Base Class: Blood Hunter
Of all the Orders of Blood Hunter within the Dwendalian Empire, the Order of the Inquisition is the most accepted by the crown. Working closely with the Assembly, the Inquisition has been given much leeway in their fight against corruption.
Most Orders specialize in hunting down different monsters, threats to humanity. However, this order understands that humanity themselves are the true monsters. The biggest threats to an orderly and peaceful society come from within, and these must be cut out of the Empire like the cancer they are.
Hunter of Men
When you join this order at 3rd level, your time spent hunting down people has made you easily able to read their intentions. You have advantage on any Wisdom (Insight) or Wisdom (Perception) checks made toward humanoids.
Awakened Blood
When you join this order at 3rd level, you learn to channel pain into heightened or even ethereal senses, to assist your search for heresy in its many forms. As an action, you can cast the following spells by suffering damage equal to a roll of your hemocraft die: detect evil and good, detect magic, detect poison and disease, or see invisibility. Intelligence is your spellcasting ability for these spells.
After you reach 7th level, you can channel this ability to effect others as well. Once per short rest you may choose to instead cast hold person, or zone of truth with this feature.
Traitor's Abound
At 7th level, the paranoia instilled by your order has proven useful, keeping your mind clear and ready to act at the first sign of danger. You gain profiency in Wisdom saving throws, and you have advantage on initiative rolls.
Fury of the Righteous
Starting at 11th level, the weight of all you have seen and done can be channeled into pure fury. As a reaction to you or an ally falling below half their maximum hit points, you can enter into an enhanced state for 1 minute. During this time, your speed is increased by 10 feet, you resist non-magical bludgeoning, piercing et slashing damage and your crimson rite deals one additional hemocraft die of damage.
This state ends early if you fall unconscious.
Once you use this ability, you can't use it again until you finish a long rest.
Brand of Unfocused Thought
Begining at 15th level, your Brand of Castigation now disrupts the focus of creatures affected by it. The branded creature cannot take reactions and if they are concentrating on a spell at the start of their turn, they take psychic damage equal to one roll of your hemocraft dice.
Blood Curse of the Burning Witch
Once your reach 18th level, your blood curse can burn heretics where they stand. You gain the Blood Curse of the Burning Witch for your Blood Maledict feature. This does not count against your number of blood curses known.
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