Blood Hunter
Base Class: Blood Hunter

Study of hemocraft has allowed many to achieve things thought impossible beforehand. Those who take this skill and training for granted are often overwhelmed by the power found in their own blood. There are those whose blood has been tainted by unnatural means, granting them abilities different to even the most talented practitioners of the sanguine arts.

Rite of the Tainted

When you join this order at 3rd level, you learn the Rite of the Tainted as part of your Crimson Rite feature. When you activate the Rite of the Tainted, the extra damage dealt by your rite is poison damage. Additionally, while that rite is active on your weapon, you gain the following benefits:

  • You have immunity to poison damage.
  • When you hit an living creature with a weapon for which the Rite of the Tainted is active, you roll an additional hemocraft die when determining the extra damage from the rite.

Curse Specialist

Starting at 3rd level, you learn to master blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.

Roaming Blight

Upon reaching 7th level, at the start of your turn, you can taint the area around you in a 10 ft radius around you as long as you aren't  incapacitated. Any creature that starts it's turn within the radius must make a Construction save (DC 10 + your Constitution modifier) on a failed save the creature takes 1d10 poison damage and has it's speed halved, on a successful save the creature takes half damage and it's speed is not halved.

This feature lasts for a number of rounds equal to your Hemocraft modifier (minimum of 1 round).

Once you use this feature, you must finish a short or long rest before you can use it again.Starting at level 15 the damage increases to 3D10 and you may use this feature twice per long rest.

Roaming Blight

Upon reaching 7th level, at the start of your turn, you can taint the area around you in a 10 ft radius around you as long as you aren't incapacitated. Any creature that starts it's turn within the radius must make a Construction save (DC 10 + your Constitution modifier) on a failed save the creature takes 1d10 poison damage and has it's speed halved, on a successful save the creature takes half damage and it's speed is not halved.

 

This feature lasts for a number of rounds equal to your Hemocraft modifier (minimum of 1 round).

 

Once you use this feature, you must finish a short or long rest before you can use it again. You can use Roaming Blight twice between rests starting at 15th level.

Brand of Contagiant

Starting at 11th level, your Brand of Castigation taints a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite. Additionally, if a branded creature has to breath it becomes vulnerable to poison damage and has disadvantage on saving throws against the poisoned condition while branded.

Blood Curse of Sanguine Fatigue

At 15th level, you hone your hemocraft to punish anyone stupid enough to attack your allies. You gain the Blood Curse of Sanguine Fatigue for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of Sanguine Fatigue

As a reaction, you choose one creature you can see within 30 feet of you that is within 5 ft. of an allied creature has disadvantage on it's next attack roll and its speed is halved.

Amplify. The target of your Blood Curse now has disadvantage on all attack rolls until the end of it's next turn and takes 3d6 poison damage and must succeed on a Constitution saving throw or be poisoned until the end of your next turn.

Tainted Blood

Upon reaching 18th level, your blood is so toxic that any errant wound you suffer becomes a threat to others. Whenever you take bludgeoning, piercing or slashing damage all creatures within 5 ft. take 2d8 poison damage. You can also use your blood as a poison. Any creature that inhales your blood must make a Con save (DC 10 + your proficiency bonus+ your Con modifier), on a failed save the creature takes 5d6 poison damage and is poisoned for the next hour. On a successful save it takes half damage and is not poisoned. This has no effect against Constructs, Undead or creatures that do not need to breath.

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