Base Class: Blood Hunter
The Order of Greed is the newest order of blood hunters. The members of this order discovered more secrets of hemocraft. The Order of Greed is a group of vile petty blood hunters. Many would join the order to push the limits of their hemocraft, often into an early grave. It is expected members of the order will die young, as they do not know the limits of their power.
If you are considering joining this order, ask yourself how close you are willing to be to death.
Blood Bound Weapon.
You may choose one non-magical simple or martial weapon to be your blood bound weapon and channel your hemocraft through. You must be proficient with this weapon. You may choose a different weapon in your possession to be your blood bound weapon after a long rest.
At Higher levels: At 7th level, your blood bound weapon is not required to be non-magical. At 15th level, you may choose up to two different weapons to be your blood bound weapon.
Veins to Victory.
Immediately after you roll Initiative, you may choose to expend any amount of hit die granted to you by the blood hunter class. You then infuse your blood bound weapon with this necrotic energy. You take 1d12 necrotic damage for every hit die you expended this way. This damage can not be reduced in any way. (Variant rule: the damage you take can the that of the weapon’s damage type.)
Until your next long rest, your blood bound weapon(s) gain a bonus to attack and damage rolls made with the weapon equal to the amount of hit die you have expended on this ability. If you heal or gain temporary hitpoints any time after activating this ability, you lose all effects tied to it.
At Higher Levels: The damage you take from activating this ability decreases at subsequent levels: at 7th level you use 1d10 for each hit die, at 11th level you use 1d8, at 15th level you use 1d6, at 18th you use 1d4, and at level 20 you may choose to take 2 damage or roll 1d4.
Share the Wealth.
You may cast Incite Greed once every long rest as an action without expending a spell slot. Except your blood bound weapon is used in place of a gem.
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (your blood bound weapon)
Duration: Concentration, up to 1 minute
When you cast this spell, you present the weapon used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you, it cannot move, but simply stares greedily at the weapon you present.
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
Bloodletting.
To use this ability, you must take 1d6 necrotic damage after making an attack. You may choose to use it after the roll, but not before the DM tells you if it hit. Then you gain one of the following effects until your next turn.
- Bloody Slash.
Whenever you land a melee attack with your blood bound weapon(s). Every creature (of your choosing) within 10ft of you takes 1d8 necrotic damage or the elemental damage granted by Elemental Experimentation.
- Blood Pools.
Whenever you make a ranged attack with your blood bound weapon(s). A 5ft radius puddle on the floor appears from the target. Any creature starting or ending its turn in the pool must make a Con save (against your Hemocraft save DC). If they fail, they take 1d8 necrotic damage or the elemental damage granted by Elemental Experimentation. If a creature attempts to move through it, they make a Dex Save (against your Hemocraft save DC). If they fail, they take 1d8 necrotic damage or the elemental damage granted by Elemental Experimentation.
At Higher Levels: The damage you take from activating this ability decreases at subsequent levels: at 18th you use 1d4, and at level 20 you may choose to take 2 damage or roll 1d4.
True Greed.
Any time you would take damage that would bring you to 0 hp or lower, you instead make a Constitution saving throw. If you succeed, you instead drop to 1 hp.
The DC is equal to 5 + damage exceeded. (For example, if you are at 12 hp and you take 15. Your damage exceeded is equal to 15 – 12, aka 3. Therefore the the DC is 8)
Every time you avoid death, you get an afterlife counter. Whenever you deal damage with one of your blood bound weapons. You also deal necrotic damage equal to the amount of afterlife counters you have acquired. Afterlife counters do not go away.
Variant rule: If your DM allows it, you may gain afterlife counters before level 18. You must cheat death using a Shadow magic Sorcerer's Strength of the Grave, a orc or half-orc's relentless endurance, or the death ward spell’s ability. The afterlife counters do not take effect until you are level 18. To get the full effects of this variant rule, it is recommended that you talk to your DM about it before reaching level 18.

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