Blood Hunter
Base Class: Blood Hunter

The Order of the Contaminant, is the rarest and least common of the orders.  Contaminants are created when a sickly, diseased creature learns and masters hemocraft, or when a master of hemocraft falls very ill.  Contaminants utilize their tainted blood to further wound and cripple their enemies.

Rite of the Contagion

When you join this order at 3rd level, you learn the Rite of the Dawn esoteric rite (detailed below).

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

  • If you are affected by a negative status condition, once a turn per creature, when you deal rite damage, the damaged creature has to make a saving throw against your Blood Curse saving throw or also become affected by this status condition too.
  • Status affects include: Poisoned, Frightened, Blinded, Deafened, Exhausted (Only 1 level can be passed), petrified, or if you are affected by a spell that will give you a status effect (i.e Flesh to Stone) you can pass along the effects of this spell while you are under its effects.

Viral Infection

Beginning at 3rd level, your ancient order teaches advanced mastery over spreading infections. When you deal rite damage to an enemy suffering from one of the spreadable status conditions while your rite is active, the next creature you attack until the end of your next turn must make a save or become affected as well.  You can use this effect an amount of times equal to your proficiency modifier per day.  Charges reset after a long rest.

Myasmic Aura

Upon reaching 7th level, as an action you may activate a harmful cloud in a 10 ft radius centered around you for 1 minute.  When you activate this ability you choose between two options; Necrotic Haze or Contagion Cloud. This haze follows you as you move and spreads around corners.

Necrotic Haze: If a creature other than yourself ends its turn in this area it takes damage equal to you hemocraft die.  In addition this haze's area is considered heavily obscured to anything outside of it.  Anything within this haze treats the area instead as lightly obscured.

Contagion Cloud: If a creature other than yourself ends its turn in the cloud it must make a constitution save against your Blood Maledict save.  On a fail they become poisoned until the end of their next turn.  In addition all creatures who are actively poisoned in this way have their speed reduced by 10 ft.

 

Brand of Corrosion

Beginning at 11th level, your Brand of Castigation now inflicts lingering wounds onto the enemy.  At the end of each of the branded creatures turns, they take a hemocraft die of damage per negative status condition effecting the creature.  The damage type is whatever damage imbued the Brand onto them.

Blood Curse of Injection

At 15th level, you’ve honed your hemocraft to infect yourself and others with plagues and sicknesses. You gain the Blood Curse of Injection for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

As a bonus action, you can one of the conditions that you can spread around (Blinded, Deafened, Frightened, Poisoned) You make a save against your own Blood Maledict at the end of each of your turns.

Amplify. While you can still pass around the negative affects of this condition, you are not affected by them yourself. 

Curator of Sickness

Upon reaching 18th level, you learn to create your own diseases.  You may take an hour, granted you have a poisoners kit, you can make a number of disease vials equal to their proficiency modifier.  As an action you may coat a weapon with these diseases.  They stay potent for a minute or until you hit a creature.  Speak to your DM to about what you want different diseases to do but the base disease will kill a creature who fails the save and who fails to make a DC 23 medicine check within 6 hours of them being infected. DC goes up by one for every failed medicine check.

When you deal poison or necrotic damage to a creature that is immune, that creature takes half damage and you ignore resistance.  If the creature is immune to disease or the poison condition they roll with advantage on the save but are not immune.

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