Blood Hunter
Base Class: Blood Hunter

Origin

Oripathy is a disease both feared and scorned by the people of Theia, with the ones affected by it being called "The Infected." The crystals formed by the disease eventually overtake the body and killing them before turning the body into Originium dust that will infect more people. Many of the Blood Hunters felt empathy for the infected and wanted to find a way to use the crystals to benefit them. After a great many years of research, they found a way for the infected to manipulate Originium crystals using the Originium in their bloodstream as a catalyst, and thus, the Order of the Crystal was founded.

Sources

To join the order, one need to be infected, and if they aren't they have to undergo "The Infection," as the name suggests, this infects the individual with Oripathy, effectively dooming them, hence why most members of the order were already infected before joining. Few have ever undergone this ritual and the majority of people of have are already Blood Hunters of some sort.

There are also other, more... atypical ways of gaining these powers, sometimes ancient and powerful beings who have learned the rituals from watching the order can bestow them to someone. Maybe one of the malevolent beings who brought this disease into existence holds a domain over how the very laws of the disease works can bestow them to one of their servants.

Cool powers, but what do they do with them?

The majority of those of the Blood Hunter Order uses their powers to save other infected from oppression or help find a cure for Oripathy. There is also some of them who uses these powers for fighting evil, although the order does prohibit it's members from launching full on attacks at their oppressors, if they or someone else is being attacked or threatened, they are encouraged to use their power. 

Those who have gotten their powers from outside the order might use it to help the one who bestowed it to them. Others might aimlessly roam, looking for ways to grow stronger. 

Countermeasures

Because of the nature of Oripathy, the infected may occasionally exhibit mental or physical disorders, these range from memory loss to narcolepsy to Paresis, the ritual also make these side effects much more likely to appear. Although sad, this is just something that these people have to live with, but there becomes much bigger issues when one of the order members develops an illness like schizophrenia or psychosis. This insanity can lead them to become a big danger, that's where the Enforcers come in.

Enforcers (aka the Hunters of Hunters, or simply Countermeasures) are members of a largely secretive organization who's purpose is to keep an eye on Blood Hunters who either have an illness that could cause them to be a danger to those around them or Blood Hunters who have started causing "issues." They mainly focus on members of the Order of the Crystal, but have on record kept an eye on members of other orders as well. If things get out of hand or a hunter succumbs to one of the multiple sources of insanity they can develop, they will euthanize the hunter. They take no pride in this, but are stalwart in their duty.

Rite of the Prisma

When you reach 3rd level, you learn the Rite of the Prisma as part of your Crimson Rite feature. When you activate the Rite of the Prisma, your weapon is enveloped in a crystalline form radiating energy. The extra damage dealt by your rite is Force damage. Additionally, while that rite is active, you gain the following benefits:

  • You have resistance to force damage along with bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Originite Poisoning: On your turn, if you hit a creature while having Rite of the Prisma active, you can choose to, instead of dealing rite damage, make the target to make a Constitution saving throw (DC equal to 8 + your proficiency modifier + your Intelligence or Wisdom modifier). On a fail, the creature is Poisoned until your next turn. A creature can only be targeted by Originite Poisoning once per turn, success or fail.

Originite Control

Also at 3rd level, you learn to control Originium, you can create up to 14lbs of Originium (refined or unrefined) per short rest as a bonus action and manipulate (shape, move, etc.) up to 15lbs at once (or per turn) as an action. For either of these actions you need to roll one hemocraft die every use and deal that damage as necrotic damage to yourself, this cannot be reduced in any way. You manipulate Originium in a similar way to the telekinesis spell, along with shaping and anything else it would be physically able to do (at the DM's discretion ofc.) The created Originium lasts for up to 10 minutes, but can last longer with certain magical artifacts and later class features it can also be dismissed at will. The amount you can create increases by 3lbs per level and the amount you can manipulate increases by 5lbs per level. 
A few examples for how this could work are:

Creating armaments on the fly. 
Making projectiles. 
Making small, short term walls.
Enveloping your arms or fists to do more damage with unarmed strikes. (this would also work with the Crimson rite of the Prisma)

Crystalline Cutter

When you have a Crimson rite active and a magical projectile is shot at you, you can use a reaction to block (or destroy) it. Make an attack roll, if it's higher then the attack roll of the projectile or if it's higher then the save DC of the spell, the spell is blocked (or destroyed). This works against any spell or magical ability with a saving throw or attack roll.

Brand of Infection

Upon reaching 11th level, your Brand of Castigation Creates Originium across the branded spot on your target, if the target uses any magical ability, they take 2d6 Force damage, in addition they can't dispel the Brand of Castigation anymore, and if the they have immunity to poison, they only have advantage against saving throws against it instead.
The Originium dissipates when the brand disappears 

Originium Enhancement

 

When you reach 15th level, your Blood Curses become even more infused with Originium. You can now target enemies without blood for your Blood Curses, and if the Blood Curse requires a saving throw and they fail it, you can inflict the poisoned on them. Your movement speed also increases by 5 feet.

Originite Avatar

You've reached a level of power over Originium that rivals even its creators. Once you reach 18th level, there is no longer a limit to how much Originium you can manipulate at once and the amount you can create is also increased by 27 + the normal amount per level. You can also create powerful Originium crystals that can be used for a variety of magical things. (DM's choice)

You also gain the Blood Curse of Originium Interference for your Blood Maledict feature. This doesn’t count against your number of blood curses known. Once used, this blood curse cannot be used again until completing a long rest.

Blood Curse of Originium Interference

Prerequisite: 15th level, Order of the Crystal

As an action, you can activate an Originium based Antimagic field inside of which all electricity (or an equivalent) and magical abilities cease to work, similarly to Antimagic Field. The field is a 30 foot cylinder around you. Any magical auras stop working, while conjured summons and familiars must succeed a Wisdom saving throw or be stunned for 2 turns, if they fail again while stunned in this way they disappear. Creatures who try to cast spells in the field or a spell that originated from outside the field also must succeed a Wisdom saving throw or the spell will fail and the spell slot (or an equivalent, if they used one) will be consumed. Magic items still work inside the field and spells like dispel magic have no effect on the field. You can still use your own Hemocraft related abilities when the field is active. Once used, this blood curse cannot be used again until completing a long rest.
Saving throw save DC = 8 + your proficiency bonus + your Hemocraft modifier.

Amplify. Any creature who fails a saving throw forced by the field takes 3d6 force damage.

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