The Order of the Obligated is the most special of orders, those who are ordained to a noble cause turn to join this order, using their blood magic as way to achieve their noble goal.
The Obligated have a mission they are driven to complete. Some seek to prove their honor, some given a task by a higher power, for others a self-imposed goal that they must accomplish for whatever reason it maybe.
To accomplish the tasks they have the Order takes to their own honor and uses it to them and others alongside them whether it be for guidance, or the blood magic they possess.
Those who join this order represent those who are willing to do whatever it takes to complete their mission, and to inspire others to take on the same sacrifices for their own task.

Honorable Display

Honorable Displays
You learn 2 Honorable Displays.

The Amount of Honorable Displays you can make is based on your charisma or wisdom modifier (Minimum of 1)

You regain uses of honorable displays after a short or long rest

You learn 1 additional Honorable Displays of your choice at 7th, 10th, and 15th level. Each time you learn new a Honorable Action, you can also replace one Honorable Display you know with a different one.

Honor Points: 
You start with one honor point every successful Honorable action you gain 1 Honor Point(max amount is half of your Blood Hunter level)
(For example you can gain a maximum of 2 Honor Points as a Level 4 Blood Hunter)
You can use you honor points to give you a bonus to attack rolls, damage rolls, armor class and persuasion or deception rolls
Each Honor Point used adds plus 1 to your roll, you declare what you use the Honor Points on. The point is then used up 

Using Honor Points to add to armor class only works as a reaction to an attack, the extra armor class is removed after the end of the attack,

You can only add the honor point before the DM tells the result of the roll.
Honor points do not decay but, any dishonorable action will result in losing honor points

Saving Throws

Some of your Honorable Displays require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Honorable Action save DC: 8 + your proficiency bonus + your Charisma or Wisdom modifier (Your choice of ability score is permanent)

Honorable Displays

Selfless Bloodletting: You can use your Crimson Rite to imbue your ally your own rite effect. using this will also add up the damage to your max health by how many allies you use it on, and once you use this action you cannot use Crimson rite on yourself

Giving Flesh: You can use your reaction to take an attack for an ally or creature, they must be 5 ft away from you. the attacker must make a dexterity saving throw on a fail they will attack you on a success they still manage to hit their intended target.

Drink of Blood: On your turn, can use an action to deal your hit dice amount of damage to yourself (your choice on how many hit dice, and you use up that hit dice) you can heal a creature within 10 feet away from you by the amount of damage you deal to yourself.

Burn for you: When an ally within 30 feet of you is being targeted by a spell you can use your reaction to take the spell on in place of your ally. the spellcaster must make a wisdom saving throw on a fail the spell will target you instead if it succeeds the spell will hit the intended target.(Area of effect spells if successfully taken will have you as the center of the effect zone)

Challenge Death: You use an action to take aggression of at most 3 enemies within a 30 ft radius around you. enemies must make a Wisdom saving throw any that fail the save are forcefully inclined to attack you for  2 rounds . 

Take Your Grave: When you have at least 1 hit point and an ally reaches 0 hit points you can use your action to switch your hit points with your ally.
You will fall and must make death saving throws.

O Fallen One: You can use your Reaction to catch a falling ally 20 feet above or below you and you will take the full falling damage for your ally. 

We Drown in Blood : As an action you can drown yourself and a target creature that is engaged with your ally in a bubble of blood, the target must make a Constitution saving throw or drown with you 
Drowning means that both your hitpoints reach 0 you must make death saving throws after this effect.

Purify the Soul with Blood: As an action you can take all ally's status effect on to yourself, it fails if you are immune to the status effect you are taking.

Bloody Roar: As an action you take 1d8  damage per enemy that is engage to your allies within a 50 ft radius as you bite your tongue and roar. Enemies must make a wisdom saving throw on a fail they will be frighted for 1 minute of you and your ally's that they are engaged in.

Stained Shield: Choose up to 3 Allies within a 30 ft radius you create a shield of dried blood for your allies you lose 3 armor class per ally and you give +3 Armor class your them this lasts for 3 rounds.

Noblesse Oblige

Beginning at 7th Level when using your Blood Rites you can sacrifice your honor points instead of your Hit Points the amount of Honor Points used will be determined by the damage you take during your level of blood rite. if you do not possess enough Honor Points you will take the remaining damage to your Hit Points.

At level 11 You can use half of your total amount of honor points instead of your Blood Rite damage to amplify your Blood Curses.

Unyielding Charge

Upon reaching level 11. on your turn you can rally your allies to charge forward to battle, you must sacrifice an honor point per ally. 
To use this feature you must move forward to a location with at least 2 enemies within a 30 ft radius around you.
Use of this feature uses no action.
This effect lasts a number of rounds equal to your Charisma Modifier (Minimum of 1)
While the rally lasts you and your allies that saw you move have advantage on attacks and skill checks against those enemies, and your allies gain a movement bonus equal to the amount of movement you used to run to your location(If you ran 10 ft to reach you location your allies gain +10 movement speed) only if your allies are running toward you

If your run outside your radius the or to fall to 0 hitpoints or die or if there are no more enemies inside your radius the effect ends immediately

Once you use this feature you must take a short or long rest to use it again. 

 

Above and Beyond the Call

At 15th level,  you gain a +10 movement speed when you use the dash action.
When you dash you ignore occupied spacing an can pass through enemies, anyone in your way take 1d8 Bludgeoning damage, during your dash enemies get disadvantage with attack of opportunities against you.
At Level 18 you gain +30 movement speed, and can you use the dash action as a bonus action

Honorable Soul

Upon reaching 18th level, you learn to manifest your honor and use as an Action to call a spirit of honor. You must sacrifice all your honor points (must have at least 5 honor points) to summon this spirit. Only you can see the spirit as it is a manifestation of your own Honor, you can see what the spirit sees, the form the spirit takes is up to you but must be the same size as a medium creature.
On your next turn you can control this spirit using your bonus action to move the spirit, the spirits movement speed is 5 per honor you sacrificed (min of 25 movespeed).
You become the host of the Spirit by Default and you are allowed to use special actions

  • Command Attack:   (+Amount of Honor Points sacrificed) (Min of 5) to hit (3d10+ Half of amount of Honor Points sacrificed) Radiant Damage. You forgo an Action to command your spirit to attack an enemy within 10 ft of it.
  • Command Guard: Use your Action to Guard the host. The one being guarded gains bonus Armor Class equal to half the amount of Honor Points Sacrificed, the Armor Class lasts until the spirit is given a different command.
  • Command Switch: You can Switch places with the spirit as an Action but you cannot move afterwards, if you switch with the spirit and its in an occupied space(eg. the spirit is in a wall) you take 5d8 force damage.
  • Command Possess: You can allow the Spirit to possess another ally as a Bonus Action, and they gain control of the spirit.
  • Command Sacrifice: Upon the host reaching 0 Hit points you can use a reaction and the spirit will sacrifice itself to save its host the spirit will be gone. if a spirit is uses this command you cannot summon another spirit even if you have the right amount of Honor Points until after you take a long rest focusing on Penance (Penance is done by self-discipline eg. Fasting, Deep Meditation Flagellation, etc. your choice) penance will add a point of exhaustion.   

The spirit is surrounded by an Aura of Courage in a 30 ft radius. 
The spirit is intangible and cannot be attacked or damaged, it can be detected using detect magic. it cannot be dispelled using any form of dispelling magic or Counterspell
The spirit can move through walls. 
The Spirit will stay on the field for a number of rounds based on the amount of honor points sacrificed to call it (Minimum of 5 rounds).

 Once you use this feature you can only use it a again after a long rest. 

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