Blood Hunter
Base Class: Blood Hunter

You experiment with toxins spo much your blood is now poisonous to everything but you.

Rite of Venom

When you join this order at 3rd level, you learn the Rite of Venom as part of your Crimson Rite feature. When you activate the Rite of Venom, the extra damage dealt by your rite is poison damage. Additionally, while that rite is active on your weapon, you gain the following benefits:

  • When you hit a creature with a weapon for which Rite of Venom is Active, ignore any poison resitance when calculating damage.
  • Once per turn when you hit a creature with a weapon for which Rite of Venom is active, the creature loose 10 movement speed as the venom takes affect.

Strange Metabolism

You gain expertise in the posioners kit and your body becomes resitant to poion damage

Robust Physiology

When you reach 7th level, your body begins to adapt to toxins and venoms, ignoring their corrupting effects. You gain immunity to poison damage and the poisoned condition.

 Your blood becomes vile and so toxic that your Rite of Venom, now ignores a creatures immunity to poison damage.

Vile potency

Starting at 11th level, your Vile potency exposes your foe to unberable poison, leaving them vulnerable to your Crimson Rite feature. When you hit a creature with a weapon that has the Rite of Venom active, the creature must make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Hemocraft modifer) or become poisoned, the creature can make another save at the end of its turn. Additonally when you hit a creature that is poisoned with a weapon that has an active rite, you deal an extra damage from the Rite of Venom.

Hemocraft Modifier: Intelligence

Your chosen Hemocraft modifier is Intelligence.

Hemocraft Modifier: Wisdom

Your chosen Hemocraft modifier is Wisdom.

Blood Curse of Toxicology.

Starting at 15th level, your blood curse can infuse a creature’s body with terrible toxins. You gain the Blood Curse of the Exorcist for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of the Toxicology

As a bonus action, you choose one creature you can see within 30 feet of you that is poisoned is vulnerable to the next damage it takes.

Amplify. A creature that is poisoned, has disadvantage on all saves until the end of your next turn.

Blood Clot

Upon reaching 18th level, your toxins become so potant most healing magics are blocked. When you slay a creature with Rite of Venom activated, the creature can only come back to life with a wish, resurrection, or by a god.

Previous Versions

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