Base Class: Blood Hunter
Enhance the power of your crimson rites along with a helpful companion.
Rite of the Scarlet Rot
When you join this order at 3rd level, you learn the Rite of the Scarlet Rot as part of your Crimson Rite feature. When you activate the Rite of the Scarlet Rot, the extra damage dealt by your rite is acid damage. Additionally, while that rite is active on your weapon, you gain the following benefits:
- You gain advantage on saving throws to resist being poisoned or ending the poisoned condition.
- You have resistance to Acid & Poison damage.
Crimson Hound
At 3rd level, you gain the ability to call forth a howling creature of Crimson. When you activate your Crimson Rite, you can take an additional die of damage in order to summon a Crimson Hound, or you can summon one using a Bonus Action and taking a Hemocraft die of damage. When summoned you can select creatures for it to ignore, the hound will attack the closest creature that wasn't selected to be ignored or you can command it (free action). You cannot have more than 2 Crimson Hounds active at 1 time, the hound(s) take it's turn immediately after yours. The hound uses the dire wolf statistics (see the Monster Manual or appendix C in the Player’s Handbook), with the following changes:
- The hound's size is medium instead of large, and it counts as a monstrosity, not a beast.
- It's maximum number of hit points increase by your Hemocraft modifier * your Blood Hunter level (at 3rd level with a Hemocraft modifier of +3 will increase the health from 37 to 46).
- The hound gets any active Crimson Rite (if you have Rite of the Flame active then the hound also has it).
- The hound's AC is increased by your Proficiency Bonus (At 3rd level you have a Proficiency Bonus of +2 so the hound's AC goes from 14 to 16).
- The hound gains your Blood Hunter features, it cannot summon Crimson Hounds or activate Crimson Rites.
Crimson Mastery
At 7th level, you learn to enhance your Crimson Rites. The additional damage from Crimson Rites is equal to 1 Hemocraft die per Crimson Rite known (at 7th level you know 3 Crimson Rites, so you get 3d6). Also, when a Crimson Rite is active you gain an additional effect depending on the type of Crimson Rite.
- Rite of the Flame. Whenever you hit a creature with an attack that creature must make a Dexterity Saving throw. On a failed save the creature begins to burn, at the beginning of its turn they take Fire damage equal to double the amount given by the Crimson Rite. At the end of its turn, it can make the saving throw again ending the effect on a success.
- Rite of the Frozen. Whenever you hit a creature with an attack that creature must make a Constitution Saving throw. On a failed save the creature's speed is halved and it will take Cold damage equal to the amount given by the Crimson Rite at the beginning of the creature's turn. At the end of its turn, it can make the saving throw again ending the effect on a success.
- Rite of the Storm. Whenever you hit a creature with an attack that creature must make a Constitution Saving throw. On a failed save the creature becomes paralyzed. At the end of a creature's turn, it can attempt to make the saving throw again ending the effect on a success.
- Rite of the Scarlet Rot. Whenever you hit a creature with an attack that creature must make a Constitution Saving throw. On a failed save the creature gains stacks of rot equal to the difference between the DC and their total for the save (If the DC is 15 and they get a total of 10 for their save, then they get 5 stacks of rot). At the beginning of the creature's turn, they take Acid damage equal to 1 Hemocraft die per stack of rot after the damage is dealt the number of stacks double. To get rid of the stacks you must receive either 10 points of healing or at the end of the creature's turn it can make the saving throw again getting rid of the stacks on a success.
- Rite of the Dead. Whenever you hit a creature with an attack that creature must make a Constitution Saving throw. On a failed save the creature becomes vulnerable to Necrotic damage. At the end of the creature's turn, it can make the saving throw again ending the effect on a success. You regain health equal to double the amount of Necrotic damage dealt.
- Rite of the Oracle. Whenever you hit a creature with an attack that creature must make a Wisdom Saving throw. On a failed save the creature becomes stunned and is vulnerable to all damage that it is dealt. At the end of a creature's turn, it can make the saving throw again ending the effect on a success.
- Rite of the Roar. Whenever you hit or miss with an attack, all creatures within 15 ft. must make a Strength Saving throw. On a failed save creatures take Thunder damage equal to the amount given by the Crimson Rite, are pushed 10 ft. away, and are knocked prone. On a success, creatures take half the damage and aren't pushed away or knocked prone.
Crimson Brand
At 11th level, when you use your Blood Maledict feature to inflict a creature with a Blood Curse you can affect one additional creature with it. Additionally, when you or your Crimson Hound attack a creature that is inflicted with a Blood Curse you gain advantage on the attack roll. If a creature inflicted with a Blood Curse dies before the curse has ended, you can use your reaction to transfer the curse to a different creature provided that the creature can be affected, is within range, and isn't already being affected by a Blood Curse.
Blood Curse of the Conduit
At 15th level, the power of crimson flows through your veins. You gain the Blood Curse of the Conduit for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Conduit. As a Bonus Action, you curse a creature that you can see within 30 feet of you, causing the creature's body to be filled with the power of your Crimson Rites. The creature makes a Constitution Saving throw, on a failed save the creature takes damage equal to the damage given from your active Crimson Rites (If you have both Rite of the Flame & Rite of the Storm active, then the creature takes both the Fire & Lightning damage). Additionally, for 1 minute, at the beginning of the creature's turn the creature takes the damage again. To end the effect the creature may use its Action to attempt the saving throw again ending the curse on a successful save.
Amplify. The creature is affected by the effects listed in the Crimson Mastery feature for the active Crimson Rites.
Crimson Conduit
Upon reaching 18th level, you learn to how to most effectively use your Crimson Rites. When you use your Crimson Rite feature, you may choose to activate an additional Crimson Rite without expending any additional Hemocraft die. Additionally, your weapons can hold up to 2 Crimson Rites at the same time.
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