When you chose this class, select an enemy type from the Chosen Prey list, and gain the bonus from the list. At level seven, you gain the Blood Curse of Burning Hatred. At level eleven, you gain the Mark of the Monster class feature. At level fifteen, you gain the Torrent of Blood class feature. At level eighteen, you may add an additional enemy type from the Chosen Prey list, and you gain the Descent into Darkness class feature. 

Chosen Prey

When you join this order at 3rd level, and again at 18th level, you may chose a prey from the list below (detailed below).

Aberration- You are sworn to slay alien beings from other worlds and other realms, casting them back to their world or into the grave. 

Beast- The animals of the wild are as much of an evil as the monsters of the night, and you will kill them just the same. 

Celestial- Even angels may bow to the darkness, and you will cast them into the light once more. 

Construct- Machines of evil are damned just like their maker, and should be judged as such. 

Dragon- Often a sigil of evil, the hunters will now become the prey of the scourge. 

Elemental- Beings from the planes of the elemental chaos shall be shown the true chaos of blood through your hands. 

Fey- Even beings as old and arcane as the fey can be brought to their knees, but the only purpose for this is to sever their heads easier. 

Fiend- Beings from the evil realms, you will show them what true torture is. 

Giant- The largest of creatures fall, and you shall bring them down. 

Humanoid- The greatest of evils often come from men themselves, and even they must be punished. 

Monstrosity- Horrid monsters that do not belong on the material plane, they will not be on the plane once you are finished. 

Ooze- mindless creatures who consume all, they must be stopped by you before everything is gone. 

Plant- Nature itself can be twisted towards evil, burn it back to righteousness. 

Undead- One of the oldest nightmares of the multiverse, the living dead. Send them to their final slumber. 

 

 

 

Blood Curse of Burning Hatred

Blood Curse of Burning Hatred

As a bonus action, you may select a creature within 30 feet of you to curse with Burning Hatred. As long as the creature has the Burning Hatred curse, when it attacks, it takes damage equal to your Crimson Rite Damage Die, you roll this damage, this damage is magic fire damage. The curse ends if the cursed creature does not attack during its turn, or you may end the curse with a bonus action. 

Amplify. The damage done is instead equal to twice your Crimson Rite Damage Die (roll the die twice), and the curse ends only if the cursed creature goes two turns without attacking. 

Mark of the Monster

 

Mark of the Aberration- A tattoo of a mass of swirling tendrils and eyes appear on you. Now, whenever you are dealt psyching damage from a creature, you may instantly counter attack, dealing psyching damage equal to the damage you took to the creature. 

Mark of the Beast- A tattoo of a howling wolf in the paw of a bear appears on you. Now, whenever you roll a critical hit when making a melee attack, you gain an additional attack that must be used on the same target. 

Mark of the Celestial- A tattoo of feathers falling around a sunset appears on you. Now, you fall at half speed, and you take half fall damage. 

Mark of the Construct- A tattoo of a broken gear appears on you. Now, you gain +2 ac and have resistance to necrotic damage from non-magical sources.

Mark of the Dragon- A tattoo of a pair of dragon wings appears on you. Now, when you are dealt damage, you gain resistance to damage of that type, you may only have one resistance from this at a time and may exchange resistances if you would gain a new one while you already have one. 

Mark of the Elemental- A tattoo of four circles, each containing an elemental symbol appears on you. Now, you may move through rough terrain and water without penalty.

Mark of the Fey- A tattoo of a twisting branches surrounding a cat's eye appears on you. Now, you are immune to frighten and charm. 

Mark of the Fiend- A tattoo of blurred abyssal and infernal text appears on you. Now, when you are dropped to 0 health, you release a "death burst." All creature besides you in a 10 ft. radius are attacked equal to your Crimson Rite Damage Die. Damage dealt this way is magic fire damage and this effect can only occur once per day. 

Mark of the Giant- A tattoo of three mountains appears on you. Now, your strength is increased by 3 and the range you may throw objects is increased by 10 ft. 

Mark of the Humanoid- A tattoo of basic geometric shapes appears on you. Now, after each long rest you may chose to appear as any humanoid race. This will be a believable illusion but will not physically alter you. Any creature may attempt to see through the illusion. If they pass a dc 15 wisdom (insight) check, then they can see through the illusion. 

Mark of the Monstrosity- A tattoo of six reaching arms radiating out from a gaping mouth appears on you. Now, when you make an attack of opportunity, you deal an additional attack. 

Mark of the Ooze-  A tattoo of fluids dripping from a ledge appears on you. Now, you gain resistance to bludgeoning damage from non-magical sources, and cannot be poisoned or harmed from food or drinks. 

Mark of the Plant-  A tattoo of spiraling withered flowers appears on you. Now, you may use an action to gain life equal to your Crimson Rite Damage Die. 

Mark of the Undead- A tattoo of an inverted symbol of a god or goddess of life appears on you. Now, you cannot become exhausted. 

Torrent of Blood

When you attack, you may pay life to gain an additional attack. Roll the die of your Crimson Rite Damage Die, then lose life equal to the roll. You may do this any number of times and gain an additional attack for each one. After you use this ability, you cannot use it again until you finish a long rest. 

Descent Into Darkness

As a being of evil, your alignment now become evil. If you were lawful, you are lawful evil, and so on. Additionally, you gain +2 strength and dexterity and your maximum strength and dexterity are increased by two each. Once a day, when you die, your spirit attacks the closest living creature. They must pass a dc 20 constitution save, or else their soul is destroyed and their body is morph into what your body was and you possess this new body. If the target is evil aligned, they have disadvantage on the save. 

Grasp Of Darkness : Target a creature within 60 ft. You cut your self and allow your corrupted blood to rush towards them. Roll your Crimson Rite Damage Die and taking damage equal to the roll, then the target must make a dc 25 dexterity (acrobatics) check, or else they take 20d8 magical necrotic damage. You may activate this ability three times, then you must finish a long rest to recover the uses. Any unused uses are wasted once recovered. 

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