these warriors slowly absorb toxins into their bloodstream. Through blood magic, they then learn to empower their hemocraft with these toxins to deadly effect.

Toxic Inoculation

Beginning when you join this order at 3rd level, potent toxins flow within your veins and your body has adapted to them. You gain proficiency with the poisoner's kit. Furthermore, you have resistance to poison damage and advantage on saving throws made to avoid or end the poisoned condition.

At 11th level, you become immune to poison damage and the poisoned condition.

Rite of the Serpent

Also at 3rd level, you learn the Rite of the Serpent as part of your Crimson Rite feature. When you activate the Rite of the Serpent, the extra damage dealt by your rite is poison damage. Additionally, while that rite is active on your weapon, you gain the following benefits:

  • Once on each of your turns when you hit a creature with the weapon, you can force it to make a Constitution saving throw. On a failed save, a creature is poisoned until the end of your next turn.
  • When you hit a poisoned creature with the weapon, you roll an additional hemocraft die when determining the extra damage from the rite.

Brand of Impurity

At 7th level, your Brand of Castigation empowers your toxins while weakening your foes’ defenses against them. A creature branded by your Brand of Castigation loses its immunity to the poisoned condition and any resistance it has to poison damage. Furthermore, immunity to poison damage is treated as resistance.

Vileblood Technique

At 11th level, you can use hemocraft to heighten others' resilience to toxins. You gain proficiency in Constitution saving throws. Additionally, as part of a short rest, you can use a poisoner’s kit to perform a special hemocraft ritual, taking necrotic damage equal to one roll of your hemocraft die. This damage cannot be reduced or prevented in any way. When you do so, you can choose a number of willing creatures equal to the necrotic damage you took. Each target immediately gains the effects of the protection from poison spell. When cast in this way, the spell’s duration increases from 1 hour to a number of hours equal to your proficiency bonus. The spell ends early if you are knocked unconscious, or if a target chooses to dismiss its effects (requires no action by them).

Once a creature has benefited from this feature, they cannot do so again until they finish a long rest.

Noxious Haze

At 15th level, you can evaporate your blood, creating a cloud of toxic, red gas. As an action, you can take necrotic damage equal to three rolls of your hemocraft die in order to cast the cloudkill spell. This damage cannot be reduced or prevented in any way. You and creatures under the effect of your Vileblood Technique feature can see through this cloud as if it was only lightly obscured. While you are within the area of the spell, you gain a +1 bonus to your weapon attack and damage rolls. Your spellcasting ability is the same as your chosen Hemocraft ability.

Blood Curse of Ancient Venom

At 18th level, you can use hemocraft to empower the vile toxins flowing through the veins of others. You gain the Blood Curse of Ancient Venom for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of Ancient Venom. As a bonus action, you can choose a poisoned creature you can see within 30 feet of you and apply one of the following extra effects, which last for the duration of the poisoned condition:

  • The target is blinded.
  • The target’s movement speed is reduced to 0.
  • The target cannot speak or form verbal components.
  • The target cannot take reactions.

Additionally, after applying the extra effect, the target must make a Constitution saving throw. On failed save, it suffers poison damage equal to two rolls of your hemocraft die.

Amplify. You may choose to apply two extra effects instead of just one, and the poison damage increases to four rolls of your hemocraft die.

Order Of Vileblood Image

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