Base Class: Blood Hunter
For some, the painful Hunter’s Bane ritual is too traumatic to bear. You may have initially begged for the ritual to be performed, but afterwards regretted the experience. Perhaps you were used by an evil Blood Hunter to test a variant of the ritual, and escaped with the help of a few others. Left scarred, a small order of newly created Blood Hunters has formed. Together, they attempted to make the most of their situation. Unfortunately, the order picked up a couple unhealthy coping mechanisms, including but not limited to codependency and substance abuse. Alcoholism combined with the strange, modified anatomy of Blood Hunters bore new abilities that utilize their intoxicated blood.
Your old order was a tightly knit family. You're the only surviving member of that order, and the gruesome scene you left has scarred you. You employed alcohol to deal with this experience, and began to incorporate it into your hemocraft magic.
There are many factors when performing the Hunter's Bane ritual, and your order miscalculated something. They mistakenly used alcohol as a sedative for the pain while they performed the ritual, which changed your physiology in a way they did not expect.
You were haunted by something previous to finding out about blood hunters and hemocraft, so you joined an order to find a sense of belonging. You were using just before the ritual, which affected it, unbeknownst to anyone. Because your abilities weren't developing normally, you did not find a sense of belonging in the slightest, so you left and began honing your special abilities by yourself.
You and your order drank often for fun, so you decided to utilize the hobby with your hemocraft magic.
Rite of Withdrawal
When you join this order at 3rd level, you learn the Rite of Withdrawal esoteric rite.
Rite of the Withdrawal. Your rite damage is psychic damage. While the rite is active, your weapon deals one additional hemocraft die of rite damage when you hit a creature concentrating on a spell.
You also gain proficiency in Brewer's Supplies.
Sanguine Sedative
At 7th level, you can exchange ichor for intoxicant to sedate yourself. As part of the bonus action you use to activate a crimson rite, you can lose hit points equal to one roll of your hemocraft die to simultaneously become magically sedated. While sedated, you gain the following benefits if you aren't wearing heavy armor.
- You have resistance to bludgeoning, piercing, poison and slashing damage.
- You have advantage on saving throws against frightened and poisoned.
If you are able to cast spells, you can’t cast them or concentrate on them while sedated.
The sedative lasts for 1 hour.
Once you use this feature, you can't use it again until you finish a long rest, unless you expend a blood maledict to use it again.
Superior Sedative. At 14th level, you have immunity to frightened and poison when under the effects of Sanguine Sedative.
Gait Mastery
At level 11, you have mastered your gait to become unpredictable in combat. While you have a crimson rite active, you have a bonus to your initiative rolls equal to one roll of your hemocraft die and a +1 bonus to your AC when you're not wearing heavy armor.
In addition, whenever you make a Charisma saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (minimum of +1).
Brand of Intoxicated Defense
Starting at 15th level, your Brand of Castigation has been modified by your intoxicating hemocraft. Whenever you attack a branded creature with your crimson rite, you score a critical hit on a roll of 18-20.
Bloodsight
Starting at 18th level, you can supernaturally intoxicate yourself further. You gain the Blood Curse of Bloodsight for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of Sight.
Prerequisite: 18th level, Order of the Inebriate
As an action, you can invoke a curse that congests the blood vessels in eyes with your supernatural blood, causing your eyes to glass over and become bloodshot. For 1 hour, you have truesight, notice secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
Amplify. You can use it on a willing creature you touch, instead of yourself. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.
Activating a Blood Curse requires a use of your Blood Maledict feature.
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