Blood Hunter
Base Class: Blood Hunter

While most Bloodhunters tackle monsters, the Order of the Pantheon's Plague have taken a different approach and utilize their Bloodmagic to destroy monsters at their source, the Gods who created them. They are strong in the belief that no being of evil alignment should be in such a position of power, and aim to destroy their place in the world's pantheon, even if it means sacrificing their own lives to do so.

The Order of the Pantheon Plague take after Paladins and Clerics in the sense that they are in tune with the Gods, they might even swear an oath of their own to assume greater power in their persuit of tearing down an evil deity.

Support and Sacrifice

You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your bloodhunter level × 5. In the event that you don't have enough health in your pool, you can roll your Hemocraft die and add the result to your healing pool while taking the same amount of damage yourself.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Support and Sacrifice, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Spellcasting

Beginning at 3rd level, your order grants you access to divine spells often used by Paladins. You gain 2 first level spell slots.

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your blood hunter level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

Hemocraft Smite

Upon reaching 7th level, when you hit a creature with a melee weapon attack, you can expend a spell slot to deal 2d8 smite damage on top of your weapon damage and any Crimson Rite or Blood Curse damage that would've been dealt that turn. You can choose the smite's damage type from any of your known rites. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell slot level higher than 1st, to a maximum of 4d8.

You can further empower Hemocraft Smite up to a total of 10d8 smite damage without the need for a higher level spell slot, but doing so will come at another price. All of that damage must come from your own blood. In the event that the target takes 5d8 extra damage from your smite, you must take 1d8 damage yourself. 6d8 smite damage will cause you to recieve 2d8 damage, and so on.

Brand of Damnation

Beginning at 11th level, your Brand of Castigation now exposes your foe's true self. If the branded creature is of evil alignment or worships a Deity of evil alignment, attacks made against them will critical hit on a 19 or 20 when rolling to attack. 

If the target is of good or neutral alignment or worships a Deity of good or neutral alignment, persuasion, perfomance and deception checks made against that creature have advantage.

Blood Curse of the Celestial Sickness

At 15th level, you’ve honed your hemocraft into a terrifying plague that can kill any living thing, including Gods. You gain the Blood Curse of the Celestial Sickness for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

If you successfully land a melee weapon attack on a creature with Crimson Rite active and use 10d8 on your Hemocraft Smite, you can cast this blood curse as a bonus action and inflict the attack's target with Celestial Sickness. Creatures infected with the Celestial Sickness:

  • Take 6d8 poison damage upon being infected
  • Take the poisoned condition
  • Are unable to heal during short or long rests
  • Take 4d8 poison damage once per day.
  • Are able to spread the disease to any other being they come into contact with.

Affected creatures can use an action to make a constitution save with a DC of 17 + your Hemocraft die roll upon being infected or when taking their daily 4d8 poison damage. Other creatures can attempt to make a medicine check in hopes of healing the affected creature with a DC of 16 + your Hemocraft die roll. Failing this medicine check will result in the supporting creature being infected with Celestial Sickness. 

  • If the infected creature is of good alignment, constitution and medicine checks made to try and cure them will have advantage. Good-aligned creatures are also less susceptable to Celestial Sickness.
  • If the infected creature is of evil alignment, constitution and medicine checks made to try and cure them will have disadvantage. Evil-aligned creatures are also more susceptable to Celestial Sickness.

Infected creatures who die while infected can not transmit the disease to other creatures, even if creatures make physical contact with the infected creature's corpse.

The only thing that works as a cure 100% of the time is a cast of Support and Sacrifice from a Bloodhunter of the Order of the Pantheon's Plague. A single touch can banish the Celestial Sickness from an infected person's body.

Amplify. Celestial Sickness becomes even more powerful and gains the following features.

  • Creatures infected with Celestial Sickness can now transmit Celestial Sickness after death.
  • Creatures killed by Celestial Sickness carry the illness into their afterlife, allowing deities and more other-worldly beings to be more susceptable to the illness.
  • Good-aligned creatures are now immune to Celestial Sickness unless they are infected by the Pantheon's Plague Bloodhunter.
  • Bad-aligned creatures now take 6d8 poison damage daily.
  • All infected creatures will take poison damage equal to half the damage the Bloodhunter takes until they are either cured or killed.

Note: You do not gain experience points from all people killed by the Celestial Sickness. Only the first five infected creatures to die to your plague will grant you any EXP.

Activating a Blood Curse requires a use of your Blood Maledict feature.

The Plague's Arsenal

Upon reaching 18th level, you gain another known Crimson Rite of your choice for every God or Godlike entity you infect with Celestial Sickness.

Rite of the Arcane

Your Rite damage is Force type.

Rite of the Corrosion

Your Rite damage is Acid type.

Rite of the Dawn

Your Rite damage is Radiant type.

Rite of the Dead

Your Rite damage is Necrotic type.

Rite of the Flame

Your Rite damage is Fire type.

Rite of the Frozen

Your Rite damage is Cold type.

Rite of the Hammer

Your Rite damage is Bludgeoning type.

Rite of the Lance

Your Rite damage is Piercing type.

Rite of the Oracle

Your Rite damage is Psychic type.

Rite of the Plague

Your Rite damage is Poison type.

Rite of the Roar

Your Rite damage is Thunder type.

Rite of the Storm

Your Rite damage is now Lightning type.

Rite of the Sword

Your Rite damage is Slashing type.

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