Base Class: Blood Hunter
The powers governing the cycle of life tend to be seen as ambivalent; if not directly benevolent by most of its adherents. But the hunters who join this order willingly seek out and even master the most sinister aspects of the cycle of life. The witch doctors, shamans, and green knights that ascribe to this Order understand that withering is the next natural step of burgeoning. They treat themselves as simply a means to keep this cycle running smoothly, sacrificing the vitality of self and foe through their unique brand of hemocraft magic to this end.
Rite of the Malady
When you join this order at 3rd level, you learn the Rite of the Malady as part of your Crimson Rite feature. When you activate the Rite of the Malady, the extra damage dealt by your rite is poison damage. Additionally, while that rite is active on your weapon, you gain the following benefits:
- Whenever you take damage from one of your Blood Hunter features (including this one), you can cause a creature other than you within 30 feet to regain hitpoints equal to the damage taken
- Your Rite of Malady feature ignores resistance to poison damage.
- -While this rite is active you are immune to the poisoned condition
Poison Specialist
By 3rd level, you gain a measure of control over the caustic energy coursing through you. You also gain proficiency with poisoner's kit. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice. You having advantage on saving throws against being poisoned. Additionally, you learn the method of its creation if applicable.
Tainted Blood
When you reach 7th level, your body begins to adapt to toxins and venoms, ignoring their corrupting effects, you gain immunity to poison damage.
Once per turn when you deal damage with your rite of malady you regain hit points equal to one roll of your hemocraft die.
Brand of Consumption
At 11th level, you add a dark aperture to your Brand of Castigation, allowing vitality to spill through. Whenever a friendly creature other than you hits the branded creature with a weapon attack, The branded creature takes necrotic damage equal to your proficiency bonus and the friendly creature regains hitpoints equal to the damage dealt.
Blood Curse of Inherited Ailes
Starting at 15th level, you can transfer the burden of an affliction, using your blood curse. You gain the Blood Curse of Inherited Ails for your Blood Maledict feature. This does not count against your blood curses known.
Blood Curse of Inherited Ailes
As a bonus action, you can purge a creature using your blood curse. You can end one of the following conditions on a creature in exchange for suffering its effects until the start of your next turn: Blinded, Deafened, Stunned, Petrified, Paralyzed, Poisoned, or Restrained.
Amplify. You can force a creature within 30 feet to make a Charisma saving throw. On a failed save, they suffer the ended condition instead of you until the end of their next turn.
Blood Curse of Inherited Ailes
As a bonus action, you can purge a creature using your blood curse. You can end one of the following conditions on a creature in exchange for suffering its effects until the start of your next turn: Blinded, Deafened, Stunned, Petrified, Paralyzed, Poisoned, or Restrained.
Amplify. You can force a creature within 30 feet to make a Charisma saving throw. On a failed save, they suffer the ended condition instead of you until the end of their next turn.
Plague Bearer
At 18th level, you become a conduit to the forces of decomposition. You gain the following benefits:
Your Rite of Malady feature ignores immunity to poison damage.
As a reaction Whenever a creature within 10 feet hits you with an attack, you can force them to make a constitution saving throw against your hemocraft save DC. On a failed saving throw, they are poisoned (This ignores immunity to the poisoned condition) until the end of their next turn. While poisoned in this way, the creature can't regain hitpoints and takes one roll of your hemocraft die poison damage each time it makes an attack roll
Once per turn when you deal poison damage you can gain temporary hitpoints equal to one roll of your hemocraft die + half your blood hunter level (Rounded Down
Previous Versions
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