Blood Hunter
Base Class: Blood Hunter

For some, the dark alchemical taint of the Hunter's Bane is only the beginning. Members of the Order of the Impure seek to further this corruption by imbibing mysterious and poisonous elixirs. They embrace the impurity, turning it into power and using it to their advantage. A blight upon their enemies, Blood Hunters of this order utilize causticity and corruption to strengthen themselves and melt through their foes. Their Corrosive ichor is remarkably effective against constructs, but is just as capable of melting through flesh. 

Rite of the Ruined

When you join this order at 3rd level, you learn the Rite of the Ruined primal rite (detailed below).

Rite of the Ruined. Your rite damage is Acid damage. While the rite is active, you gain the following benefits:

  • You are immune to poison damage.
  • You have resistance to acid damage.
  • Your weapon deals one additional hemocraft die of rite damage when you hit a Construct.

Tainted Veins

Beginning at 3rd level, your blood becomes so caustic that merely splashing it upon your foes is enough to cause them harm. When you take damage from a melee attack, you may use your reaction to deal one hemocraft die of Acid Damage to your attacker. You can use this ability a number of times per long rest equal to your Proficiency Bonus. 

Ichor of Malediction.

Upon reaching 7th level, your blood curses and crimson rites have become refined and empowered by your blood's corrupted essence. The damage you take when amplifying your blood Maledicts is halved. Additionally, Rite of The Ruined now deals extra acid damage equal to your Intelligence modifier, and Acid damage you deal ignores resistance.

Brand of Defilement

Beginning at 11th level, your Brand of Castigation now eats away at the victim both physically and spiritually, leaving them vulnerable to your Crimson Rite. Whenever you damage a branded creature with your Crimson Rite, your weapon deals one additional hemocraft die of rite damage. In addition, the branded creature has disadvantage on attack rolls. 

Blood Curse of Deterioration

At 15th level, you’ve honed your hemocraft to erode the strength and spirit your enemies from within, making your attacks yet deadlier. You gain the Blood Curse of Deterioration for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

 

Blood Curse Of Deterioration: 

As a bonus action, you can choose one creature you can see within 30 feet of you. The target creature is now vulnerable to Bludgeoning, Piercing, and Slashing damage until the end of your turn.

Amplify. This curse lasts until the start of your next turn. 

Perfect Corruption

Upon reaching 18th level, your corruption becomes so powerful that it eats away at the very souls of your foes, and any attempts to poison you are less than useless. When you hit an enemy with an attack, they must make a constitution saving throw or be poisoned for 1d4 rounds, even if they are otherwise immune to the poisoned condition. Creatures that are normally immune to the Poisoned condition have advantage on this saving throw. Additionally, you become immune to the Poisoned condition, and when your are subjected to poison damage, you take no damage and instead regain hit points equal to the poison damage dealt.

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