Blood Hunter
Base Class: Blood Hunter

The Order of Royalty was formed by a divine curse that was placed upon a number of the nobilities in Zenos in response to political corruption. The curse that affected these individuals evolved over the years, and now, what was once a blood curse has now become a teachable order of hemocraft that revolves around elegance, wealth, and wisdom.

Sanguine Elegance

When you join this order at 3rd level, you learn to control your hemocraft maneuvers in an elegant way. As a bonus action, you can activate any rite you know on up to two weapons that you are holding. When you activate more than one rite in the same bonus action, you only take necrotic damage equal to one roll of your hemocraft die; as always, this damage cannot be reduced in any way. In addition, while you are wielding a separate melee weapon in each hand, you can use your Hemocraft modifier to determine the attack roll and damage bonuses for the two weapons.

Blood Curse of the Crown

At 3rd level, your royal training allows you to call upon the charming presence of royalty in order to render your foes immobile. You gain the Blood Curse of the Crown for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of the Crown - Intelligence

As a bonus action, you attempt to make a creature within 30 feet of you kneel under your royal influence. The target must succeed a Wisdom saving throw or be stunned until the start of your next turn.

Amplify. The curse lasts until the end of your next turn. Also, the curse can target a number of creatures equal to your Hemocraft modifier (minimum of 1).

Blood Curse of the Crown - Wisdom

As a bonus action, you attempt to make a creature within 30 feet of you kneel under your royal influence. The target must succeed a Wisdom saving throw or be stunned until the start of your next turn.

Amplify. The curse lasts until the end of your next turn. Also, the curse can target a number of creatures equal to your Hemocraft modifier (minimum of 1).

Nobility’s Favor

Starting at 7th level, you learn to overcome the divine energy that exudes from your curse, and you begin to embrace your royal lineage. If you fail a saving throw or miss with an attack roll, you can add one roll of your hemocraft die to the total, possibly changing the outcome.

You can use this feature a number of times equal to your Hemocraft modifier, and you regain all expended uses when you finish a short or long rest.

Nobility's Favor - Intelligence

Starting at 7th level, you learn to overcome the divine energy that exudes from your curse, and you begin to embrace your royal lineage. If you fail a saving throw or miss with an attack roll, you can add one roll of your hemocraft die to the total, possibly changing the outcome.

You can use this feature a number of times equal to your Hemocraft modifier, and you regain all expended uses when you finish a short or long rest.

Nobility's Favor - Wisdom

Starting at 7th level, you learn to overcome the divine energy that exudes from your curse, and you begin to embrace your royal lineage. If you fail a saving throw or miss with an attack roll, you can add one roll of your hemocraft die to the total, possibly changing the outcome.

You can use this feature a number of times equal to your Hemocraft modifier, and you regain all expended uses when you finish a short or long rest.

Tactful Resilience

Starting at 11th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points are equal to your blood hunter level. Additionally, up to three other creatures of your choice that finish a short or long rest within 30 feet of you also gain a number of temporary hit points equal to your blood hunter level.

Crimson Benevolence

Starting at 15th level, your rites can extend to affect the weapons of other creatures as well. As part of the same bonus action you use to activate a crimson rite on a weapon you are holding, you can choose to activate one rite you know on one weapon that a creature within 30 feet of you is holding. When you do so, you take necrotic damage equal to two rolls of your hemocraft die; as always, this damage cannot be reduced in any way. 

While a rite is in effect on a weapon that isn’t yours, attacks made with that weapon are magical, and deal 1d6 extra damage of the type determined by the chosen rite. The rite lasts until the weapon is no longer being held, until you or the creature holding the weapon is incapacitated, or until you or the creature holding the weapon finishes a short or long rest. 

Once you invoke a rite on another creature’s weapon, you cannot do so again until you finish a long rest.

Royal Judge

At 18th level, your royal blood wills you to judge those who are undeserving. You gain proficiency in Wisdom saving throws if you were not already proficient in these saving throws. Also, when you damage a creature with a weapon for which you have an active crimson rite, you can triple the damage dealt by your crimson rite for that attack.

You can do so once and you regain the ability to do so when you finish a short or long rest.

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