Order of the Crimson

Initially formed when one of the Blood Clerics of the Claret Order was inducted within and trained to their ways, and as a result a new order was born, the Order of the Crimson. Focusing on their gifted ability to utilize blood in numerous ways, of which resulted to a discovery of more powerful techniques that can only be found within their order.

Expanded Blood Curse When you join this order at 3rd level, you gain additional blood curse options. In addition, you learn one blood curse of your choice that does not count towards your blood curse known. The expanded list of blood curse options is detailed at the end of this class.

Blood Pact Starting at 3rd level, you learn a new way to cast your Blood Maledict. Whenever your finish a long rest, you can choose a number of weapons equal to your Wisdom modifier (minimum of 1) and expend a Hit die for each to apply a blood curse of your choice into the weapon. Once you apply your blood curses on all chosen weapons, roll your Crimson Rite die and you suffer damage equal to the roll. The damage you suffer this way also reduces your hit point maximum, but also reduces the damage you take when you activate a Rite on a weapon with a blood curse. As long as you are holding the weapon, you can activate the blood curse on it and when you do so, you don't expend a use of Blood Maledict. The blood curse on the weapon disappears once it has been activated or you finish a long rest.

Hallowed Veins Beginning at 7th level, your blood curses become honed to the fabric of a creature’s essence. Your blood curses can now affect any creature, regardless of their form or lack of blood. In addition, when you amplify a use of your Blood Maledict feature, after rolling the amplify damage you would sustain, you may choose to reroll the die and must use the new roll.

Crimson Maledict Upon reaching 11th level, you gain access to stronger versions of your blood curses. You learn one of crimson curse of your choice detailed at the end of this class. You learn additional crimson curses upon reaching 16th level and another at 19th level. When you use your Blood Maledict, you can choose to invoke a crimson curse instead, expending two uses of your Blood Maledict. You can only invoke each crimson curse once before you must finish a long rest.

Sanguine Adrenaline Starting at 15th level, whenever you roll for initiative and have no Blood Maledict remaining, you regain one use of it. Additionally, when your current hit point is below half of your hit point maximum, you can use your Bonus action to regain to uses of your Blood Maledict. Once you use this ability, you cannot do so again until you finish a long rest.

Master of Blood At 18th level, the time spent honing your ability allows you to instinctively curse your foe. Choose one of your blood curse and you can cast it at an amplified cast it without expending a use of Blood Maledict and if you do so, you always amplify it, following the rules of amplifying a blood curse. At 20th level, you can choose a crimson curse and you can cast it by expending a single use of your Blood Maledict instead of two.