Blood Hunter
Base Class: Blood Hunter

As an member of The Order of the Plague, you challenge yourself with finding new poisons and diseases as well as any cures or antidotes. Some members focus on using this knowledge as a tool to fight against their enemies, or even as a tool to get paid. Some find the enjoyment of discovery to be enough to satisfy their curiosity.

Plague Expert

You now resist poison damage and are immune to diseases.
You've spent years studying various plagues, diseases, and poisons, as a result, you are now immune to all poisons and diseases. you can also now sense the presence and location of Poisons, poisonous creatures, and Diseases within 10 feet of you. You also Identify the kind of poison, poisonous creature, or disease in each case.
this aura penetrates most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Also, You now have proficiency with CON saving throws, WIS (Medicine) checks, poisoner's kit, and alchemist's supplies.

Blood Magic

Your expertise on the matter of Blood has led you to learn how to harness your own in return for magic. You can now cast a number of spells using your blood. To cast these spells, you must expend a number of hemocraft die equal to half the spell slot level, rounded down, and take that damage. This damage can not be reduced or prevented in any way.

This spellcasting uses your intelligence modifier for its casting.

Spellcasting

When you reach 3rd level, you augment your blood knowledge with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

Cantrips

You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.

Spell Slots

The Blood Magic Spellcasting table shows how many spell slots you have to cast your Cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher and expend the number of Hemocraft die as told by the Blood Magic feature. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level cleric spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

The Spells Known column of the Blood Magic Spellcasting table shows when you learn more cleric spells of 1st level or higher.  These must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your cleric spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Blood Magic Spellcasting

CLERIC LEVEL

CANTRIPS

KNOWN

SPELLS

KNOWN

— SPELL SLOTS PER SPELL LEVEL —

1ST

2ND

3RD

4TH

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Rite of the Contagion

7th level, you learn the Rite of the Contagion esoteric rite (detailed below).

Rite of the Contagion. Your rite damage is poison damage. 

You develop antibodies that, when you hit a living creature, targets that creature's poison antibodies that help them resist poison. The rite of the contagion bypasses all biological (nonmagical) resistances and immunities to poison damage. This affects all creature types except constructs. A construct immune to poison damage would still be immune to poison damage done by your rite.

 

Brand of Exposure

Beginning at 11th level, your Brand of Castigation now exposes a creature's weakness, leaving them vulnerable to your Crimson Rite. Whenever you damage a branded creature with your Crimson Rite for the first time, they become vulnerable to that damage type as long as they stay branded. If a creature is immune to that damage, they take only take half damage, as if it were resistant. If they are resistant, then they take normal damage, as if they weren't resistant. If hit by your rite of contagion, they are now vulnerable to poison damage no matter their resistances or immunities, unless they are constructs.

Poison Expert

At 15th level, you’ve honed your poison detection skills, as well as your knowledge of poisons. Your poison detection aura now extends to 30 ft. and any number of creatures you choose in your aura is now resistant to poison damage.

You also have advantage on all CON saving throws.

Blood Curse of Warding

As a bonus action, you can apply the blood curse to a creature, Blood curse of warding prevents the creature from being affected by the following conditions for 10 minutes; Blinded, deafened, paralyzed, poisoned, and stunned.

Amplify: When a creature obtains this blood curse while previously affected by any of the previous conditions, they are cured of it. They also heal an amount equal to a roll of a hemocraft die + your intelligence modifier. (minimum of +1)

Perfected Blood Magic

You magically alter your blood to be able to withstand almost anything. As a bonus action, you are able to alter your blood for 1 minute, and gain the following effects:

-You are immune to poison damage.

- You are resistant to Acid and Necrotic damage.

-When you cast a spell using your Blood Magic, you do not take any damage.

-Your attacks and spells do an extra 2d10 poison damage.

You are immune to the Blinded, deafened, paralyzed, poisoned, and stunned conditions.

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