Blood Hunter
Base Class: Blood Hunter

The blood that courses through your veins allows for the protection and healing of others. Your unique property of blood has brought you to the study of hematology, the medical study of blood.

Hemic Knowledge

Starting when you choose this order, you gain the following benefits.

  • Proficiency in the Medicine Skill or Herbalists Kit
  • Resistance to Necrotic Damage (This is not relevant to class and order features; i.e. Crimson Rite, Amplified Blood Maledict, etc. which cannot be reduced in any way)
  • If you examine a creature's body for 1 hour or more, you gain advantage on any further checks to medically examine another creature of the same species.
Herbalist's Kit

Proficiency with Herbalist's Kit

Medicine

Proficiency in Medicine

Crimson Remedy

You gain the ability to heal creatures through the power of blood transfusions. As an action, you can use your own blood to heal a creature. Touch a creature and take necrotic damage equal to one roll of your hemocraft die. The target receives hit points equal to one roll of your hemocraft die + your hemocraft modifier. This feature has no effect on a creature without blood. 

Your healing increases by 1 die when you gain certain levels in this class. (7th Level: 2 die, 11th Level: 3 die, 18th Level: 4 die). The increase in die does not affect the amount of damage you take to use this feature, only the amount of healing the target receives.

You may use this feature equal to your proficiency bonus and regain all uses once you complete a short or long rest.

 

Sanguine Restoration

You learn how to transfuse blood with another creature, ridding it of disease and ailments. Touch a creature that has blood. As an action, you can end one disease that is afflicting the creature or end one of the following conditions: blinded, deafened, paralyzed, or poisoned.

Once you reach 18th level, you may also reduce the target's exhaustion by 1 and either end the charmed condition or the petrified condition by using this feature.

You may use this feature once a short or long rest.

Brand of Sacrifice

Your Brand of Castigation allows you to sacrifice yourself when another creature is in need. Whenever the creature you branded deals damage to a creature you can see within 30ft, you can use your reaction to sacrifice your life, splitting the damage between you and the target of the attack. The damage is split as evenly as possible and you cannot reduce damage from this in any way other than immunity.

Blood Curse of Infection

You sharpen your hemocraft to infect your enemies from the inside out. You gain the Blood Curse of Infection for your Blood Maledict feature. This doesn't count against your number of blood curses known.


 

Blood Curse of Infection

When a creature is you can see within 30ft of you gets hit with a ranged attack or melee attack, you can use your reaction to infect the wound until the end of your next turn. For the duration, the target becomes poisoned and takes an additional 1d6 necrotic damage from all attacks. Amplify. This curse lasts for 1 minute. The cursed creature can make a Constitution saving throw at the end of its turns, ending the curse on itself on a success.

 

Crimson Resurrection

Your knowledge in hematology reaches the pinnacle of of its study, resurrection. This act is the culmination of all your knowledge and is a procedure not to be taken lightly. As an action, touch a creature who has been dead for no longer than 1 minute and take damage equal to four hemocraft die, this damage cannot be reduced in anyway. If willing, the creature is revived with hit points equal to the damage you took. 

Once you use this feature, you cannot use it again for 7 days as your body must recover from the traumatic surgery.

Order Of Hematology Image

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