Blood Hunter
Base Class: Blood Hunter

The Order of the Jade Fang arose from a problem the people of the Nihonkai Isle Chain have understood for centuries: not every supernatural creature is an enemy, but some supernatural threats cannot be defeated by ordinary steel.

A restless ancestor is not the same thing as a murderous wraith. A Kitsune guardian is not the same thing as a predatory yokai wearing a borrowed face. A spirit angered because an ancient compact was violated may require restitution rather than execution. But an oni feeding upon villages, a corrupted kami spreading madness, a fiend nesting inside a mortal host, or a sea horror dragging ships beneath the Ghost Reef may leave little room for negotiation.

The Jade Fang Covenant trains Blood Hunters to determine the difference.

Jade Fang hunters are monster-slayers, curse-breakers, investigators, exorcists, spirit wardens, and supernatural crisis specialists. Their hemocraft is deliberately combined with purified jade, ritual scarification, warding inscriptions, medicinal compounds, and spiritual disciplines borrowed from generations of cooperation—and disagreement—with shrine authorities.

Their defining art is suppression.

A Jade Fang does not merely hurt a monster. They identify the supernatural principle allowing it to survive and force that principle into silence.

Regeneration stops.

Possession loosens.

Illusions fracture.

Unnatural transformations fail.

Curses unravel.

The monster is made mortal enough to kill.

Origins in Aetheris

The Order of the Jade Fang is inseparable from the Shōrin Dominion and especially from the Azure Chrysanthemum Accord of Seiryūjima.

The Covenant exists as one of the Accord's Seven Great Institutions and serves as its Bloodsworn branch. Its responsibilities traditionally include:

  • monster hunting;
  • curse breaking;
  • yokai suppression;
  • demon slaying;
  • investigation of supernatural attacks;
  • recovery from spirit corruption;
  • and response to threats beyond the capabilities of ordinary soldiers.

Its primary holdings are scattered through Seiryūjima, Tatsuryūshima, Kurosejima, and other dangerous regions of the Dominion. Fangwatch Monastery serves as one of its principal seats, while smaller hunt lodges, warded safehouses, curse-quarantine huts, blood rite chambers, and wilderness stations occupy places where the boundary between civilization and supernatural danger becomes dangerously thin.

The Covenant has especially strong historical ties to Clan Ishikage, whose scouts and monster hunters were among its institutional predecessors.

The order's most famous living hunter is Lady Akemi Ishikage, the Jade Fang, Master Huntress of the Covenant and one of the Twelve Pillars of the Azure Chrysanthemum Accord. Her victories over oni, fiends, corrupted spirits, and sea horrors have made her name synonymous with the order throughout the Nihonkai Isles.

The Covenant's operational units are usually organized as Hunt Packs of six to twelve members. Blood Hunters form their core, but Rangers, Clerics, spirit specialists, medics, artificers, and other experts commonly accompany them.

The greatest of these formations is the Moon Pack, traditionally led by the Master Huntress personally.

Philosophy and Doctrine

The Jade Fang Covenant teaches a doctrine summarized by three questions:

What is it?
Why has it become dangerous?
What must be severed so that the danger ends?

This distinction is fundamental.

A Jade Fang is not trained to exterminate supernatural creatures merely for existing.

The Nihonkai Isles are filled with kami, Hengeyokai, Kitsune, ancestral spirits, sacred beasts, and other beings whose existence is completely integrated into local society. A hunter incapable of distinguishing the unusual from the corrupt would be considered not merely incompetent, but dangerous.

Instead, Jade Fang doctrine distinguishes between:

  • presence, which is not itself a crime;
  • disturbance, which may require mediation;
  • corruption, which requires intervention;
  • and predation, which may demand destruction.

Many hunts therefore begin with investigation rather than violence.

A hunter may discover that a "haunting" is actually an ancestral spirit angered because its shrine was dismantled.

A supposedly hostile yokai may be defending an old territorial compact.

A cursed child may be the victim rather than the origin of a supernatural outbreak.

Yet the order is equally uncompromising when genuine predation is confirmed.

Once the Fang has determined that innocent lives remain endangered, hesitation becomes another form of negligence.

The Burden of Contamination

The Order's most controversial teaching is that corruption can sometimes be understood only by allowing it close enough to leave a mark.

Jade Fang hunters therefore study:

  • cursed blood;
  • spirit venom;
  • possession;
  • supernatural disease;
  • monster anatomy;
  • forbidden ritual substances;
  • hostile alchemy;
  • spiritual contamination;
  • and the residue left by supernatural transformation.

They may deliberately expose themselves to controlled quantities of substances others would burn on sight.

This practice has produced remarkable knowledge.

It has also produced dead hunters.

The Covenant teaches that suffering is not holy merely because it is voluntary. Pain without purpose is vanity.

A hunter accepts contamination only so that someone else will not have to.

Visual Identity

Jade Fang hunters favor practical armor and travel garments suited to the Dominion's difficult terrain.

Common elements include:

  • dark lacquered leather or segmented armor;
  • deep green, black, charcoal, and bone-white cloth;
  • jade beads or plates set into collars, vambraces, weapon fittings, and talismans;
  • red or dark crimson binding cords;
  • narrow paper or silk ward-strips;
  • ritual scarification;
  • small medicine cases;
  • monster-analysis tools;
  • and compact shrine kits used to perform emergency purification.

Their weapons often combine conventional Blood Hunter arms with specialized Dominion craftsmanship.

Jade Fang hunters may wield:

  • swords;
  • spears;
  • glaives;
  • bows;
  • heavy hunting blades;
  • Dragoncoil firearms;
  • silvered weapons;
  • jade-edged implements;
  • and weapons fitted with interchangeable anti-monster components.

Some use the Jade Fang Breaker, a heavy Dragoncoil monster-hunting firearm capable of firing specialized alchemical, silvered, or jade-powder ammunition.

When Jade Fang hemocraft manifests visibly, blood frequently traces angular lines across jade fittings and talismans.

A completed seal resembles a stylized fang surrounded by a broken circle.

Role in Aetheris

The Order of the Jade Fang functions primarily as a supernatural suppressor and frontline striker.

A Jade Fang is particularly effective against enemies whose power depends upon extraordinary traits rather than raw Hit Points.

Examples include creatures that:

  • regenerate;
  • transform;
  • become Invisible;
  • possess other creatures;
  • teleport;
  • become Incorporeal or Ethereal;
  • resist conventional damage;
  • spread supernatural conditions;
  • or escape death through magical abilities.

The subclass does not gain broad spellcasting.

Its power remains firmly rooted in:

  • weapons;
  • Crimson Rites;
  • Blood Maledicts;
  • Intelligence;
  • monster knowledge;
  • spiritual suppression;
  • and controlled self-sacrifice.

Outside combat, Jade Fang hunters are useful investigators of supernatural events.

They are especially valuable when the party must determine whether something should be:

killed, cleansed, contained, negotiated with, or freed.

Subclass Integration

Major Polities

Shōrin Dominion

The Order originated here and remains deeply connected to Dominion law, shrine compacts, and supernatural crisis response.

Jade Fang hunters may operate through:

  • Shōgunal charter;
  • Accord authority;
  • provincial invitation;
  • shrine permission;
  • or emergency monster-hunting mandates.

They are respected throughout the Dominion but rarely considered entirely comfortable company.

A village may celebrate the hunter who saved it and still ask them to sleep beyond the shrine gate.

Foreign Realms

Individual Jade Fangs occasionally travel beyond the Nihonkai Isles to investigate:

  • exported cursed objects;
  • escaped monsters;
  • foreign supernatural techniques;
  • missing Covenant hunters;
  • stolen relics;
  • or threats first encountered in the Dominion.

Foreign rulers often value their expertise while misunderstanding their spiritual distinctions.

Organizations, Guilds, and Orders

Azure Chrysanthemum Accord

The Covenant is one of the Seven Great Institutions of the Accord.

Its hunters regularly cooperate with every major Accord branch.

Lantern Court

The Jade Fang's closest spiritual ally.

Lantern Court scholars identify spirits, interpret curses, construct wards, and advise hunters when violence may worsen a supernatural disturbance.

The relationship is respectful but frequently contentious.

Lantern scholars sometimes accuse Jade Fangs of severing what should have been healed.

Jade Fangs sometimes accuse Lantern scholars of continuing negotiations while villagers die.

Dragoncoil Armory

Dragoncoil develops specialist weapons, warded ammunition, spirit-sensitive sights, and monster-hunting firearms for Covenant use.

Jade Fang field reports have directly influenced several Dragoncoil designs.

Tempered Chrysanthemum

The Guild produces many of the Covenant's conventional monster-hunting weapons, armor fittings, ritual implements, restraints, and field equipment.

Shrine Orders

Necessary allies.

Frequent critics.

Shrine authorities generally respect the Covenant's ability but sometimes object to the deliberate use of blood, curses, toxins, and spiritually dangerous substances.

Religious and Philosophical Movements

Jade Fang hunters are not required to follow a single faith.

Most practice the spiritual traditions common within the Dominion, including ancestor reverence and respect for local kami.

The Covenant's doctrine emphasizes that spiritual power is not automatically benevolent and supernatural existence is not automatically corrupt.

Conduct matters.

Intent matters.

Compact matters.

Consequence matters.

Rival Factions and Enemies

Common enemies include:

  • predatory yokai;
  • oni;
  • fiends;
  • corrupted spirits;
  • malignant ghosts;
  • cursed beasts;
  • supernatural parasites;
  • sea horrors;
  • monster-breeding cults;
  • curse dealers;
  • traffickers using supernatural coercion;
  • foreign occult operatives;
  • and entities emerging from the Ghost Reef or Twilight Trench.

The Covenant also clashes with mortals who deliberately provoke supernatural retaliation and then expect the Jade Fang to kill the spirit they wronged.

Many hunters consider such patrons nearly as contemptible as the monsters themselves.

Subclass Features

Blood Hunter Level

Feature

3rd

Rite of the Jade Fang, Seal of Discernment

7th

Fang Against Corruption

11th

Five Seals of Suppression

15th

Purge the Unclean Wound

18th

Incarnation of the Jade Fang

 

Optional Jade Fang Blood Maledicts

At the Game Master's discretion, the following Blood Maledicts may be selected whenever an Order of the Jade Fang Blood Hunter learns a Blood Maledict.

They follow the normal Blood Maledict rules.

Blood Maledict of the Tainted Vein

When a creature you can see within 60 feet regains Hit Points, use your Reaction to curse it.

Reduce the healing by one roll of your Hemocraft Die + your Intelligence modifier.

Amplify: The creature must succeed on a Constitution saving throw against your Hemocraft save DC or regain no Hit Points from the triggering effect.

Blood Maledict of the Unmasked Spirit

As a Bonus Action, curse one creature you can see within 60 feet.

Until the end of your next turn, you know whether it is:

  • possessed;
  • magically transformed;
  • affected by an illusion altering its appearance;
  • or concealing its creature type through magic.

Amplify: For 1 minute, you can perceive a faint outline of the creature's true form even while it is transformed or disguised.

This does not automatically end the effect.

Blood Maledict of the Jade Chain

When a creature you can see within 30 feet attempts to teleport or become Ethereal, use your Reaction.

The creature must make a Charisma saving throw against your Hemocraft save DC.

On a failure, the triggering movement fails.

Amplify: The creature also takes Force damage equal to two rolls of your Hemocraft Die.

Blood Maledict of the Borrowed Pain

When a creature you can see within 30 feet fails a saving throw against being Charmed, Frightened, Poisoned, Possessed, or cursed, use your Reaction.

The creature may immediately reroll the saving throw.

Amplify: You take Necrotic damage equal to one roll of your Hemocraft Die, and the creature makes the reroll with Advantage.

This damage cannot be reduced or prevented.

Playing an Order of the Jade Fang Blood Hunter

A Jade Fang character should rarely begin an encounter by assuming that every supernatural presence deserves destruction.

The subclass is particularly suited to characters who ask:

  • What happened here?
  • Who violated the compact?
  • Is the spirit the cause or the victim?
  • What is sustaining this curse?
  • Who benefits from calling this creature a monster?
  • Can this corruption be reversed?
  • If it cannot, what must be done?

Some Jade Fangs are compassionate exorcists.

Others are grim professional monster hunters.

Some are scholars whose bodies contain more controlled toxins than most apothecaries.

Others are warriors who have watched negotiation fail often enough that they keep one hand near the sword.

The defining characteristic is not mercy.

It is discernment.

Faction and Organization Connections

An Order of the Jade Fang character may have close ties to:

  • the Jade Fang Covenant;
  • Azure Chrysanthemum Accord;
  • Lantern Court;
  • Dragoncoil Armory;
  • Guild of the Tempered Chrysanthemum;
  • shrine orders;
  • Moonwatch Rangers;
  • Azure Fleet;
  • provincial magistrates;
  • Hengeyokai communities;
  • Kitsune spirit mediators;
  • or independent Bloodsworn lodges.

Such relationships are not always comfortable.

The Jade Fang occupies the place where spiritual diplomacy has failed but uncontrolled violence remains unacceptable.

Adventure Hooks

The Jade That Bleeds

A shipment of ritual jade from Shizukawa begins sweating human blood.

Every hunter who touches it dreams of the same sealed cave.

The Empty Village

An entire village disappears.

No bodies.

No struggle.

Every shrine remains perfectly maintained.

The village's guardian yokai insists the people left willingly.

Akemi's Curse

The old curse carried by Master Huntress Akemi Ishikage suddenly accelerates.

The only creature known to understand it is an oni she spared twenty years ago.

The Broken Compact

A supposedly murderous Hengeyokai spirit has killed three Shōgunal surveyors.

Investigation reveals the surveyors were constructing a military road through territory protected by an ancient shrine compact.

The authorities still demand the spirit's death.

The Drowned Fang

A Jade Fang Hunt Pack sent into the Ghost Reef returns aboard the Moonwake.

Every hunter is alive.

None remembers the expedition.

One of them casts no reflection.

The Sixth Seal

A dead Jade Fang master leaves behind research describing a forbidden sixth Suppression Seal.

The final page reads:

"This seal does not suppress the monster's power.

It suppresses the monster."

Notable NPCs

Lady Akemi Ishikage, the Jade Fang

Species: Shirohami
Class: Blood Hunter — Order of the Jade Fang
Role: Master Huntress of the Jade Fang Covenant

Akemi is among the most feared monster hunters in the Nihonkai Isles.

Intense, disciplined, and fiercely protective, she has personally hunted oni, sea horrors, fiends, and corrupted spirits.

Her greatest secret is also the clearest expression of the Covenant's philosophy:

Akemi carries an old supernatural curse that continues to worsen.

She has spent years teaching others how to remove corruption while quietly failing to remove her own.

Takeshi Ishikage, Young Fang

Species: Shirohami
Class: Blood Hunter — Order of the Jade Fang
Role: Akemi Ishikage's apprentice

Takeshi possesses extraordinary talent and insufficient patience.

He wants desperately to prove that he deserves the Ishikage name and repeatedly chooses hunts more dangerous than his experience warrants.

Akemi worries that his greatest enemy is not any monster.

It is the desire to become legendary before learning why legends die.

Mother Shiori Jade-Eyes

Species: Crane Hengeyokai
Class: Blood Hunter / Cleric
Role: Senior curse-breaker of Fangwatch Monastery

Shiori rarely participates in ordinary hunts.

She is summoned when something has survived every conventional form of exorcism.

She teaches that destroying a possessed victim because removing the spirit is difficult is not monster hunting.

It is surrender disguised as efficiency.

Hideo Salt-Blood

Species: Shirohami
Class: Blood Hunter / Ranger
Role: Ghost Reef hunt leader

Hideo specializes in sea horrors, drowned spirits, and creatures that follow ships home.

His body contains scars from seven different supernatural venoms.

He keeps precise records of all seven.

Three are still technically killing him.

Very slowly.

Balance Notes

Intended Role

Primary: Striker / Controller
Secondary: Defender / Supernatural Investigator

The Jade Fang is designed to pressure one dangerous supernatural enemy while suppressing the abilities that normally make that enemy difficult to contain.

Damage Profile

Seal of Discernment provides a once-per-turn Hemocraft Die damage rider.

This is deliberately comparable to other Blood Hunter subclass marks.

The subclass's primary power budget is not raw damage.

Its strength lies in preventing opponents from using:

  • regeneration;
  • transformation;
  • magical escape;
  • possession;
  • and Concentration.

The major damage increase occurs only during the 18th-level capstone.

Survivability

The subclass gains strong resistance to specific supernatural conditions rather than broad defensive bonuses.

Permanent protection centers on:

  • Charm;
  • Fear;
  • Possession;
  • hostile transformation;
  • and curses.

Broad damage Resistances appear only during the 18th-level transformation.

Utility

Utility is intentionally high.

The subclass can:

  • identify supernatural traits;
  • investigate curses;
  • detect possession;
  • expose transformations;
  • suppress regeneration;
  • interrupt supernatural movement;
  • free allies from hostile conditions;
  • and temporarily neutralize otherwise difficult monster abilities.

This makes it especially useful in campaigns where supernatural threats are more complex than simple combat encounters.

Resource Economy

The subclass competes heavily for:

  • Bonus Actions;
  • Reactions;
  • Seal uses;
  • Crimson Rite activation;
  • Blood Maledicts;
  • and self-inflicted hemocraft damage.

The most powerful cleansing abilities are therefore limited even though many basic suppression effects can function repeatedly once a Seal is established.

Comparison to Other Blood Hunter Orders

Order of the Last Hunt

The Last Hunt is the superior pursuit and anatomical-exploitation specialist.

It excels at:

  • tracking;
  • chasing;
  • identifying vulnerabilities;
  • stopping escape;
  • and killing a designated quarry.

The Jade Fang is less mobile and less focused on pure execution.

It is significantly better at:

  • curse breaking;
  • possession;
  • protecting allies from supernatural effects;
  • suppressing monster traits;
  • and distinguishing corruption from supernatural existence.

Order of the Malefic Veil

The Malefic Veil is an occult anti-magic subclass with spellcasting and strong planar/caster suppression.

The Jade Fang does not cast spells.

Instead, it remains a more traditional martial Blood Hunter whose control effects originate through:

  • weapons;
  • blood;
  • jade seals;
  • exorcism;
  • and direct supernatural suppression.

Tactical Identity

A Jade Fang typically:

  1. identifies the most dangerous supernatural opponent;
  2. applies Seal of Discernment;
  3. activates the Rite of the Jade Fang;
  4. pressures the creature with weapon attacks;
  5. selects the Suppression Seal most relevant to the creature's abilities;
  6. protects allies when curses, possession, or supernatural control appear;
  7. and ensures that once the enemy is defeated, it stays defeated long enough for the proper rites to be completed.

Summary

The Order of the Jade Fang represents the Shōrin Dominion's answer to supernatural corruption that cannot be solved through soldiers, priests, or diplomacy alone.

Its hunters are neither indiscriminate monster slayers nor gentle spirit mediators.

They occupy the terrible space between those roles.

They determine whether the supernatural presence before them is:

strange, wounded, corrupted, or predatory.

They attempt to cleanse what can still be saved.

They sever what cannot.

And when a monster survives because of some supernatural advantage—regeneration, possession, transformation, hidden form, curse, or impossible escape—the Jade Fang's answer is brutally simple:

"Then we take that advantage away."

Rite of the Jade Fang

Action Type: Part of activating Crimson Rite
Uses: At-will as part of Crimson Rite
Duration: While the Crimson Rite remains active
Scaling: Interacts with later subclass features

You learn the Rite of the Jade Fang as part of your Crimson Rite feature.

This rite does not count against the number of Crimson Rites you know.

When you activate the Rite of the Jade Fang, small lines resembling cracked jade spread across the weapon before filling with faint crimson light.

The rite's additional damage is Force damage.

A weapon bearing this rite is treated as both magical and silvered for the purpose of overcoming Resistance or Immunity.

In addition, when you damage a creature with the weapon, you immediately know if that creature is:

  • possessed;
  • affected by a curse;
  • magically transformed;
  • or being directly controlled by another creature or supernatural effect.

You do not automatically learn the source or precise nature of the effect.

Seal of Discernment

Action Type: Bonus Action
Uses: Proficiency Bonus per Long Rest
Duration: 1 minute
Scaling: Additional suppression options at 11th level

You trace a blood-fed jade sigil through the air and place it upon one creature you can see within 60 feet.

The creature becomes Sealed for 1 minute.

The Seal ends early if:

  • you become Incapacitated;
  • you use this feature against another creature;
  • or the creature dies.

When you apply the Seal, you learn the creature's:

  • creature type;
  • Damage Resistances;
  • Damage Immunities;
  • Condition Immunities;
  • and whether it possesses a feature allowing it to regenerate, change shape, become Invisible, teleport, become Ethereal, or possess another creature.

You do not learn the precise numerical values or full wording of those abilities.

Jade Fang

Once on each of your turns when you damage the Sealed creature with a weapon bearing an active Crimson Rite, it takes additional Force damage equal to one roll of your Hemocraft Die.

Exposed Corruption

The Sealed creature cannot benefit from Advantage on saving throws against your Blood Maledicts.

If another feature would impose Disadvantage on the saving throw, normal Advantage and Disadvantage rules still apply.

Revealed Spirit

The Sealed creature cannot become Hidden from you through magical Invisibility while it remains within 120 feet of you.

You know its direction while it remains on the same plane of existence, although this feature does not tell you its exact location.

You regain all expended uses of Seal of Discernment when you finish a Long Rest.

Fang Against Corruption

Action Type: Passive and Reaction
Uses: Reaction — Proficiency Bonus per Long Rest
Duration: Instantaneous / until beginning of your next turn
Scaling: Improved by later features

You have learned to interpose your own altered blood between supernatural corruption and its intended victim.

You gain Advantage on saving throws against:

  • being Charmed;
  • being Frightened;
  • being Possessed;
  • magical transformation imposed against your will;
  • and effects explicitly identified as curses.

In addition, when you or a creature you can see within 30 feet fails a saving throw against one of these effects, you may use your Reaction to invoke a Jade Intercession.

The protected creature rerolls the saving throw and must use the new result.

If the reroll succeeds, choose one of the following:

Recoil of the Fang

If the source of the effect is a creature within 60 feet, it takes Force damage equal to two rolls of your Hemocraft Die.

Cleansing Breath

The protected creature gains Temporary Hit Points equal to:

your Blood Hunter level + your Intelligence modifier.

Broken Connection

If the triggering effect required Concentration, the creature maintaining it has Disadvantage on the next Constitution saving throw it makes to maintain Concentration before the beginning of your next turn.

You may use Jade Intercession a number of times equal to your Proficiency Bonus.

You regain all expended uses when you finish a Long Rest.

Five Seals of Suppression

Action Type: Triggered when dealing Jade Fang damage
Uses: Once per turn
Duration: Until the beginning of your next turn unless otherwise stated
Scaling: Two Seals may be applied at 18th level

Your Seal of Discernment has evolved into an instrument capable of temporarily severing a supernatural creature from one of the principles sustaining it.

Once on each of your turns when Jade Fang deals its additional Hemocraft Die damage to your Sealed creature, you may apply one of the following Suppression Seals.

The target must make a Constitution saving throw against your Hemocraft save DC.

On a failed save, the chosen Seal takes effect.

A creature can suffer only one Five Seals effect from you at a time unless a later feature states otherwise.

Seal of Still Blood

The creature cannot regain Hit Points until the beginning of your next turn.

If it possesses Regeneration or a similar trait that restores Hit Points automatically, that trait is suppressed for the duration.

Seal of the Closed Gate

The creature cannot willingly teleport, become Ethereal, or travel to another plane until the beginning of your next turn.

An effect imposed by another creature can still move it normally.

Seal of the True Shape

Until the beginning of your next turn, the creature cannot voluntarily:

  • Change Shape;
  • Polymorph;
  • alter its physical form through magic;
  • or become Invisible.

If it is currently sustaining a voluntary transformation, that transformation is suppressed until the Seal ends.

The creature returns to its transformed state afterward if the original effect is still active.

Seal of the Empty Vessel

The creature cannot possess another creature until the beginning of your next turn.

If the creature is currently possessing a host and fails the saving throw, the possession is suppressed until the Seal ends.

During the suppression, the possessed creature regains control of its own actions.

The possessing creature is not automatically expelled unless an effect specifically causes it to leave.

Seal of Broken Sorcery

Until the beginning of your next turn, the creature has Disadvantage on Constitution saving throws to maintain Concentration.

The first time it attempts to cast a spell of 1st level or higher during this period, it takes Force damage equal to one roll of your Hemocraft Die immediately after the spell is cast.

Purge the Unclean Wound

Action Type: Action
Uses: Proficiency Bonus per Long Rest; special self-sacrifice option
Duration: Instantaneous
Scaling: Can affect increasingly severe supernatural conditions

You have learned one of the Covenant's most dangerous rites: drawing hostile supernatural influence out of another creature and forcing it through your own altered blood before destroying it.

As an Action, touch yourself or a willing creature.

Choose one effect affecting that creature:

  • Charmed;
  • Frightened;
  • Possessed;
  • Poisoned;
  • one curse;
  • one magical disease;
  • one magical transformation imposed against its will;
  • or one effect reducing its Hit Point maximum.

The chosen effect immediately ends.

If the effect originated from a creature whose Challenge Rating exceeds your Blood Hunter level, or from an Artifact, deity, legendary curse, or similarly exceptional source, the Game Master may instead rule that it is suppressed for 1 hour rather than permanently ended.

Blood Bears the Poison

When you use this feature on another creature, you may choose to take Necrotic damage equal to three rolls of your Hemocraft Die.

This damage cannot be reduced or prevented.

If you do, you do not expend a use of Purge the Unclean Wound.

Once you use Blood Bears the Poison, you cannot do so again until you finish a Short or Long Rest.

Cleansing Scar

Whenever you successfully end or suppress an effect through this feature, the target also gains Advantage on saving throws against the same source until it finishes a Long Rest.

You regain all normal uses of Purge the Unclean Wound when you finish a Long Rest.

Incarnation of the Jade Fang

Action Type: Bonus Action
Uses: Once per Long Rest
Duration: 1 minute
Scaling: Subclass capstone

You become the living embodiment of the Covenant's supreme doctrine: corruption identified, contained, and severed.

For 1 minute, spectral shards of translucent jade orbit your body while your blood forms crimson script across your weapons, armor, and skin.

The state ends early if you are Incapacitated.

While Incarnation of the Jade Fang is active, you gain the following benefits.

Perfect Discernment

At the start of each of your turns, you may apply Seal of Discernment to one creature you can see within 120 feet without expending a use or requiring an action.

You may maintain Seals on a number of creatures equal to your Intelligence modifier, minimum two.

Jade Body

You gain Resistance to:

  • Force;
  • Necrotic;
  • Poison;
  • and Psychic damage.

You also cannot be:

  • Charmed;
  • Frightened;
  • Possessed;
  • or transformed against your will.

Fang of Severance

Once on each of your turns when you damage a Sealed creature with a weapon bearing your Rite of the Jade Fang, the additional damage from Jade Fang becomes three rolls of your Hemocraft Die instead of one.

Twin Suppression

Whenever Five Seals of Suppression triggers, you may select two different Suppression Seals instead of one.

The target makes one saving throw against each selected Seal.

Purity Without Mercy

A creature affected by one of your Suppression Seals cannot ignore or remove that Seal through Legendary Resistance.

Instead, if it chooses to use Legendary Resistance after failing the saving throw, the Seal remains suppressed until the end of the current turn, then takes effect normally until its normal ending point.

This does not prevent the creature from using Legendary Resistance against the saving throw itself.

Final Exorcism

When a Sealed creature within 60 feet of you is reduced to 0 Hit Points, you may immediately choose one supernatural effect associated with that creature:

  • possession;
  • curse;
  • magical disease;
  • summoned manifestation;
  • regeneration;
  • transformation;
  • or spiritual tether to another creature.

That effect is severed from the defeated creature.

Until the end of your next turn, the creature's remains cannot:

  • become possessed;
  • transform;
  • become Invisible;
  • teleport;
  • become Ethereal;
  • or regain Hit Points.

If an innate trait would immediately cause the creature to reform elsewhere, revive automatically, or return through a bound host, that effect is delayed until the end of your next turn.

This does not permanently destroy creatures that require a special method of destruction.

It provides the hunters a brief opportunity to perform that method.

Once you invoke Incarnation of the Jade Fang, you cannot do so again until you finish a Long Rest.

Order Of The Jade Fang Image

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