Blood Hunter
Base Class: Blood Hunter

Blood Hunters that follow the Order of the Corroded have an intimate relationship with poisons, toxins, and venoms. They learn to harness the deadly substance to incapacitate their foes and find more uses for them. 

Poisonous Vessel

Starting 3rd level, when you join this order, your body becomes a host for poisons and toxins. You can use your action create a vial of poison from your body. You can do so a number of times equal to 1 + your Constitution modifier, and you regain all uses when you finish a long rest. The poison loses its potency outside your body, becoming inert if not used for 1 hour.

A creature can apply this poison as an action to their weapon or ammunition, which lasts for 1 minute or until it hits with the weapon or ammunition. You can apply your own poison as a bonus action, even without producing a vial, which still consumes a use. A creature hit by this poisoned weapon or ammunition takes extra poison damage equal to two rolls of your hemocraft die + half your blood hunter level. It must also succeed on a Constitution saving throw against your hemocraft save DC or be poisoned until the attacker's next turn.

At 7th level, when you create a vial of poison or apply it to your weapon or ammunition, you can choose to replace its damage type with acid.

Rite of the Defiled

When you join this order at 3rd level, you learn the Rite of the Defiled esoteric rite.

Rite of the Defiled. Your rite damage is poison. At 7th level, when you activate this esoteric rite, you can choose to change its damage type to acid.

While the rite is active, you gain the following benefit:

  • Any creature that takes damage from this esoteric rite, grapples you or otherwise comes into direct contact with your skin or the weapon affected by this esoteric rite must succeed on a Constitution saving throw or be poisoned until the end of its next turn. Once a creature is poisoned in this way, it has advantage on all saving throws it makes against this effect within the next 24 hours.

Master of the Venoms

At 7th level, your body generates toxins that can neutralize other poisons. You are immune to poison and disease.

Additionally, your body produces poisons with special effects. Choose one of the poisons below. You choose an additional poison option at 11th and 15th levels. You can produce each poison with a use of your Poisonous Vessel feature once per long rest.

Cataract. The poisoned creature is also blinded.

Diluted. This poison lasts for 3 hits instead of one. Alternatively, the poison coats 3 ammunition.

Hallucinogen. The poisoned creature is also incapacitated.

Infatuation. This poison deals no extra damage. The poisoned creature is also charmed for 1 minute.

Mumble. The poisoned creature is also deafened and cannot speak.

Rabid. The poisoned creature makes a weapon attack against the closest friendly creature as a bonus action on their turn, using their movement if needed.

Sickening. The poisoned condition caused by this poison lasts for 1 minute. The poisoned creature can repeat the saving throw to end this condition.

Unguarded. This poison deals no extra damage. The poisoned creature is also under the effects of a zone of truth spell for 1 minute.

Cataract

The poisoned creature is also blinded.

Diluted

This poison lasts for 3 hits instead of one. Alternatively, the poison coats 3 ammunition.

Hallucinogen

The poisoned creature is also incapacitated.

Infatuation

This poison deals no extra damage. The poisoned creature is also charmed for 1 minute.

Mumble

The poisoned creature is also deafened and cannot speak.

Rabid

The poisoned creature makes a weapon attack against the closest friendly creature as a bonus action on their turn, using their movement if needed.

Sickening

The poisoned condition caused by this poison lasts for 1 minute. The poisoned creature can repeat the saving throw to end this condition.

Unguarded

This poison deals no extra damage. The poisoned creature is also under the effects of a zone of truth spell for 1 minute.

Brand of Terminality

Upon reaching 11th level, your Brand of Castigation allows you to bring your foe ever closer to death. Attacks you make against a branded creature score a critical hit on a roll of 19 or 20.

Supernatural Toxicity

Starting 11th level, You and all poison you produce ignore immunity to the poisoned condition and treat immunity to poison damage as resistance, unless the creature is a construct or undead.

Blood Curse of Lethargy

Starting at 15th level, your blood curse drains the energy from a creature. You gain the Blood Curse of Lethargy for your Blood Maledict feature. This does not count against your number of blood curses known.

Neural Breakdown

At 18th level, you learn to use a supernatural poison, one that magically shuts down a creature's bodily function. When you hit a creature with rite damage, you can choose to paralyze the target. The creature must succeed on a Wisdom saving throw or become paralyzed and take necrotic damage equal to two rolls of your hemocraft die. A creature immune to poison is not immune to this effect. The condition persists until they succeed on a Wisdom saving throw against your hemocraft save DC. You can only affect one creature at a time this way.

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