Base Class: Blood Hunter (archived)
All Blood Hunters have some alchemical knowledge, all Hunters drink Hunter's Bane. Many don't survive as the serum is toxic and wrecks havoc on the body. Whether by accident, experiment, or intention, those of the Tainted Cruor have received an increased or altered dose of Hunter's Bane, with greater potency, and danger. The toxin lies dormant, until a Blood Hunter comes into their own, the venomous power infusing their abilities. If this change was intended, it is not often remarked upon. However, the more paranoid orders may see an accidental creation of a Tainted Cruor as a sign of doom, infiltration, or attack. Blood Hunters who have discovered what exact change in Hunters Bane that causes the powers of the Tainted Cruor to manifest may reserve it to empower members, or keep the formula locked up to prevent further Tainted Cruors from forming. Full Orders of the Tainted Cruor exists, as do single operatives, cast down from their Orders for the powers they carry.
Rite of the Malign
When you join this order at 3rd level, you learn the esoteric rite Rite of the Malign (detailed below).
Rite of the Malign Your rite damage is poison type. The damage you suffer from activating this rite is halved.
At the end of a short rest, you name one type of creature; aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid such as gnolls and orcs. When you deal poison damage via the Rite of the Malign that type of creature's resistance to poison damage is ignored, and its immunity is treated as resistance.
Upon reaching 11th level, you still name your chosen creature, but your Rite of the Malign ignores all creatures resistance to poison damage, and treats all creatures immunity as resistance. The creature you have chosen's poison immunity is completely ignored.
Noxious Sanguine
Beginning at 7th level, your toxic blood boils with activity while your Rite of the Malign is active. When you are hit with a melee attack within 5ft. of you and the attack deals damage of any type but psychic, the attacker takes your Rite of the Malign damage.
If the attacker is the creature you named with your Rite of the Malign, they must also make a Constitution save (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or be poisoned until the start of your next turn. If the target is immune to the poisoned condition, they have advantage on the save, but can still be affected by this poisoned condition. Starting at the eleventh level, creatures with immunity to the poisoned condition lose their advantage on constitution rolls.
Pernicious Poisons
Upon reaching the 11th level, your poisonous blood protects you. You have immunity to poison damage and the poisoned condition. You also gain proficiency in Constitution saving throws if you don't already have it.
You learn a unique blood curse, which doesn't count against your blood curses known. The curse is detailed below.
Blood Curse of the Miasma
As a bonus action you target a creature you can see within 30 ft. This creature must have been hit by your Rite of the Malign by you since the start of your last turn, or the creature must be of a type named in your Rite of the Malign. The creature must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or become poisoned for 1 minute. If this creature is immune to the poisoned condition it is not immune to being poisoned in this way.
Whenever you deal poison damage to any creature by hitting it with an attack affected by Rite of the Malign, you also roll Rite of the Malign damage against this creature, as long as you can see it. The creature may remake its saving throw at the end of its turn.
Amplified: The poison damage dealt to the target of this curse is the maximum result possible
Fatal Dosage
At 15th level, you can sense the weakness in the bodies of creatures your poison courses through. You have advantage on attack rolls against creatures affected by the poisoned condition.
Toxic Shock
Upon reaching 18th level, you are able to detonate volatile toxins in a creature. As action, you target a creature with the poisoned condition within 30 ft. That creature explodes with noxious vapors and toxins ending the poisoned effect on the target. The target, and all other creatures within 10ft. of it must make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier). On a failed save the targets take 4d12 poison damage and are affected with the poisoned condition for the next minute. on a successful save the targets take half as much damage and are not poisoned. Targets can remake their saving throws at the end of their turns, ending the effect on themselves on a success.
This ability ignores a target's resistance and immunity to poison damage, and a target's immunity to the poisoned condition. If a target is of the type named by your Rite of the Malign it has disadvantage on the constitution save.
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