Base Class: Blood Hunter
As members of the blood hunters’ different orders face off against monstrous beasts and otherworldly entities, trauma, strange diseases and life-threatening injuries are common. Playing the role of field medics in the war against the ancient and unnatural, members of the Order of Hematology utilize their knowledge of hemocraft to mend their allies’ wounds and cure diseases inflicted upon them. Many members of this order begin their journey as humble doctors or village healers, eventually supplementing their medical skills with more esoteric methods.
Esoteric Physician
Beginning when you join this order at 3rd level, you're a savant of medicine and the esoteric. You gain proficiency in the Wisdom (Medicine) skill and have advantage on Wisdom (Medicine) checks made to diagnose a disease or injury, as well as its effects. Moreover, you are immune to disease.
Crimson Remedy
Also at 3rd level, you can use hemocraft to mend the wounds of others. As an action, you can touch a creature and roll your Hemocraft die, taking necrotic damage equal to the result. This damage can’t be reduced in any way. The creature you touch then regains a number of hit points equal to one roll of your Hemocraft die plus your Hemocraft modifier.
The healing of this feature increases at 7th level (two dice), 11th level (three dice) and 18th level (four dice).
You can use this feature a number of times equal to your proficiency bonus per long rest.
Hemic Bond
At 7th level, you can use hemocraft to form temporary bonds with other creatures. As a bonus action, you can bind yourself to a willing creature you can see within 30 feet of you. This bond lasts for a number of hours equal to your proficiency bonus, until either you or the bound creature are reduced to 0 hit points, or until you use this on a different creature. For the duration, you gain the following benefits:
- You always know the direction and distance to the bound creature, provided you're on the same plane of existence.
- Whenever you or the bound creature takes damage, you can use your reaction to split the damage, causing you and the bound creature to each take half of it.
- Whenever you use your Crimson Remedy feature and target a creature that isn't bound to you, the bound creature regains a number of hit points equal to half the amount restored.
You can use this feature once per long rest, unless you expend a use of your Blood Maledict feature to use it again.
Improved Remedy
At 11th level, you can rid creatures of various ailments through hemocraft. Whenever you use your Crimson Remedy feature, you can choose to end one of the following conditions affecting the target in addition to healing it; blinded, deafened, paralyzed, poisoned or stunned. Alternatively, if you are currently bonded with a creature through your Hemic Bond feature, you can choose to end one condition affecting that creature instead.
Blood Curse of Infection
At 15th level, you can use your medical knowledge and hemocraft to infect your enemies. You gain the Blood Curse of Infection for your Blood Maledict feature. This doesn't count against your number of blood curses known.
Sacrificial Transfusion
At 18th level, you can use your lifeblood to resurrect a creature through hemocraft. As an action, you can touch the corpse of a creature that has died within the last hour. When you do so, choose an amount of available hit points up to half your hit point maximum. The target is immediately brought back to life with a number of hit points equal to the amount of hit points you choose, and you lose that many hit points. Moreover, your hit point maximum is reduced by that amount until you finish a long rest. This feature cannot restore missing body parts, nor can it bring back a creature that died from old age or whose soul is unwilling.
You can use this feature once per long rest.
Previous Versions
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