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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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