Blood Hunter
Base Class: Blood Hunter

The Order of the tainted one is comprised of the doctors of the order who seek to harness disease and poison as a means to purify it. In consuming their Tainted formula their blood runs a deep sickly purple that is indistinguishable from poison. Their journey is to merge the poison full within themself so they may pull outside sicknesses and toxins into their body so that it can be pulled apart and purified. Their body suffers from the mutations that come with their newfound blood and harness it as a way to slay monsters with corruption that roots itself into your very being so that no monster can resist their toxins.

Rooted by corruption

Starting when you choose this archetype at level 3rd level, You have been influenced by the taint you seek to destroy and now can sense out the kindred powers in the world. You gain access to the "Detect Poison and Disease" spell. Once you use this spell you must wait till you take a short or long rest before you can use it again. 

Blood Runs purple

When you join this order at 3rd level, you learn the esoteric rite Rite of pestilence. (detailed below).

 

Rite of pestilence. Your rite damage is poison damage. While this rite is active gain the following benefits:

  • You have resistance to poison damage and immunity to the poisoned condition. 
  • Creatures dealt damage by your right must make a Constitution save or be poisoned. They may make a new save at the end of each of their turns.
  • You ignore resistance to poison damage, deal half damage to creatures immune to poison damage.

At 7th level: You ignore a creature's immunity to the poison condition

Corrupted consumption

at 7th level, your blood curse has adjusted to the taint within your system, now being able to filter in and destroy taint from the outside. Using an Action you can draw the essence of disease and/or poison from a person or area. Doing so leaves behind either a glowing flower or a mark of a flower on the skin that will fade within an hour after the disease fades. As well when you remove poison or disease you gain temporary hit points equal to a dice roll of your hemo die. You can use this feature a number of times per long rest equal to your Intelligence modifier.

The Tainted Reach

At 11th level, within your mission to purge the taint from this world, you have learned how to manipulate the taint within your blood and force it out. Now when invoking your Crimson rite instead of adding it to a weapon you summon a tainted tendril from your body,this can only be done with the Tainted blood rite, this tendril uses proficiency+Int to hit and does rite damage +int to damage. Using a bonus action you can make all your tendrils attack at a creature within reach of you. these tendrils will fade if you fall unconscious or until your next rest ( you may choose to end this effect as a free action). You can only have one tendril at level 11, you have the ability to make more tendrils at the 15th level and 18th level. 

Pestilence Scar

At 15th level, When you use your brand of Castigation against a creature they are afflicted with an infected scar of poison shot through them. While they are afflicted with the scar and take damage from an attack they take extra poison damage equal to your int modifier.

Purified blood

at level 18, You have merged fully with the taint in your blood making you a walking purifier. You can now use your tainted tendrils as a part of your attack action to attack instead of as a bonus action.

 

You also gain the Blood Curse of the pestilence storm for your Blood Maledict feature. This does not count against your blood curses known.

 

Blood Curse of the pestilence storm: As an action, you send out a magical pulse up to 30 ft burst around you calling for you taint to come back to you. Any creature in this burst that has been affected by your poisoned condition has to make a Constitution saving throw and if they fail the poison is ripped out of them and they are stunned for 1 turn +1 additional round for every 5 by which they failed the DC. If they pass they are unaffected and can make a save against their poison as a free action. You must complete a long rest before you can use this blood curse again.


Amplify: On a failed save the creatures also take 6d8+Int of poison damage.

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