Blood Hunter
Base Class: Blood Hunter

Upon completing the Hunter's Bane ritual utilizing and exposing yourself to unique elements, the Blood Hunter who completes this ritual gains affinity towards the elements of nature, sickness, and plague. With careful and dedicated training manipulating these toxins, the Blood Hunter under the Order of the Malady can use the disease- inducing abilities of their own poisonous blood to combat sickness itself and overcome the deathly and ill creatures of the world.

Rite of the Feeble

Upon choosing this order at 3rd level, you learn the esoteric rite, Rite of the Feeble.

Rite of the Feeble. Your rite damage is poison damage. While the rite is active, you gain the following benefits:

  • You have resistance against poison damage, and advantage on saving throws against poison and disease.
  • When you score a critical hit with a weapon that has Rite of the Feeble applied, the target must make a Constitution saving throw againsg your Hemocraft Save DC, or be poisoned for 1 minute.

Forever Septicemic

Upon reaching 7th level, the toxins that inhabit your body fuse with your blood, making them more potent and powerful.

As an action, you can activate a unique rite across your body, rather than a weapon. You lose a number of hit points equal to one roll of your Hemocraft die. When you do so, you summon an aura of odorless toxins within a 10-foot radius centred on yourself that lasts for 1 minute. Whenever a creature of your choice enters the aura or starts its turn there, you can force the creature to make Constitution saving throw against your Hemocraft DC. On a failed save, the creature is poisoned.

A poisoned creature can repeat the Constitution saving throw at the end of each of its turns, ending the effect on a success. A creature that passes is immune to being poisoned by this feature for 24 hours.

Brand of Infection

Upon reaching 11th level, you gain the ability to infect a creature affected by your Brand of Castigation. A creature marked by your Brand of Castigation ability suffers from the following effects:

  • They cannot benefit from half or three-quarters cover against your attacks.
  • Their movement speed is reduced by 10 feet.
  • They have disadvantage on Constitution saving throws.

If the marked creature dies from poison damage within 10 feet of you, you regain hit hit points equal to your Hemocraft Die + half your level (rounded up).

Blood Curse of Sickness

At 15th level, you learn to manipulate sickness in others. You gain the Blood Curse of Sickness for your Blood Maledict feature, which can be found in the Blood Curses section of the compendium. This does not count against your number of Blood Curses known.

Plaguebringer

When you reach 18th level, you master the poisonous blood within your system and can allow it to take over your form. You gain the following benefits:

  • You gain immunity to poison damage and cannot become poisoned or diseased.
  • You can cast the spell Gaseous Form at will targeting yourself without material components or requiring a spell slot.
  • The radius of your Distemper Blood aura is increased to 30 feet.
  • Your weapon deals one additional hemocraft die of rite damage when you hit a creature that is poisoned.

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