Base Class: Blood Hunter
The Orders of the Blood Hunters are mysterious things. They bind the Hunters with others of their order through blood and common powers. But the Order of Binding does more than just bind you to the siblings of your Order. The Order of Binding allows you the ability to grant and receive aid from those unable to join a Blood Hunter Order.
The Covenant
3rd-level Order of Binding feature.
You bind yourself with a number of willing creatures equal to your hemocraft modifier with a ritual that mixes your blood with theirs and leaves you with possession of a small piece of their blood.
Any creature that joins your covenant will gain the following benefits;
- After a short or long rest, you can choose to roll one of your hemocraft die. Everyone in the covenant gains that roll in temporary hit points.
- The members of your covenant are bound in vitality, meaning that your hit points can be treated like a shared pool. As a bonus action, you can transfer a number of hit points equal to your hemocraft modifier from one member of the covenant to another, including yourself.
- If any of the members of your covenant are spell casters, they can choose to cast spells through you like they would a familiar, so long as you are within range to do so.
- You are aware of the rough direction of the members of your covenant at all times.
These features are only able to be applied to the members of your covenant as long as they are within 60 feet of you. At higher levels, this distance will increase exponentially. At 5th level, the distance increases to 120 feet. At 9th level, this distance increases to 1 mile. At 13th level, this distance increases to 10 miles. At 17th level, these features are applicable as long as you are on the same plane of existence.
Abundance of Vitality
3rd-level Order of Binding feature.
Whenever you level up (including 3rd level when you take this subclass), you can roll your hit die with advantage. If you are leveling with average, you can take 8 instead of 6.
Thicker Than Water
7th-level Order of Binding feature.
When a member of your covenant falls unconscious, you can spend an action to spend 1 hit point from any other member within range and roll a hemocraft die to heal the target.
The Covenant Improvement
7th-level Order of Binding.
The depth of your bond with your covenant grows deeper. You and the members of your covenant gain the following abilities;
- You can see through the eyes of the members of your covenant at will.
- As a bonus action, you can give the help action through the bond as long as they are within 30 feet of you.
- Once per short rest, as a reaction, when you or one of your companions makes a saving throw, you can choose to add the modifier of the saving throw from one of your party members in place of your own.
Hive Mind
11th-level Order of Binding feature.
You are able to forge a telepathic link among your covenant, psychically linking each creature to all the others for the duration. You can communicate through the bond regardless of the language being used.
Brand of Draining
15th-level Order of Binding feature.
Your Brand of Castigation’s effect now spread to the members of your covenant. If a creature with the Brand of Castigation makes an attack against any member of your covenant or any creature within 5 feet of them, the branded creature will take psychic damage equal to your hemocraft modifier. In addition, when the branded creature makes an attack against a member of your covenant, the target can choose for the psychic damage to become necrotic damage instead. The target may then absorb half of the necrotic damage dealt, rounded down, as hit points into their own vitality.
Blood Curse of the Bleeding
18th-level Order of Binding feature.
You gain the Blood Curse of the Bleeding for your Blood Maledict feature. This does not count against your number of blood curses known.
Prerequisite: 18th level, Order of Binding
When you strike a creature with a weapon that has an active crimson rite on it, you can choose to activate this curse causing the target to begin bleeding profusely from the wound. At the start of each of the creature's turns, it will take one hemocraft die of necrotic damage as it continues to bleed out. To stop this effect, the creature either has to take an action to make a medicine check using your Hemocraft save DC, or make a Constitution saving throw at the end of their turn.
Amplify. When you amplify this curse, you are able to increase the damage to three Hemocraft die instead of one.
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