Long have tales told of the protection afforded from the fey by cold Iron.  The Blood Hunters have chased these tales to their sources and discovered the truth behind the myth.  It wasn't just any iron that would protect against magic and fey... it was Sky Iron, harvested from the greats stones fallen from the sky.  Now clad in armor this Order is not afraid of the fey wild.

Rite of Iron

When you join this order at 3rd level, gain the esoteric Rite of Iron.  While you deal no extra damage from this rite, no being has resistance or immunity to this weapon, and you may add your crimson rite die to your to-hit roll

Maker of Iron

When you choose this order at third level, you gain proficiency in smiths tools and can craft weapons and armor without a forge.  HOWEVER your supplies for doing so cost double.

Cold Forged weapons and armor count as magical for the purposes of over coming resistances.  At level 7 you can craft +1 weapons and armor, at level 11 +2, and at level 15 +3

Endowment of Iron

Beginning at 7th level, your learn to channel your power through items other than weapons.  you can activate a crimson rite on your armor and shield, so that any creature that strikes you without a weapon takes a crimson rite die of the appropriate damage

Blessing of Iron

Upon reaching 11th level, you’ve learned to craft special talismans that take advantage of the protections of cold iron.  you may spend 50 gold for material and 1 hour of work to craft the physical aspect of the talisman.  Then over an hour, which may be a short rest, you can activate one of two protections.

Roll one of your crimson right die and loose that many hit points.  This number is also the duration (in days) the talisman will last.  If you choose to make this a Talisman against Violence, then while they wear they wear the talisman and are attuned to it, they gain a bonus to their AC equal to your constitution modifier.  If you choose to make this a talisman against Sorcery, then they get a bonus to their saving throws equal to your Wisdom modifier.

This item counts as an attuned item, and the bonus is removed if they are subjected to "dispel magic" or other effects that remove magical benefits.

Wisdom of Iron

At 15th level, as a bonus action you may make an Wisdom (insight) check against a foe's charisma (deception) check.  If successful, you know the foe's AC and any resistances, immunities, and weaknesses.

Dominance of Iron

Upon reaching 18th level, you learn to project your old Iron aura to protect you.  If you are targeted or included in the area of effect of a spell or magical effect such as a breath weapon or aura, you may use your reaction to force the source of that to make a constitution saving throw versus your Blood Curse DC.  On a successful save the spells damage and duration is halved to all affected beings.  On a failed save, the magic fizzles, the spell slot is wasted or the ability goes on cool-down, and now damage or effect occurs.

Magical affects from inanimate sources automatically fail their check.

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