Base Class: Blood Hunter
The Order of the Crimson Oath was formed to watch the watchers — an order tasked with detecting and purging corruption not just from the world, but from within their own kind. Chosen long ago to act as internal sentinels, Crimson Oath Blood Hunters serve as grim inquisitors, quietly ensuring that the integrity of their order — and the world it protects — is never compromised.
Blood Curse of Purity
At 3rd level, you hone your hemocraft to tear corruption from the minds and bodies of your allies—and to punish those responsible for it. You gain the Blood Curse of Purity for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
As a bonus action, choose one creature you can see within 30 feet. Until the end of your next turn, that creature has disadvantage on saving throws against being charmed or possessed. If it attempts to charm, possess, or magically manipulate another creature during this time, it takes 1d6 psychic damage.
Amplify.
The effect lasts for 1 minute (no concentration). While active, the creature takes 2d6 psychic damage every time it attempts to charm, possess, or mentally influence another creature. At the end of each of its turns, it may make a Wisdom saving throw to end the effect early
Blood Curse of Purity
As a bonus action, choose one creature you can see within 30 feet. Until the end of your next turn, that creature has disadvantage on saving throws against being charmed or possessed. If it attempts to charm, possess, or magically manipulate another creature during this time, it takes 1d6 psychic damage.
Amplify.
The effect lasts for 1 minute (no concentration). While active, the creature takes 2d6 psychic damage every time it attempts to charm, possess, or mentally influence another creature. At the end of each of its turns, it may make a Wisdom saving throw to end the effect early.
Blood Curse of Purity
As a bonus action, choose one creature you can see within 30 feet. Until the end of your next turn, that creature has disadvantage on saving throws against being charmed or possessed. If it attempts to charm, possess, or magically manipulate another creature during this time, it takes 1d6 psychic damage.
Amplify.
The effect lasts for 1 minute (no concentration). While active, the creature takes 2d6 psychic damage every time it attempts to charm, possess, or mentally influence another creature. At the end of each of its turns, it may make a Wisdom saving throw to end the effect early.
Oathkeeper's Sight
At 3rd level You gain proficiency in Insight and Arcana, and you can cast Detect Thoughts once per long rest without material components.
Choose your Hemocraft die modifier.
Hemocraft Modifier: Intelligence
Your chosen Hemocraft modifier is Intelligence.
Hemocraft Modifier: Wisdom
Your chosen Hemocraft modifier is Wisdom.
Ritual of Binding
Starting at 7th level you may perform a blood-binding ritual to shield allies from corruptive forces. As an action, you touch a willing creature, warding them for 1 hour.
While warded:
-
You and the creature have advantage on saving throws against being charmed, frightened, or possessed
-
When the warded creature succeeds on a saving throw against such an effect, the creature that caused it takes psychic damage equal to your Wisdom modifier (minimum 1)
You may use this feature a number of times equal to your Wisdom modifier per long rest. You can maintain a number of wards equal to your Wisdom modifier at once. Binding a new creature ends the oldest ward.
Sanctioned Purifier
At 11th level, When you hit a creature with a weapon attack imbued with your Crimson Rite, you can force it to make a Wisdom saving throw (DC = your Blood Hunter save DC). On a failure:
-
The creature can’t take reactions until the end of its next turn
-
It has disadvantage on the next saving throw it makes.
You can use this feature a number of times equal to your Wisdom modifier per long rest.
Crimson Judgment
At 15th level, You become the red arbiter of your order’s will, your rites flaring against those twisted by corruption or betrayal.
As a bonus action, you enter a state of Crimson Judgment for 1 minute. While in this state:
-
Your Crimson Rite deals an additional 1d4 psychic damage to creatures that are charmed, possessed, cursed, or affected by your Blood Curse
-
When you hit such a creature, it can’t benefit from invisibility, cover, or displacement against you until the end of your next turn
-
When you reduce such a creature to 0 hit points, you regain one expended use of a Blood Curse (once per turn)
You can use Crimson Judgment once per long rest.
Veil of the Inquisition
At 18th level, Your soul is anchored beyond reach — your will a blade against all unseen manipulations. The blood-rites you embody culminate in one absolute truth: you cannot be turned.
-
You gain immunity to being charmed and frightened.
-
Once per long rest, when a creature within 30 feet of you attempts to charm, possess, or mentally influence another creature, you can invoke your Veil of the Inquisition as a reaction. When you do:
-
The effect automatically fails, and
-
The triggering creature takes 8d8 psychic damage and is blinded until the end of its next turn
-
As you activate this feature, your blood burns bright crimson, your shadow deepens, and your voice echoes with the ancient verdict of the founders: No further.
Comments