Base Class: Blood Hunter
Blood hunters, as you know, surrender parts of themselves to bet- ter combat the otherworldly or wicked. Most focus on harnessing blood magic to empower their weapons, however these warmongers use blood magic further to also infuse the armor they wear. What's more, their carelessness for their own well-being allows them to en- ter into a blood fury, transforming them into warriors of pure ha- tred and destruction. They have even concocted curses which allows them to spread this blood fury to others. While I have yet to perform research on this phenomenon first hand, I also don’t find myself in a hurry to seek a warmonger out to do so
Warmonger Rite
Starting when you join this Order at 3rd level, you can imbue the armor you wear with your Crimson Rite feature in the same manner as you would a weapon. While active, a creature takes 1d4 rite damage of the chosen elemental type whenever it touches you or hits you with a melee attack while within 5 feet of you. The rite damage die changes as you gain blood hunter levels, as shown in the crimson rite damage die column of the blood hunter table. Should you doff your armor, the rite fades immediately.
Blood Fury
At 7th level, you learn to fuel your bloodlust through your blood magic. Using a bonus action, you take damage equal to your rite damage die and you enter a furious bloodlust for 1 minute. For the duration, your speed can't be reduced by nonmagical means unless you are restrained and you can make a single melee weapon attack as a bonus action on each of your turns after this one, but you take damage equal to your rite damage die at the start of each of your turns. The effect ends early if you drop to 0 hit points or die, or if you end it on your turn (no action required). Once you use this feature, you must finish a short or long rest before you can use it again.
You may use this feature twice and 15th level and three times at 18th level.
Battle Rites
Starting at 11th level, your crimson rites become more reliable. When you roll a 1 or 2 for your Crimson Rite damage, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2
Burst of Adrenaline
Beginning at 15th level, your will and physical prowess allow you to push yourself past mortal limits. When you use your action to take the Dash, Disengage, or Dodge action, you can also use your bonus action to take the Dash, Disengage, or Dodge action. Once you use this feature, you must finish a short or long rest before you can use it again.
War Never Changes
At 18th level, you gain the Blood Curse of War for your Blood Maledict feature. This does not count against your blood curses known
Blood Curse of War. As an action, you infect a creature that you can see within 60 feet of you with your Blood Fury. An unwilling target must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) to avoid the effect. An unwilling target that fails the saving throw can't end the effect on its turns but you can end it on your turn (no action required). A creature that succeeds on this saving throw is immune to this blood curse for the next 24 hours.
Amplify. The target can make two melee weapon attacks as a bonus action on each of its turns and takes twice your rite damage at the start of each of its turns.
Relentless Assault
Starting at 18th level, when you miss with a weapon that is imbued by one of your crimson rites, the target of your attack takes damage from your Crimson Rite feature.
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