Starting from an unknown Blood Hunter, who creatively used one of their techniques and soon become an Order in its own right after others have followed and learned from the originator, passing down the teachings in which the secret have evolved and refined by its predecessors. The Order of the Weavers became known for their macabre ritual of using their tainted blood as strings to control a corpse as their weapon, even to go at lengths to use their departed brothers and sisters of the Order provided it has been approved as acceptable from the Order's coroner as their consent no longer matters the moment they joined. This resulted to other Orders to avoid this section, but nonetheless their past achievements were nothing to be belittled.

Weavers who have dedicated their lives into this Order know that even in death, their mortal body will still serve a purpose within the Order until it has decayed into ashes. As such, Blood Hunters were tasked to keep their body physically fit and healthy in case their time comes. Those who would even dare defile their body as to prevent the Order from using it, be it their own volition or someone's, becomes a prey to the Order and an exchange will be demanded, be it a friend or a family, and their body and name to be forgotten in an unknown soil.

 

Blood Weaving

Starting at 3rd level upon choosing this Order, you gain access to the Blood Maledict - Blood Curse of the Fallen Puppet. If you have already learned this Blood Maledict upon choosing this order or at 7th level, each time to use this Blood Curse, it is always Amplified and you only suffer half of the damage from your crimson rite damage die. 

You can now use Blood Curse of the Fallen Puppet as a Bonus Action to target your Gift or as an Action to target a creature's corpse within 15 feet within your sight and not longer than 3 days of its death and create a link with your blood, effectively creating a Fallen Puppet you can control and you can only have one active Fallen Puppet in control. The range of your blood is 15 feet, but can be extended with a Bonus Action by rolling your crimson rite damage die, taking damage equal to it and then gaining additional feet equal to the result x 5. If your Fallen Puppet moves to the point it exceeds the range of your blood, either through force or an attempt to reach something farther, your blood breaks and you lose control of your Fallen Puppet and the corpse drops to the ground. 

During your turn, you can choose to move your Fallen Puppet as far as your blood can reach, provided you know the direction where you want it to move in case of moving it around corners or blind spots and you can also use the Fallen Puppet to attack, using whatever weapon it was holding if any otherwise it can attack with an Unarmed attack. All attacks made by the Fallen Puppet use the Gift's or the dead creature's statistics + your proficiency bonus and all attacks made against the Fallen Puppet uses your AC or saving throw instead.

The Fallen Puppet is immune to all conditions except for Petrified.

Each time your Fallen Puppet (creature's corpse) takes at least damage equal to one fourth of its maximum hit points from an attack, roll a death saving throw. If you fail three times, the Fallen Puppet is destroyed and can no longer be used for your Blood Curse. Any failed death saving throws your Fallen Puppet had received is retained after each battle unless you decide to repair it by taking an hour to stitch and attach the parts, requiring a Wisdom (Medicine) check to remove a single death saving throw.

The Gift

The Order has provided you with a corpse of that of your predecessor. Some Blood Hunters knowing this process opt to bring their own corpse, may it be a loved one, a family member, a close friend among other things, to be reviewed and approved. The corpse, if brought in outside of the Order, is approved is then after enchanted to the point wherein the body looks pretty pristine with no signs of any damage (only upon request), it no longer decays and does not suffer from rigor mortis. A casket is also provided in order to hide the corpse, sometimes disguised as a different object like a crate or a large instrument case to avoid unnecessary attention.

Your gift, despite being a corpse, has its perks simply from its build or even appearance.

  • Roll a 6d8 and distribute the results to your Gift's Ability Score as you choose, with no ability score being higher than 13 or lower than 8. Alternatively, you may have your DM provide your Gift's Ability Score as well as proficiency (listed below).
  • Choose 2 from Acrobatics, Athletics, Intimidation, Performance or Deception. You temporarily gain proficiency when you perform a skill check of your choice is made with you and your Gift.

If you use your Blood Maledict - Blood Curse of the Fallen Puppet on your Gift, the same rules applies, but instead of the usual death saving throw rules, each time it is attacked, you roll a d20 and add your Blood Hunter level + proficiency bonus. If the damage received is lesser than your result, no death saving throw is made. 

If your Gift is destroyed in combat or at any point, you may attempt to repair it for 9 hours by performing a Wisdom (Medicine) every 3 hours with a DC ranging from 8 to 18 depending on the extent of the damage the body has received (DM's discretion). If at least two checks are successful, the Gift is usable in combat again, but has disadvantages on death saving throws and your proficiency bonus is not added to any of its attacks. If all three checks are successful, the Gift is usable in combat without any penalties. If the results are neither of the ones stated above or the DM stated that the body is beyond repair,  a new one has to be requested from your Order, taking up to 3 days for it to be delivered. 

Thanatology

At 7th level, your extensive study of the body also allows you to easily discern the general cause and time of death of a creature and you may learn more information about it by spending 10 minutes studying it, gaining advantage when making a Wisdom (Medicine) Check on the corpse provided it has not taken any extensive damage to the point of being unrecognizable (charred to ashes, liquefied, etc.) and is no longer than 30 days since it died. Finishing a study gives you clues on what killed the creature, what weapon or magic could had been used, and even possibly, who killed the creature (DM's discretion). In combat, your studies manifests itself as key aspects when fighting a creature under certain conditions:

  • Add your Wisdom modifier to your attack rolls if the creature is the same type as you studied.
  • Add your Wisdom modifier to both your attack and damage rolls if the creature is the exact same as the one you had studied (applies to the Races or Subraces of the same size and gender).

Shield of the Dead

Starting at 11th level, you are capable of unleashing a multitude of strings from your own blood and attach them to an unconscious or dead creature within your sight and within 30 feet of you as an Action before pulling them towards you in an attempt to protect yourself from incoming attacks. Roll your crimson rite damage die, take damage equal to the result and it is also the number of blood strings you generate. The number of blood strings required to pull and the bonus AC of each successful creature provides depends on the size of the creature, following the table below:

  • Tiny or Small - 1 Blood string and gives 0 AC. For every 5 Tiny or Small Creatures successfully pulled, you gain +1 AC.
  • Medium - 2 Blood strings and gives +1 AC.
  • Large - 3 Blood strings and gives +2 AC.
  • Huge - 5 Blood strings and gives +3 AC. Can only be pulled if you have a Strength of 15 or higher.

The AC provided by each creature lasts until it is depleted to 0. Each attack made against you and does not hit, roll a d4 for each creature you pulled and halve the result of the roll and deduct it from the bonus AC you gained from this feature. Unconscious creatures pulled must also make a death saving throw each time an attack does not hit as they took the blow instead. Additionally, if you pulled at least 3 Medium sized creatures or 2 Large creatures or 1 Huge creature, you are considered restrained for the duration although you may attempt to force or maneuver your way out by making a Strength (Athletics) or Dexterity (Acrobatics) check. Each failed check reduces the bonus AC provided by this feature by 1.

After using this feature, you must finish a Short or Long Rest to use it again.

Tainted Strings

Starting at 15th level, your blood itself becomes a dangerous adversary to those in contact, be they friend or foe. When you perform a Blood Maledict on a creature that is at least 10 feet away, you may roll your crimson rite damage die twice and all creatures in a line between you and the target must succeed a Dexterity saving throw (DC equal to 8 + your proficiency + your Wisdom modifier). On a failed save, the creature takes damage equal to your crimson rite damage and suffers from the Blood Maledict if applicable. On a successful save, the creature only takes half of the crimson rite damage.

If you use it on your Blood Curse of the Fallen Puppet, each time a creatures who passes between you and your Fallen Puppet must make a Dexterity saving throw or take damage equal to your crimson rite damage.

After using this feature twice with any Blood Maledict other than Blood Curse of the Fallen Puppet, you must finish a Short or Long Rest before it can be used again.

Blood Puppeteer

At 17th level, you may attempt to use your Blood Maledict - Blood Curse of the Fallen Puppet as a Reaction on a creature that is conscious or is not dead with a Strength saving throw (DC equal to 8 + your proficiency + your wisdom modifier) as well as taking full damage from your crimson rite damage die. On a failed save, you may move the creature and force them to perform a single weapon attack against a target of your choice within its attack range, interrupting any other actions or concentrations it may have previously been doing. Any attempts to order the creature to harm themselves from their own attack or would put them in danger they know such as walking into a space that would deal damage, the effect immediately ends and they end their turn a space away from the danger.

After using this feature once, you must finish a Long Rest before you can use it again.

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