Base Class: Blood Hunter
The Order of the Pestilent was formed to fight back against enemies who come in great numbers, for infecting one who survives will possibly lead to the countless enemy casualties. This emergent order requires exposure to many sicknesses, and while their hemocraft allows a Blood Hunter to develop a resistance to the diseases which they imbue, it takes time to become a true immunity, meaning their bodies are battered and broken as they attune to their new means of combat.
Rite of the Plague
When you join this order at 3rd level, you learn the Rite of the Plague esoteric rite (detailed below).
Rite of the Plague. Your rite damage is necrotic damage. While the rite is active, you gain the following benefits:
- If you are disarmed, your Rite does not fade until the weapon is touched by another creature or you activate a new Crimson Rite.
- If a creature touches your disarmed weapon with Rite of Plague active, they instantly take damage equal to one hemocraft die.
Purveyor of Pathogens
Beginning at 3rd level, your ancient order teaches advanced understanding of one type of ailment from the options below. This will grant different benefits at later levels. You have advantage on saving throws for resisting ailments of this type, as well as on any skill check for identifying diseases of any type, not just the one you select.
Bacterial
Resilient and adaptable, bacterial diseases are difficult to be rid of, though they are more predictable and straightforward.
Fungal
Fast spreading and difficult to contain, fungi focus on overwhelming numbers.
Parasitic
You choose to specialize in parasites, their own organism, parasites infect a host to drain it of some nutrient it requires. They are usually more difficult to notice or identify, and more easily removed than eradicated.
Viral
Fast spreading and quickly adapting, viruses are a difficult thing to truly remove. The most many can hope for is to adapt with them.
Pestilence
Upon reaching 7th level, your understanding of your chosen pathogen type allows you to call on it magically. Select a disease from your specialty's options below. You may use your action to Infect a target. They must make a constitution saving throw or become Infected with the disease you've selected. When you are within 50 yards of an Infected creature, you may use a bonus action to force all creatures within 10 yards of the creature to make a Constitution Saving Throw - on a fail, they are Infected as well.
You can use this feature twice. Beginning at 15th level, you can use this feature four times between rests. You regain all expended uses when you finish a long rest.
Additionally, you may now activate two crimson rites on the same weapon, as long as one is Rite of the Plague. You deal damage with both rites.
Bacteria - Chillbones
You Infect the target with Chillbones, causing 2d6 Cold Damage each turn.
Bacteria - Vertigan
Vctims Infected with vertigan lose 5 feet of movement and gain disadvantage on all Dexterity related checks.
Fungal - Hell's Pods
Boils and a red rash starting from the sole of the foot quickly spreads and overtakes most of the victim's lower half, making it painful to move and causing 2d4 fire damage for every 10 feet of movement they take.
Fungal - Nightmare Caps
You Infect your target with Nightmare Caps - spores tuck themselves into the ears, eyes, and/or nose of the victim. Each turn they must make a Constittion Saving Throw or fall Unconscious. Once Unconscious, the target takes 1d6 poison damage every turn. The target is awoken if they take damage from any other source or if a creature uses its action to awaken them. However, they will be forced to resume Constitution Saving Throws to remain awake.
Parasitic - Malmites
You Infect the target with a swarm of minuscule mites that drain their vitality. Every turn they begin or start within 10 feet of you, they take 1d6 poison damage and you heal for that much health.
Parasitic - Sqwurms
You Infect the target with microscopic wurms that begin gorging themselves on the victim's blood. Each turn, the victim must roll a wisdom saving throw. If they fail, they have disadvantage for the turn. After 1 minute, the worms are large enough to impede motion outright and the victim are no longer able to make saving throws to resist the disadvantage. At this point, the target begins taking 1d6 physical damage at the end of their turn.
Viral - Chromatic Rot
You Infect the victim with a flesh eating virus that deals 1d6 poison, necrotic, fire, or cold damage on each of its turns. You declare the damage type that it will next inflict at the end of your turn.
Viral - Sensationalize
You Infect the victim with a virus that effects their senses and their mind. They gain disadvantage on Wisdom (Perception), Wisdom (Insight), and Intelligence (Investigation) checks. Additionally, they must make a Wisdom Saving Throw with Advantage at the beginning of their turn. If they fail, they must act as if under the effects of the Confusion spell.
Brand of Contagion
Beginning at 11th level, your Brand of Castigation can now spread from the primary target. Each time a creature begins their turn within 10 feet of a branded creature, you may choose to force them to make a constitution saving throw. If they fail, they become afflicted by your Brand of Castigation as well. If you have brands on multiple targets, you cannot determine which one is which when sensing directions.
If you cast a new Brand of Castigation, all previous Brands will fade.
The Ailing
At 15th level, you’ve grown in understanding of the various disease. You gain access to the Blood Curse of the Ailing for your Blood Maledict feature. This does not count against your number of blood curses known.
In addition, you now gain the ability to conjure any disease of your specialty with the Pestilence feature, rather than only the one you selected at 7th Level. You also gain the ability to select one sickness that is not of your specialty.
Blood Curse of the Ailing
You may automatically Infect one target with two diseases, or two targets with the same disease. They do not get a constitution saving throw to resist.
The Plagueborne
Festering and bubbling with diseases of all kinds, your body itself has been warped into a weapon of biological warfare. When you are struck with a melee attack, you can use your reaction to release a plague upon the attacker, Infecting them with any disease from your Pestilence feature. This disease does not have to be on with which you specialize.
You may use this feature a number of times equal to your constitution modifier, and regain all expended uses after a short or long rest.
Additionally, if your character dies, their body will burst into a cloud of pestilence and Infect any creature you choose within 20 yards with up to two diseases. When this happens, the creatures make a Constitution Saving Throw. If they succeed, they are Infected with only one disease, of their choice. If they fail, they are afflicted with both.