Sometimes you don't need to become a monster, sometime you already are one. The Order of the Blood Magic unifies all blood hunters who focus thrieve on the arcan power flowing through their veins. The hunter's bane tainted their blood, now they learn how to maximize their cursed powers even if there is a heavy sacrifice involved.

Blood Pool

At 3rd level you awaken the power of your cursed blood. Once per day, you may perform a blood ceremony to empower your blood powers at the cost of your own vitality.
When the ceremony is performed, you suffer damage equal to your character level, and you reduce your maximum hit points by an amount equal to your character level. These lost maximum hit points return after a long rest and cannot be restored otherwise.
You gain blood points equal to a roll of your crimson rite die plus your Wisdom modifier.

Empowered Curses

You may spend a blood point to empower one of your blood curses without suffering extra damage. Alternatively, you may spend two blood points instead of one your uses of blood maledict. At 13th level you only need to spend one blood point to regain a use of your blood maledict.

Blood Magic

At 3rd level, you gain the knowledge to channel your vital essence to form powerful arcane incantations. You learn one blood spell from the following list. Additionally, whenever you gain a blood maledict you may pick a blood spell instead. Casting blood magic expends a use of your blood maledict feature and is always amplified (you take a crimson rite die roll as damage). Blood magic is always cast at your highest spell slot (see the Profane Soul Spellcasting table).

Spellcasting Ability. Wisdom is your spellcasting ability for your blood magic, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a blood magic you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Blood Spells

You may choose whichever spell you qualify to:

At 3rd level:  Absorb Elements, Burning Hands, Faerie Fire, Fog Cloud, Shield of Faith

At 7th level: Cloud of Daggers, Hold Person, Misty Step, Scorching Ray, Spiritual Weapon

At 13th: Fear, Fireball, Gaseous Form, Stinking Cloud, Vampiric Touch

At 19th: Blight, Death Ward, Dimension Door, Polymorph, Stoneskin

Share the Pain

Upon reaching 7th level, you've learned to infuse your energy into others. When an allied creature within 30 feet is attacked, as a reaction, you can link to that creature. Whenever that creature would suffer damage until the start of your next turn, both take half of that damage. Additionally, you may spend a blood point to heal the linked creature by an amount equal to a roll of your crimson rite plus your Wisdom modifier.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Sanguine Memory

At level 11th your blood has adapted to the arcane. You may choose to extend the duration of magic effects affecting you by expending a use of this feature. The duration is then doubled.

When you are targeted by an arcane spell, you may spend one blood point to store it. During the day you may cast that spell once with the same spell level as it was originally casted by expending a use of this feature. You cannot store more than one spell at the same time. You may replace it with another one without expending additional blood points. The spell stored is lost whenever you finish a long rest.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

Bloodsight

At 15th level, you can sense the blood of all creatures up to 30 feet, as if you had blindsight. It has no effect on creatures without blood.

As a bonus action, you may spend a blood point to increase your blindsight up to 90 feet for one minute.

Sanguine Ceremony

At 18th level, you have mastered your blood powers. Whenever you roll your crimson rite die, you may choose to reroll the die and must use the new roll.

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