Those who are afflicted with corrupted blood under go an painful process as their minds melt and the chaotic enegy drowns them turning them into a creature owned by the blood with unsatiable hunger for the fresh blood they lack to stop the pain going mad as they will never find peace these are creatures known as the Blood Driven.. But on the rare occation that one survives and keeps their mind intact, can they asend. Though still cursed with blood corrupted and the urges still arise, they are not slaves to the blood's will. As the blood is now slaved to the thy. With this an order was created to find those who have the will power to resist and take control. To teach those to use the pool of chaotic energy to their own desire. To take back what they have lost to the corruption. This is the Order of the Corrupted.

Corrupted Blood

Starting at 3rd level if a creature takes poison damage from this creature's blood attacks, that creature must make a DC 16 Constitution saving throw or become Poisoned With corrupted blood. Creatures Afflicted with corrupted blood takes 3d4 + their constitution score (Yes the afflicted's Con score, as their blood begins to fight against them) Poison damage. If the afflicted's Hp drops to 0 they die and become a "Blood Zombie" (See Blood Zombie for details). Also creatures Afflicted with corrupted blood half disadvantage on attack rolls strength saves and dexterity saves. This aillment can be cured as if it were the poison status condition. If The Afflicted creature survives for 24 hours without curing the condition, they must then make a DC 18 wisdom saving throw or become mad unable to disern friend from foe, becoming a "Blood Driven" (See Blood Driven for details). This is now a greater curse as the afflicted's blood becomes fully corrupted. If the creature succeeds the save then they do not become a Blood Driven and they lose the effects of Corrupted Blood but their blood is still fully corrupted, this is now considered a greater curse. Creatures who have fully corrupted blood, their blood is now toxic and any creature who consumes the blood must make the saves against Corrupted Blood. A vampire however or any other undead who consumes it instanly becomes a "Blood Driven" no save. Creatures with fully currupted blood also now has access to the Blood Hunter sub-class "Order of the Corrupted" (See Order of Corrupted for details)

Hardened Blood

Starting at 3rd level you have resistance from Slashing, Piercing, and Bludgeoning damage from non-magical weopons.

Corruption possession

Starting at 3rd level, on the start of each of your turn, if your Hp is half or below its maximum, you must make a DC 10 + (your Con modifier) wisdom save or your blood possess your body putting into a rage for the next (1d4) turns. During this you wil get a +2 bonus to your str, and con modifiers as well as a + (1 + [your con modifier]) bonus to your damage dice when attacking with a melee weapon. Also while under this effect you will no longer disern friend from foe rolling from the confusion table on each of your turns for the duration.

Blood Sacrifice

Starting at 7th level, as an action deal 6 points of damage to yourself to coat a melee weapon you are holding with your corrupted blood. For the next (60 sec) the coated weapon will deal an extra (1d6) poison damage while also applying corrupted blood to the target if hit. This effect is extended to (3 min) at 7th level and adds an extra (1d6) at 11th, 15th, and 19th levels.

Blood Skewer

 Starting at 7th level, s a bonus action if you are not at full Hp you can extend hardend blood from an open wound and comand it to stab a creature within 15 ft of you. With a + (1 + your wisdom modifier) to hit. when hit them creature will take 1( + your constitution modifier) piercing + (1d6) poison damage. The damage dice as poison damage from this feature geta an extra 1d6 at 11th, 15th, and 19th levels.

Blood Absorb

Starting at 7th ,whenever you deal damage with one of your blood attacks to a creature, you are healed for amount of damage you did.

Blood Skin

Starting at 11th level you can use an action to deplete Hp equal to half your maximum Hp. For the next 3 min or until you take that amount in damage, your AC is increased by 3+ (your constitution modifier).

Corrution Honing

Starting at 11th level you gain advantage on Perception, Acrobatics, Athletics, and insight checks as well as Darkvision upto 60 ft if you dont already have it.

Orb of Corruption

Starting at 15th level, when you absorb Hit Points while already at full Hp the extra is collected into a ball above you forming a sphere of corrupted blood for later use. The orb continues to float above you for 1 hr or until the collected Hp pool is depleted to zero. The orb can only hold upto (10 + (10 × your wisdom modifier)) worth of Hp and you can only have one orb at any given time. While the orb is there, instead of using your own Hp to use your abilities, you can use the collected Hp in the orb instead. Also while the orb is up you can use an action to pool a set amount of your choice from the orb to heal yourself for that amount. Or as an action completly deplete the orb to fire a line of concetrated blood for the orb to a taget  creature, dealing damage if hit.

Corruption Mastery

Starting at 15th level, you now can hear your corrupted bloods thoughts and converse with it as if it were its own entity (because it is). Secondly because of your new found understand with each other you nolonger suffer from the negative effect of "Corruption Possession". Thirdly you accumilate a connection with other beings with corrupted blood. Once a day as an action you can target upto 5 "Blood Zombies" (see Blood Zombie) upto 60 ft from you that you can see. Those targeted must make a (DC 8 + your Wis Mod + your Pro Mod) or become under your control for 24hrs or until this effect if refreshed.

Mind Over Blood

Starting at 18th level as an action you can target a creature within 30ft of you, that you can see. The target creature must make a save vs corrupted blood on a fail theu also take (5d8) poison damage.

Also as an action you can target a "Blood Driven" (see Blood Driven for details) within 30ft of you that you can see. That target must make a DC (12 + your Cha Mod) Wisdom save or revert back to there origanal state of mind (Their blood is still fully corrupted),, they are no longer a Blood Driven.

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