Base Class: Blood Hunter
"Purity is a lie. Everything rots. Let me show you.”
The Order of the Withered Veil believes that death is not an end—but a cycle, a truth that cannot be denied. These Blood Hunters embrace the power of entropy, rot, and wasting sickness. They deliberately infect themselves with ancient, arcane plagues, learning to carry and wield them without succumbing to their full effects. They are not immune to disease—they are disease, and to be wounded by one is to risk unraveling.
Where others cleanse corruption, the Withered Veil spreads it, not out of cruelty, but to restore the natural order of collapse.
Blighted Hemocraft
when you use your Crimson Rite, you can choose for the rite’s damage to deal necrotic damage. If you do, any creature hit by your rite-enhanced weapon cannot regain hit points until the start of your next turn.
Touch of Decay
3rd level Your blood eats away at life itself. As a bonus action, you may smear your own blood onto your weapon. For the next minute, once per turn on a successful weapon hit, you deal an additional 1d6 necrotic damage and the target must make a Constitution saving throw against your Hemocraft DC or be Poisoned until the end of your next turn.
You can use this feature a number of times equal to your proficiency bonus, and regain all uses on a long rest.
Hemocraft Modifier: Intelligence
Your chosen Hemocraft modifier is Intelligence.
Hemocraft Modifier: Wisdom
Your chosen Hemocraft modifier is Wisdom.
Virulent Stride
7th level You’ve learned to weaponize your very presence. When you move within 5 feet of a hostile creature during your turn, you may force that creature to make a Constitution saving throw or take 1 roll of your hemocraft die in necrotic damage and have their speed reduced by 10 feet until the start of your next turn.
You can afflict a number of creatures this way per turn equal to your hemocraft modifier (minimum 1).
Virulent Stride
7th level You’ve learned to weaponize your very presence. When you move within 5 feet of a hostile creature during your turn, you may force that creature to make a Constitution saving throw or take 1 roll of your hemocraft die in necrotic damage and have their speed reduced by 10 feet until the start of your next turn.
You can afflict a number of creatures this way per turn equal to your hemocraft modifier (minimum 1).
Virulent Stride
7th level You’ve learned to weaponize your very presence. When you move within 5 feet of a hostile creature during your turn, you may force that creature to make a Constitution saving throw or take 1 roll of your hemocraft die in necrotic damage and have their speed reduced by 10 feet until the start of your next turn.
You can afflict a number of creatures this way per turn equal to your hemocraft modifier (minimum 1).
Afflicted Arsenal
11th level Your hemocraft transmits decay like a plague. When you deal necrotic damage to a creature with a weapon attack, you may apply a secondary effect, or you may have them make a constitution saving throw or suffer from the stunned, frightened or restrained condition for 1 minute, repeating the save at the end of their turns to end the effect:
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If the target is Poisoned, it is also Blinded until the end of its next turn.
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If the target is Frightened, it takes an additional 1d10 necrotic damage.
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If the target is Restrained or Stunned, it has disadvantage on its next saving throw.
You may use this feature on multiple creatures per turn, but each target can only suffer one effect at a time.
Plague Shepherd
15th level Your body becomes a walking vector of magical decay. You gain the following benefits:
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Blightwalker: You are immune to poison damage and the Poisoned condition. Creatures that hit you with a melee attack while within 5 feet take 2d6 necrotic or poison damage.
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Deathbloom: Once per short rest, when you are reduced to 0 HP but not killed outright, you can erupt in a wave of rotting blood. Every hostile creature within 30 feet must make a Constitution save or take 12d8 necrotic or poison damage (half on success) and be Poisoned or Frightened for 1 minute on a failed save.
Death Bloom
Death Bloom: Once per short rest, when you are reduced to 0 HP but not killed outright, you can erupt in a wave of rotting blood. Every hostile creature within 30 feet must make a Constitution save or take 12d8 necrotic or poison damage (half on success) and be Poisoned or Frightened for 1 minute on a failed save.
Death Bloom
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Deathbloom: Once per short rest, when you are reduced to 0 HP but not killed outright, you can erupt in a wave of rotting blood. Every hostile creature within 30 feet must make a Constitution save or take 12d8 necrotic or poison damage (half on success) and be Poisoned or Frightened for 1 minute on a failed save.
Vessel of Collapse
18th level You are the beginning of the end. You gain the following features:
Rotting Aura: When a hostile creature starts its turn within 10 feet of you, it takes necrotic damage equal to your hemocraft modifier, unless it is undead or a construct.
Wasting Curse: Once per turn, when you hit a creature with a weapon attack, it must make a charisma saving throw or it becomes Cursed for 1 minute. While cursed, it has disadvantage on death saving throws and can’t regain hit points by any means. You may only have one Wasting Curse active at a time.
Rotting Aura - Int
When a hostile creature starts its turn within 10 feet of you, it takes necrotic damage equal to your hemocraft modifier, unless it is undead or a construct.
Rotting Aura - Wisdom
When a hostile creature starts its turn within 10 feet of you, it takes necrotic damage equal to your hemocraft modifier, unless it is undead or a construct.