Base Class: Blood Hunter
The Order of Sacrifice is an order of blood hunters that predates even that of the Ghostslayers, having survived an ancient purging of hemocraft on the continent of Xin-Jon, with its members going into hiding and passing on the traditions in secret. In the modern era, this Order is found almost exclusively in the dark alleys and back rooms of the shadiest regions of Dilmahaad on the continent of Stralis. These ancient hemocraft magics rely heavily on self-sacrifice and magically altering one's physical abilities, and linking oneself to others. Members of the Order of Sacrifice are often seen as uneducated and undeveloped by blood hunters of other Orders, but a small modicum of respect remains nonetheless, for without the Order of Sacrifice, the other Orders would never have been developed.
Sacrifice Features
| BLOOD HUNTER LEVEL | FEATURE |
|---|---|
| 3rd | Brand of Bleeding, Mantle of Sacrifice |
| 7th | Bloodied Step |
| 11th | Shrouded in Red |
| 15th | Blood Curse of Transference |
| 18th | Bloodcurdling Rage |
Brand of Bleeding
At 3rd level, as a bonus action, you can mark an enemy that you can see with a Brand of Bleeding. Once per turn for the next minute, whenever you hit that creature with a weapon empowered by your Crimson Rite feature, you can roll an additional hemocraft die. The target takes additional damage equal to the roll, and you take damage equal to half the number rolled on the hemocraft die (minimum of 1).
Mantle of Sacrifice
Beginning at 3rd level, you learn to give up your own lifeforce for the lifeforce of others. You learn the cure wounds spell, and can cast it at 1st level with this trait a number of times equal to your Intelligence modifier (minimum of 1), and Intelligence is your spellcasting modifier for this spell when cast in this way. You regain all expended uses of this feature when you finish a short or long rest. Whenever you cast the spell in this way, you also take damage equal to your proficiency bonus.
Bloodied Step
Upon reaching 7th level, you can cast the haste spell and the slow spell once per long rest using this trait. When you cast either of these spells using this feature, roll your hemocraft die. You take damage equal to the number rolled, and then the spell takes effect. Intelligence is your spellcasting ability modifier for these spells.
Shrouded in Red
Starting at 11th level, you can cast the misty step spell and the greater invisibility spell using this feature, and Intelligence is your spellcasting modifier for these spells when you cast them this way. You can cast misty step a number of times equal to your Intelligence modifier (minimum of 1), but you can only cast greater invisibility with this feature once. You regain all expended uses of these spells after a long rest. Whenever you cast one of these spells using this feature, roll your hemocraft die. You take damage equal to the number rolled, and then the spell takes effect.
Blood Curse of Transference
At 15th level, you’ve honed your hemocraft to defend your allies and shower your enemies with pain. You gain the Blood Curse of Transference for your Blood Maledict feature. This doesn't count against your number of blood curses known:
Blood Curse of Transference
As a reaction, you can choose to redirect damage an ally within 30 feet of you would have taken and receive that damage yourself. Alternatively, once per turn when you receive damage, you can use your reaction to take half of that damage, and transfer the remainder of the damage dealt to the source of the damage.
Amplify. When you take damage for an ally, the damage taken is reduced by half. Alternatively, when you deal damage to the source, you can take none of the damage targeted at you and inflict that full damage on your opponent instead.
Activating a Blood Curse requires a use of your Blood Maledict feature.
Bloodcurdling Rage
Upon reaching 18th level, whenever you take damage from rolling your hemocraft die, you can select a creature that you can see within 60 feet of you: you gain advantage on your next attack roll against that creature until the start of your next turn.
Previous Versions
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7/19/2021 5:34:47 AM
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7/19/2021 5:45:08 AM
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