Base Class: Blood Hunter
The blood that courses through your veins allows for the protection and healing of others. Your unique property of blood has brought you to the study of hematology, the medical study of blood.
Hemic Knowledge
Starting when you choose this order, you gain the following benefits:
- Proficiency in the Medicine skill and Herbalism Kit.
- Resistance to necrotic damage (This is not relevant to class and order features; i.e. Crimson Rite, Amplified Blood Maledict, etc. which cannot be reduced in any way)
- If you examine a creature's body for 1 hour or more, you gain advantage on any further checks to medically examine another creature of the same race.
Crimson Remedy
Additionally, at third level, you can heal creatures through the power of blood transfusions. As an action, you can use your own blood to heal a creature. You touch a creature and take necrotic damage equal to one roll of your hemocraft die. The target receives hit points equal to one roll of your hemocraft die + your hemocraft modifier. This feature has no effect on a creature without blood.
Your healing increases by 1 die when you gain certain level in this class (2 dice at 7th level, 3 dice at 11th level, and 4 dice at 18th level). The increase in dice does not affect the amount of damage you take to use this feature, only the amount of healing the target receives.
You may use this feature equal to your proficiency bonus and regain all uses once you complete a short or long rest.
Sanguine Restoration
Upon reaching 7th level, at the start of your turn, you learn how to transfuse blood with another creature, ridding it of disease and ailments. Touch a creature that has blood. As an action, you can end one disease that is afflicted the creature or end one of the following conditions: blinded, deafened, paralyzed, or poisoned.
Once you reach 18th level, you may also reduce the target's exhaustion level by 1 or end either the charmed condition or petrified condition by using this feature.
You may use this feature once and you regain the use after you complete a short or long rest.
Brand of Sacrifice
Starting at 11th level, your Brand of Castigation allows you to sacrifice yourself when another creature is in need. Whenever the creature you branded deals damage to a creature you can see within 30 feet of you, you can use your reaction to sacrifice your life, splitting the damage between you and the target of the attack. The damage is split as evenly as possible, with each you and the target taking half damage. If you reduce damage in this way, it cannot be further reduced in any way other than immunity.
Blood Curse of Infection
At 15th level, you sharpen your hemocraft to infect your enemies from the inside out. You gain the Blood Curse of Infection for your Blood Maledict feature. This doesn't count against your number of blood curses known.
Blood Curse of Infection
When a creature you can see within 30 feet of you gets hit with a melee or ranged attack, you can use your reaction to infect the wound until the end of your next turn. For the duration, the target becomes poisoned even if it is immune to the poisoned condition and takes an additional 1d6 necrotic damage from all attacks.
Amplify. This curse lasts for 1 minute. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success. A creature immune to the poisoned condition has advantage on the saving throw.
Blood Curse of Infection
When a creature you can see within 30 feet of you gets hit with a melee or ranged attack, you can use your reaction to infect the wound until the end of your next turn. For the duration, the target becomes poisoned even if it is immune to the poisoned condition and takes an additional 1d6 necrotic damage from all attacks.
Amplify. This curse lasts for 1 minute. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success. A creature immune to the poisoned condition has advantage on the saving throw.
Crimson Resurrection
Upon reaching 18th level, your knowledge in hematology reaches the pinnacle of its study: resurrection. As an action, you can touch the corpse of a creature that died within the past 24 hours and take necrotic damage equal to one roll of your hemocraft die. The creature is revived with an amount of hit points equal to 5d10 + your hemocraft modifier. Additionally, if the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.
Once you use this feature, you can't use it again until you finish a long rest.
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