Ok so i have a player whos character idea is a blood hunter who was sacrificed to a god of nature, however the cult got the ritual wrong and accidentally invited a god of rot and decay into his body, returning him from the dead as a corpse stuck in the late stages of rotting.
Main idea: order of the corruption
(Abilities dont have a level order yet, these are just random ideas for the class)
- when dealing poison damage on an attack, ignore resistances to poison damage, and still deal half damage to creatures with poison immunity
- crimson rite of sickness, deals poison damage
- some kind of ability allowing the user to carry on moving but only take limited actions after dropping to death saves but not being killed outright
-maybe an ability where the user can use a reaction to heal when taking poison or necrotic damage by half the amount they would have taken?
Thanks for any advice, im not too good with homebrewing
When you join this order at 3rd level, you learn the Rite of Rot as part of your Crimson Rite feature. When you activate the Rite of Rot, the extra damage dealt by your rite is necrotic or poison damage (you choose when you activate this ability). Additionally, while that rite is active on your weapon, you gain the following benefits:
You have resistance to poison damage, and have advantage on Constitution saving throws to avoid being poisoned.
The first time on your turn that you hit a creature with a weapon for which the Rite of Corruption is active, the target must succeed on a Constitution saving throw against your Hemocraft DC or be poisoned until the end of your next turn.
One foot in the Grave
7th level
You gain proficiency in Constitution saving throws. When you are hit by a critical hit, make a Constitution saving throw (DC 5 + the attacker's CR) on a success the hit becomes a normal hit.
In addition, when reduced to 0 hp you do not fall unconscious, instead you are unable to stand, can only move by crawling, and cannot take Actions on your turn. You can use Bonus Actions and Reactions as normal. If you are stabilized you immediately regain 1 hp and stand up.
Aura of Sickness
11th level
The smell of your rotting flesh, sickens those nearby. When a creature ends it's turn within 5 ft of you, they must make a Constitution saving throw against your Hemocraft DC. On a failure you can choose to inflict it with one disease from those listed below, on a successful save they are immune to your Aura for 1 week. This disease lasts until the target ends its turn outside of your Aura.
Nausea At the start of each of the target's turns they must make a Constitution saving throw, on a failure they spend their action vomiting.
Inflamed Joints The target's movement speeds are reduced by half.
Thin Skin Each time you hit the target with a weapon attack, you deal additional damage of the weapon's type equal to your Hemocraft modifier (minimum +1).
Muscle Weakness The target deals half damage on attacks using Strength.
Fever When the target takes fire or cold damage, they take additional damage equal to your Hemocraft modifier (minimum +1).
The range of this aura increases to 10 ft at 18th level.
Cordyceps
15th level
When you target a creature with your Brand of Castigation, they must make a Wisdom saving throw against your Hemocraft DC. On a failure, the target is charmed by you while the brand remains and the target remains within 30 ft of you. While charmed by you, you can use a Bonus Action to issue commands to the creature which it follows to the best of its ability, each time following these commands causes damage to another creature the target can repeat the Wisdom saving throw ending the charm on a success.
Blood Curse of Decay
Starting at 18th level, you learn to siphon the life energy from your fallen prey. You gain the Blood Curse of Decay for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Extras:
Blood Curse of Decay
Prerequite: 18th level, Order of Corruption
As a bonus action, you curse one creature within 30 ft of you with a lingering corruption. At the end of each of the target's turns it takes necrotic damage equal to one roll of your Hemocraft die. This effect lasts for 1 minute, or until the target is affected by remove curse. The target can use its Action to attempt to recover from the curse by making a Constitution saving throw against your Hemocraft DC, ending the curse on a success. If a creature is killed by the damage from this curse, it's body instantly rots into mush.
Ok so i have a player whos character idea is a blood hunter who was sacrificed to a god of nature, however the cult got the ritual wrong and accidentally invited a god of rot and decay into his body, returning him from the dead as a corpse stuck in the late stages of rotting.
Main idea: order of the corruption
(Abilities dont have a level order yet, these are just random ideas for the class)
- when dealing poison damage on an attack, ignore resistances to poison damage, and still deal half damage to creatures with poison immunity
- crimson rite of sickness, deals poison damage
- some kind of ability allowing the user to carry on moving but only take limited actions after dropping to death saves but not being killed outright
-maybe an ability where the user can use a reaction to heal when taking poison or necrotic damage by half the amount they would have taken?
Thanks for any advice, im not too good with homebrewing
Order of Corruption
Rite of Rot
3rd level
When you join this order at 3rd level, you learn the Rite of Rot as part of your Crimson Rite feature. When you activate the Rite of Rot, the extra damage dealt by your rite is necrotic or poison damage (you choose when you activate this ability). Additionally, while that rite is active on your weapon, you gain the following benefits:
One foot in the Grave
7th level
You gain proficiency in Constitution saving throws. When you are hit by a critical hit, make a Constitution saving throw (DC 5 + the attacker's CR) on a success the hit becomes a normal hit.
In addition, when reduced to 0 hp you do not fall unconscious, instead you are unable to stand, can only move by crawling, and cannot take Actions on your turn. You can use Bonus Actions and Reactions as normal. If you are stabilized you immediately regain 1 hp and stand up.
Aura of Sickness
11th level
The smell of your rotting flesh, sickens those nearby. When a creature ends it's turn within 5 ft of you, they must make a Constitution saving throw against your Hemocraft DC. On a failure you can choose to inflict it with one disease from those listed below, on a successful save they are immune to your Aura for 1 week. This disease lasts until the target ends its turn outside of your Aura.
The range of this aura increases to 10 ft at 18th level.
Cordyceps
15th level
When you target a creature with your Brand of Castigation, they must make a Wisdom saving throw against your Hemocraft DC. On a failure, the target is charmed by you while the brand remains and the target remains within 30 ft of you. While charmed by you, you can use a Bonus Action to issue commands to the creature which it follows to the best of its ability, each time following these commands causes damage to another creature the target can repeat the Wisdom saving throw ending the charm on a success.
Blood Curse of Decay
Starting at 18th level, you learn to siphon the life energy from your fallen prey. You gain the Blood Curse of Decay for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Extras:
Blood Curse of Decay
Prerequite: 18th level, Order of Corruption
As a bonus action, you curse one creature within 30 ft of you with a lingering corruption. At the end of each of the target's turns it takes necrotic damage equal to one roll of your Hemocraft die. This effect lasts for 1 minute, or until the target is affected by remove curse. The target can use its Action to attempt to recover from the curse by making a Constitution saving throw against your Hemocraft DC, ending the curse on a success. If a creature is killed by the damage from this curse, it's body instantly rots into mush.