Order of Old Medicine
Rite of Malady
When you join this order at 3rd level, you learn the Rite of
Malady esoteric rite (detailed below).
Rite of Malady. Your rite damage is poison damage. While
the rite is active, you gain the following benefits:
You can't gain disadvantage on attack rolls from having any
condition.
Whenever you take damage from one of your Blood Hunter
features (including this one), you can cause a creature
other than you within 30 feet to regain hitpoints equal to
the damage taken.
You treat immunity to poison damage as resistance.
Poison Specialist
By 3rd level, you gain a measure of control over the caustic
energy coursing through you. You can use Alchemist's
Supplies for any check that would require a Poisoner's Kit.
When you make a saving throw against a poison, you gain
advantage against any subsequent saving throws against it for
a year and a day. Additionally, you learn the method of it's
creation if applicable.
Confidant of Refuse
At 7th level, you can infuse the culprits of decomposition with
limited sentience. You can cast the Speak with Plants spell at
will, but the can effect plants that have been dead for less than
a year. Additonally, you have advantage on Charisma checks to
influence creatures of the fungi type.
Brand of Consumption
At 11th level, you add a dark aperture to your Brand of
Castigation, allowing vitality to spill through. Whenever a
friendly creature other than you hits the branded creature
with a weapon attack, you can roll a hemocraft die. The
branded creature takes necrotic damage equal to half the die
roll(rounded down), and the friendly creature regains hitpoints
equal to the damage dealt.
Blood Curse of Inherited Ails
Starting at 15th level, you can transfer the burden of an
affliction, using your blood curse. You gain the Blood Curse of
Inherited Ails for your Blood Maledict feature. This does not
count against your blood curses known.
Plaguebearer
At 18th level, you become a conduit to the forces of
decomposition. You gain the following benefits:
Your Rite of Malady feature ignores resistance to poison
damage.
Whenever a creature within 10 feet hits you with an attack,
they must make a Constitution saving throw against your
hemocraft save DC. On a failed saving throw, they are
poisoned until the end of their next turn. While poisoned in
this way, the creature can't regain hitpoints and takes 1d4
poison damage each time it makes an attack roll.
While you are poisoned, you gain temporary hitpoints
equal to your blood hunter level at the start of each of your
turns.
Blood Curse of Inherited Ails
As a bonus action, you can purge a creature using your
blood curse. You can end one of the following conditions on a
creature in exchange for suffering it's effects until the start of
your next turn: Blinded, Deafened, Stunned, Petrified,
Paralyzed, Poisoned or Restrained.
Amplify. You can force a creature within 30 feet to make a
Charisma saving throw. On a failed save, they suffer the ended
condition instead of you until the end of their next turn.
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