Blood Hunter
Base Class: Blood Hunter

Disease and decay are rampant in the world, and there are those who find themselves at the mercy of these illnesses. Whereas others see it as a weakness, the Order of the Leper sees it as a chance to turn weakness into strength. While the disease lives on in their bodies, it is at their beck and call, to be used against the creatures who would spread these diseases in the first place.

Utilizing new formulas of the Hunter's Bane mutagen, those already of the Order of the Leper can grant those with life-threatening diseases the ability to control and focus these illnesses into their own blood, making it toxic and vile. Only the bravest or most desperate of souls trudge down this path, for once you have begun upon it, there truly is no going back.

Tainted Blood

Your infected blood has taken on powerful properties as a means of keeping you alive and retaliating against those who would bring you harm.

At 3rd level, you gain immunity to disease.

Additionally, choose Rotting, Caustic, or Venomous. You gain resistance to these types of damage: necrotic, acid, and poison, respectively. And when you are hit by a melee attack, the attacker takes damage equal to one roll of your hemocraft die, the damage corresponding with your blood type. You can use this an amount of times equal to your constitution modifier (minimum one). 

At level 13, this damage increases to 2 rolls of your hemocraft die, and at level 18, it increases to 3 rolls of your hemocraft die.

Caustic

Your blood is of a caustic nature, granting you resistance to acid damage and dealing acid damage when you are hit by melee attacks, equal to one roll of your Hemocraft die.

Rotting

Your blood is of a rotting nature, granting you resistance to necrotic damage and dealing necrotic damage when you are hit by melee attacks, equal to one roll of your Hemocraft die.

Venomous

Your blood is of a venomous nature, granting you resistance to poison damage and dealing poison damage when you are hit by melee attacks, equal to one roll of your Hemocraft die.

Mask of the Deathly

As a result of your disease-ridden body, you’ve become an outcast in society, a pariah. To counteract this, your order has provided you with a magical mask, one that halts your body’s decay and guises your face and body in a veil of secrecy.

At 3rd level, while wearing this mask, you gain disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. 

At levels 3, 11th, and 18th, you gain one of the following benefits applicable to you. 

Whenever you level up, you can change one of these benefits out for another. You cannot choose a benefit more than once.

Defiance

You are always on the brink of death with your illness, so you are no stranger to courting death. 

If an effect would kill you outright without death saving throws or would reduce you directly to 0 Hit Points without dealing damage, you are instead reduced to a number of Hit Points equal to your proficency bonus. You can’t use this benefit again until you finish a long rest.

You additionally have advantage on death saving throws. 

Endurance

Through sheer grit you have found your way here, and from that trek your body has shown change. 

Your Hit Point maximum increases by an amount equal to your character level when you choose this option. Whenever you gain a level thereafter, your Hit Point maximum increases by an additional 1 Hit Point. 

Instinct

By now you have realized that danger is all around, and by now you have prepared between the times of peace for these hardships. 

You gain a +2 to saving throws, and you may reroll one saving throw once per long rest; you must use this before you hear the result, and once you do use this, you have to use the new result.

Knowledge

When you are bedridden with this illness or hobbling through the wastelands, you learn to pick up a thing or two when you have freetime.

You gain proficiency in two skills of your choice or expertise in one skill.

Resolve

You have become accustomed to the danger of the world, and you have adapted to your situation. 

You gain a bonus to your AC by +2. 

Revenge

Hobbling through the lands, carrying your weapon at your side as the ague takes hold of you as bodies that you have slain stop dead at your footprints. 

When your Tainted Blood feature activates, you may expend one of your hit dice and roll it. If you roll an even number, you gain that amount + your constitution in THP. If you roll an odd number, the creature that triggered your Tainted Blood feature takes additional damage from your Tainted Blood feature + your proficiency bonus. 

Decaying Recovery

At 7th level, your body has learned to reverse the inevitable decay that your disease causes, even going so far as to provide you defenses. As a bonus action, you can activate this ability for 1 minute. At the start of your turn, you regain HP equal to your Hemocraft Die (scaling with your Tainted Blood feature) + {{proficiency}}, so long as you are above 1 HP. You can use this ability once per long rest.

At level 15, you gain a second use of this feature per long rest.

Brand of Pestilence

Your control over your own body and its diseased aspects has increased to new heights. You can now utilize your Brand of Castigation in new ways.

At 11th level, as a reaction upon being hit by an attack, you can cause your blood to explode in an aura of pestilence, applying the brand of castigation to yourself in the process. Your aura surrounds you in a radius of 15 feet, and when a creature ends its turn within the aura, it takes damage equal to your Intelligence modifier in the type you chose in your Tainted Blood feature. This effect lasts for 1 minute.

Blood Curse of the Pathogen

Through great effort, you’ve learned how to affect enemies with your disease temporarily, causing searing pain for a short period of time.

At 15th level, you gain the Blood Curse of the Pathogen. This Blood Curse does not count against your total number of curses known.

As a Bonus Action, you can choose one creature within 30 ft. This creature must make a Constitution saving throw. On a fail, they take 6d6 damage of the same type as your Tainted Blood feature, half as much on a success. For 1 minute after, they must make follow-up Constitution saves. On a fail, they take that damage again. On a success, the disease passes on, ending the effect.

Amplify: You can choose three creatures within 60 ft instead of one. Each of these creatures takes 4d6 damage of the same type as your Tainted Blood feature on a fail, half as much on a success. For 1 minute after, they must make follow-up Constitution saves. On a fail, they take that damage again. On a success, the disease passes on, ending the effect.

Festering Immortality

Having been through hell, you have achieved mastery over your disease-ridden body, so much so that it has even brought your inevitable death to a grinding halt. 

At 18th level, you gain the following benefits:

  • Your tainted blood feature now deals 3 rolls of your hemocraft die in damage.
  • You no longer age, as your body sustains itself from its constant decay.
  • If you die, you will return to life after 1d6 days, so long as a piece of your body remains. 
  • Your Aura of Pestilence now deals damage equal to twice your Intelligence modifier.

Previous Versions

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