Blood Hunter
Base Class: Blood Hunter

By choosing this archetype at 3rd level, you surrender your mortal purity to host the world's most feared supernatural plagues, choosing to consciously mutate your own biology rather than letting a curse consume your mind. At the end of every long rest, you choose whether to remain normal or intentionally contract one of three Damned Diseases: Ursine Lycanthropy, Sanguine Vampirism, or Ghastly Phase. Embracing these vile afflictions strains your vitality, permanently reducing your maximum hit points by an amount equal to your Blood Hunter level until the infection is purged, but it grants you absolute control over the monsters lurking in your blood.Mechanically, your active disease alters your statistics until your next long rest: Ursine Lycanthropy grants advantage on Strength saves, +1 AC, resistance to non-magical/non-silvered physical damage, and 1d6 claw attacks, but gives disadvantage on Stealth. Sanguine Vampirism grants a wall-walking spider climb and a necrotic bite attack (1d4 piercing + your Crimson Rite die) that heals you for the necrotic damage dealt, but suffers from Sunlight Sensitivity. Ghastly Phase lets you see into the Ethereal Plane and move through solid objects and creatures as difficult terrain (taking 1d10 force damage if you end a turn inside an object), balanced by disadvantage on Strength checks and saves.

Damned Diseases

By choosing this archetype at 3rd level, you surrender your mortal purity to host the world's most feared supernatural plagues, choosing to consciously mutate your own biology rather than letting a curse consume your mind. At the end of every long rest, you choose whether to remain normal or intentionally contract one of three Damned Diseases: Ursine Lycanthropy, Sanguine Vampirism, or Ghastly Phase. Embracing these vile afflictions strains your vitality, permanently reducing your maximum hit points by an amount equal to your Blood Hunter level until the infection is purged, but it grants you absolute control over the monsters lurking in your blood.Mechanically, your active disease alters your statistics until your next long rest: Ursine Lycanthropy grants advantage on Strength saves, +1 AC, resistance to non-magical/non-silvered physical damage, and 1d6 claw attacks, but gives disadvantage on Stealth. Sanguine Vampirism grants a wall-walking spider climb and a necrotic bite attack (1d4 piercing + your Crimson Rite die) that heals you for the necrotic damage dealt, but suffers from Sunlight Sensitivity. Ghastly Phase lets you see into the Ethereal Plane and move through solid objects and creatures as difficult terrain (taking 1d10 force damage if you end a turn inside an object), balanced by disadvantage on Strength checks and saves.

Contagious Crimson & Plagued Edge

At 7th level, your Crimson Rite carries the viral payload of your active disease, forcing your targets to experience the physical agony of your infection [10]. When you activate your Crimson Rite, your weapon attacks inflict a unique rider effect based on your current Damned Disease:Ursine Contagion: Once per turn, when you hit a creature with your claw attack, they must succeed on a Strength saving throw against your Hemocraft DC or be knocked prone by a surge of overwhelming beastly weight.Sanguine Contagion: Once per turn, when you damage a creature with your rite, you can force them to make a Constitution saving throw against your Hemocraft DC. On a failure, they begin bleeding profusely, taking extra necrotic damage equal to your Hemocraft die at the start of their next turn.Ghastly Contagion: Once per turn, when you hit a creature, you can force them to make a Wisdom saving throw against your Hemocraft DC. On a failure, they are heavily chilled by the Ethereal Plane, reducing their movement speed by 15 feet until the start of your next turn.

Blood curse of the vector

At 11th level, you learn to project your bloodborne pathogens through the air to choke your enemies from the inside out [10]. You gain the Blood Curse of the Vector for your Blood Maledict feature, which does not count against your number of blood curses known:Blood Curse of the Vector: As an action, you choose one creature you can see within 30 feet. The target must succeed on a Constitution saving throw against your Hemocraft DC or become violently ill for 1 minute. While ill, the target has disadvantage on all attack rolls and ability checks. They can repeat the saving throw at the end of each of their turns, ending the effect on a success.Amplify: Your blood boils to intensify the airborne plague. The cursed creature takes necrotic damage equal to two rolls of your Hemocraft die, and the disease instantly jumps to another creature within 10 feet of the original target, forcing them to make the same saving throw.

Dual Contamination

At 15th level, your body becomes the ultimate, corrupted biological weapon, capable of sustaining multiple apocalyptic curses simultaneously [10]. Whenever you finish a long rest and choose your affliction, you can now choose to contract two Damned Diseases at the same time instead of just one.You gain the features, claw options, attacks, and movement traits of both selected monsters simultaneously. However, hosting this catastrophic viral overload is immensely draining; while two diseases are active at once, your hit point maximum reduction increases to an amount equal to twice your Blood Hunter level, and you suffer from the passive mechanical flaws and curses of both forms.

Patient Zero

At 18th level, you achieve absolute biological supremacy, becoming a living crucible of supernatural pestilence. Your body adapts flawlessly to your infections, allowing you to weaponise your curses on a catastrophic scale through the following capstone features:Epidemic Burst: As an action, you can violently release a wave of concentrated, viral hemocraft energy in a 30-foot radius centered on yourself. Every hostile creature in the area must make a Constitution saving throw against your Hemocraft DC. On a failure, they suffer the severe symptoms of every Damned Disease you currently have active for 1 minute, suffering disadvantage on attack rolls and taking 3d10 necrotic damage at the start of each of their turns. They can repeat the save at the end of each of their turns to end the effect. Once you use this feature, you cannot do so again until you finish a long rest.Viral Immortality: Your diseases refuse to let their host die. If you are reduced to 0 hit points but not killed outright while hosting at least one Damned Disease, you can choose to instantly drop to 1 hit point instead. When you do, your active infections erupt aggressively, forcing every creature within 10 feet of you to take necrotic damage equal to two rolls of your Hemocraft die. Once you use this feature, you cannot do so again until you finish a long rest.

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