Order of the Bloodletter | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Order of the Bloodletter

The Order of the Bloodletter like the Order of the Ghostslayer, are the two founding orders of the Blood Hunters. Having originally rediscovered the secrets of blood magic and refined them for combat against the scourge of undeath. The Order of the Bloodletter decided to use their newfound blood magic to hunt those who consume the very essence of their magic. This has caused members of this order to revel in bloodshed. They love tracking down creatures like vampires, chupacabras or any other vampiric creatures that roam the world.    

Blood Curse of Hemorrhaging

At 3rd level when you join this Order you learn the blood curse, Blood Curse of Hemorrhaging.
Blood Curse of Hemorrhaging:
Whenever a creature within 30 feet of you hits a creature that you can see and draws blood, you can use your Reaction to hemorrhage the wound. The creature must make a Constitution saving throw or take additional necrotic damage equal to your Hemocraft damage die on a fail, or half as much on a success. This curse ignores necrotic resistance.
  • Amplify: This curse deals additional necrotic damage equal to your Intelligence modifier.
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    Life Through Blood

    At 3rd level when you join this Order you always Amplify any Blood Curse you use. However, you also gain Temporary Hit Points equal to the amount of damage taken in order to Amplify a Blood Curse or to cast a Crimson Rite. Temporary Hit Points gained in this way can stack meaning damage taken from Amplifying a Blood Curse or casting a Crimson Rite do not subtract from the Temporary Hit Points as part of their costs of casting, instead always directly affecting your hit points. You cannot gain Temporary Hit Points from sources other than this feature and any healing you receive while you have Temporary Hit Points is halved. In the event you would reduce yourself to 0hp from Amplifying a Blood Curse, casting a Crimson Rite or using your 18th level class feature, you fall unconscious and lose any remaining Temporary Hit Points.    

    Rite of the Ooze

    At 7th level whenever you activate a Crimson Rite the damage you take is halved. Additionally, you learn the Rite of the Ooze primal rite.
    Rite of the Ooze: Your rite damage is acid damage. While the rite is active, you gain the following benefits:
  • You can make a ranged spell attack on a creature within 30 feet of you using the weapon's attack modifier or your spell attack modifier whichever is higher. On a hit, the attack deals 2 Hemocraft die of acid damage. You can make this special attack a number of times equal to your Intelligence modifier, afterwards the damage is reduced to 1 Hemocraft die. You can suffer the rite casting damage again as a Bonus Action to restore the maximum damage potential of the special ranged attack.
  • Once per turn, when you hit a creature with an Attack using the rite weapon or the ranged rite attack, they must make a Constitution saving throw. On a fail, at the end of each of the creature’s turns, it takes 1d6 acid damage unless it or a creature within 5 feet of it uses its Action to wipe off the acid.
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    Brand of Exsanguination

    At 11th level your Brand of Castigation ruins the branded creature's ability to heal. Creatures that you brand cannot regain hit points due to the Regeneration feature. If a creature you've branded is healed by magic the healing received is halved, if it attempts to heal by drinking a potion the brand converts the healing into poison damage. As an Action, you can choose to end your Brand of Castigation early and if you do, you force the branded creature to make a Constitution saving throw. On a fail, the brand forcibly expels the branded creature’s blood from its open wounds, mouth, ears and eyes dealing 4d8 necrotic damage and stunning them. On a success the creature takes half damage and is not stunned.    

    Essence Drain

    At 15th level you learn the spell Vampiric Touch. When you cast the spell, you regain hit points equal to the full damage dealt as opposed to half if the target creature has blood and you can cast it with a range of 30 feet if your intended target does not have its full hit points. You can cast this spell Intelligence modifier times per long rest. Additionally, whenever you hit with the first melee weapon attack of your turn, you can forgo your Extra Attack to instead cast Vampiric Touch as a Bonus Action.    

    Sanguine Evisceration

    At 18th level you channel your Hemocraft magic into your heart to prepare it for a massive, final beat. You can only use this feature once per long rest and only when you have 25 hp or less remaining. As your Action you reduce yourself to 0 hp by expunging the last of your blood in a burst of red mist in a 60-foot sphere centered on yourself, you fall unconscious but do not fall prone and cannot be healed by sources other than this feature when rendered unconscious in this manner. Creatures within the sphere can make a Dexterity saving throw to avoid being coated in your blood. On a success, only a small portion of your blood spatters on them. You can choose creatures to not be affected and creatures without blood, like constructs and certain undead, are immune to this feature. At initiative count 1 of the same round you activated this feature, your Hemocraft magic allows your blood to seep into the affected creature(s), convert their blood into yours and draw it back into your body to restart your heart. All creatures that made the Dexterity save take irresistible necrotic damage equal to your Hemocraft die times your Blood Hunter level (18d10 at 18th level), or half as much if they succeeded their Dexterity saving throw. You heal for the amount rolled and if you healed over half your maximum hit points you regain 1 use of your Blood Maledict and the Rite of Viscera is immediately applied to your currently equipped weapon.


    Created by

    Lord Mcberry.

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