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

When you join this order at 3rd level, you gain the following benefits.

  • Proficiency in the Medicine skill and Herbalist's Kit
  • Resistance against necrotic damage
  • 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 race.

Crimson Remedy

Also at 3rd level 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. This damage can’t be reduced in any way. 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 (2 die at 7th level, 3 die at 11th level, and 4 die at 18th level). 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

At 7th level you learn how to transfuse blood with another creature, ridding it of disease and ailments. As an action touch a creature that has blood and take damage equal to a roll of your hemocraft die. This damage can’t be reduced in any way. You can end one disease that is afflicting the creature or end one of the following conditions: blinded, deafened, paralyzed, poisoned or stunned.

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

You may use this feature a number of times equal to half your proficiency modifier (rounded down), regaining uses once you complete a short or long rest.

Brand of Reconstruction

At 11th level your knowledge in hematology allows you to alter your brand of castigation into a new form. As a bonus action, you can channel hemocraft magic to place an arcane brand into a creature within 30 feet of you, the brand lasts for 1 minute.

At the start of each of your turns, you can choose to make an infusion of blood to the branded creature, you take damage equal to a roll of your hemocraft die. This damage can’t be reduced in any way. The branded creature heals for the damage rolled + your hemocraft modifier.

This feature consumes a use of brand of castigation. Also at this level, you gain an additional use of your Brand of castigation feature.

Blood Curse of Infection

Starting at 15th level 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 you can see within 30 feet 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 each of its turns, ending the curse on itself on a success.

Crimson Resurrection

At 18th level your knowledge in hematology reaches the pinnacle of its study, resurrection. As an action, touch a creature who has 0 hit points or has died within the last 3 days and take necrotic damage equal to two rolls of your hemocraft die. This damage can’t be reduced in any way. The creature is revived with an amount of hit points equal to 5 rolls of your hemocraft die + your hemocraft modifier. Additionally, if the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, stunned and cures non magical diseases.

Coming back from the dead is an ordeal. The target takes a −3 penalty to all attack rolls, saving throws, and ability checks if its brought back to life. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Once you use this feature, you can't use it again until you finish a long rest.

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