Ashtonium's Revised Blood Hunter v1.1 The Blood Hunter Table Level Proficiency Bonus Crimson Rites Features Blood Curses Known 1st +2 1d4 Hunter's Bane, Crimson Rite - 2nd +2 1d4 Fighting Style, Blood Curses 2 3rd +2 1d4 Blood Hunter Order 2 4th +2 1d4 Ability Score Improvement 2 5th +3 1d6 Extra Attack 3 6th +3 1d6 Dark Velocity 3 7th +3 1d6 Order Feature, Empowered Rites 3 8th +3 1d6 Ability Score Improvement 3 9th +4 1d6 Hardened Soul 4 10th +4 1d6 Grim Psychometry 4 11th +4 1d8 Order Feature, Revoke Wound 4 12th +4 1d8 Ability Score Improvement 4 13th +5 1d8 - 5 14th +5 1d8 Invincible Ichor 5 15th +5 1d8 Order Feature 5 16th +5 1d8 Ability Score Improvement 5 17th +6 1d10 Enduring Form 6 18th +6 1d10 Order Feature 6 19th +6 1d10 Ability Score Improvement 6 20th +6 1d10 Sanguine Mastery 7 Class Features As a blood hunter, you gain the following class features. Hit Points Hit Dice: 1d10 per blood hunter level

1d10 per blood hunter level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per archivist level after 1st Proficiencies Armor: Light armor, medium armor, shields

Light armor, medium armor, shields Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: Alchemist’s supplies Saving Throws: Strength, Wisdom

Strength, Wisdom Skills: Choose two from Athletics, Acrobatics, Arcana, Insight, Investigation, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon or (b) two simple weapons

(a) a light crossbow and 20 bolts or (b) hand crossbow and 20 bolts

(a) studded leather armor or (b) scale mail armor

an explorer’s pack Multiclassing The prerequisites for multiclassing into a Blood Hunter is a Strength or Dexterity score of 13 and a Wisdom score of 13. When you multiclass into blood hunter, you gain proficiency in alchemist's supplies, light armor, simple weapons, and martial weapons. Hunter's Bane Beginning at 1st level, you have survived the imbibing of the Hunter’s Bane, a poisonous alchemical concoction that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track Fey, Fiends, and Undead, as well as on Intelligence checks to recall information about them. If you are actively tracking one of these creature types, you cannot be surprised by any creatures of that type. You can only be tracking one type of creature at a time. 1

Crimson Rite At 1st level, you learn to invoke a rite of

blood magic within your weapon through

means of your occult life force. Choose to learn

one rite from the Primal Rites list below. As a bonus action, you imbue a weapon with the

elemental energy of a known rite, this effect lasts for 1 minute or until the weapon leaves your grasp. While active, attacks from this weapon deal an additional 1d4 rite damage of the chosen elemental type. The rite damage die changes as you gain blood hunter levels, as shown in the crimson rites column of the blood hunter table. If you are wielding two weapons, you can use your bonus action to imbue both weapons with the same Crimson Rite. When a Crimson Rite is activated, you suffer damage equal to your character level, this damage cannot be reduced in any way. This damage is dealt twice if you activate two weapons. Crimson rites can be used on multiple weapons. Most weapons can only be subject to a single rite at any given time. Each end of a polearm or quarterstaff is treated as a separate weapon for the purposes of this feature. A rite can be allowed to fade at any time (no action required). You gain access to an additional Primal Rite at 6th level and 11th level. You may learn an Esoteric Rite at 14th level. Primal Rites Choose from the following: Rite of the Flame (fire damage), Rite of the Frozen (cold damage), Rite of the Storm (lightning damage). Esoteric Rites Choose from the following: Rite of the Corrosive (acid damage), Rite of the Roar (thunder damage), Rite of the Oracle (psychic damage). Fighting Style At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. . Shadar-Kai art by WingBuffet https://twitter.com/wingbuffet https://wingbuffet.tumblr.com Blood Curses At 2nd level, you gain the knowledge of how to further channel your vital essence in order to curse and manipulate your enemies. You gain two Blood Curses of your choice, primeval abilities that allow you to control the life force of yourself, and others. You gain additional Blood Curses of your choice as you gain Blood Hunter levels, as shown in the Blood Curses column of the Blood Hunter table. Creatures that do not have blood are immune to blood curses (DM's disrection). Additionally, when you gain a level in this class, you can choose one of the curses you know and replace it with another curse that you could learn at that level. Some Blood Curses require a saving throw. For these curses, the DC is equal to 8 + your Proficiency bonus + your Wisdom modifier. The Blood Curse options are listed at the end of class description. Blood Hunter Order At 3rd level, you commit to an order of blood hunter martial focus. Choose Order of the Ghostslayer, Order of the Lycan, or Order of the Vampyr, all detailed at the end of the class description. The order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Dark Velocity Upon reaching 6th level, you beckon the surrounding shadows to grant you unnatural dominance on the battlefield. You gain darkvision out to 60 feet, if you already have darkvision, extend it out an additional 30 feet. 2

. Blood Altar by Feng Zhu https://twitter.com/FengZhuDesign https://www.instagram.com/fengzhudesign/ Additionally, whilst in dim light or darkness, all attacks of opportunity have disadvantage against you, and you can use your bonus action to move half your movement speed. Empowered Rites At level 7, any weapons you imbue with a Crimson Rite are considered magic for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. This includes the Lycan and Vampyr's unarmed strikes. Hardened Soul When you reach 9th level, you can no longer become frightened, and you have advantage on saving throws against the charmed condition. Grim Psychometry When you reach 10th level, you gain the ability to meditate on any object, person, creature or artifact and discern lingering evils or wicked pasts that surround them. You can cast the legend lore spell once per day. While this spell details use on any legendary or unique item or person, your use of this spell grants you greater knowledge when specifically used on items created from evil, or for sinister and impure purposes. Revoke Wound At 11th level, you gain the ability to mend your physiology using your occult powers. When a creature lands a critical hit on you while you have a Crimson Rite active, you can use your reaction to turn it into a regular hit. When you do so, your Crimson Rite ends early and must be reactivated on your turn. . Invincible Ichor At 14th level, your life force becomes further empowered as your blood magic entwines with you. You gain resistance to poison damage, and gain advantage on saving throws against the poisoned condition. Additionally, you become proficient in Death saving throws, if this bonus increases any Death saving throw you roll above 20, treat it as if you had rolled a 20. However, it has no effect on rolling a natural 1. Enduring Form At 17th level, your exposure to forbidden magics and the essence of death itself has slowed your mortal clock. You age at a tenth of the rate you normally would, and cannot be aged magically. Though you can still die of old age. Sanguine Mastery Upon becoming 20th level, your ability to harness your pain, and the pain of your foes, is perfected. When you are below half your maximum hit points, all of your Crimson Rite damage rolls are maximized. Blood Hunter Orders There are a handful of secretive orders of blood hunters that guard their cryptic techniques and blasphemous rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their ability will the secrets of the order begin to be revealed. Some even wait a few years before they are sure they want to continue down this cursed path. Either or, it’s within these small, enigmatic sects that the real power of a blood hunter is learned. 3

Order of the Ghostslayer The Order of the Ghostslayer is the oldest and most driven of the orders, having rediscovered the secrets of blood magic and refined them for combat against the scourge of undeath. Ghostslayers seek out and study the moment of death, obsessing over the mysteries of the transition. Some will sit with the terminally diseased to closely witness their passing, while others go so far as to deliberately have a near-death experience, allowing them to tune their body and senses to the ethereal realms beyond. Rite of the Dawn When you join this order at 3rd level, you learn the esoteric rite; Rite of the Dawn. Rite of the Dawn. Your rite damage is radiant type. If you hit an Undead creature with the Rite of the Dawn, it suffers additional radiant damage equal to your Wisdom modifier. At 11th level, any creature you hit with your Rite of the Dawn suffers additional radiant damage equal to your Wisdom modifier. Spectral Step Also at 3rd level, you gain the ability to briefly step into the ethereal plane. At the start of your turn, you can choose to gain a spectral quality, whilst in this form you can move through other creatures and nonmagical objects as if they were difficult terrain, and you are resistant to bludgeoning, piercing and slashing damage from nonmagical attacks. If you end your turn inside an object, you take 1d10 force damage. If you are inside an object when you are no longer spectral, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved. This form lasts until the end of your turn, and you can activate it once per short rest. Mollymauk Art by Jeremy Ruihley https://twitter.com/jeremyruihley https://www.jeremyruihley.com/ Hallowed Veins Beginning at 7th level, your study of the undead lends you superior defenses against them. You cannot be charmed, frightened, or possessed by undead creatures. Additionally, whenever an effect would reduce your hit point maximum, you instead lose a number of hit points equal to the same amount. Finally, your Blood Curses now affect undead creatures, regardless of their lack of form or blood. Supernal Surge Upon reaching 11th level, your connection to the spirit world grows even stronger, allowing you to make swift and deadly strikes against your enemies. When you activate your Spectral Step feature, you gain the following benefits until the end of your turn: You can attack three times when you take the Attack action instead of twice.

Any attack you make against undead creatures has advantage during this turn. If your Rite of the Dawn is active when dealing damage against them, you roll an additional die of radiant damage.

Your speed cannot be reduced by physical or magical means. You can also now activate this ability twice per short rest. Gravesight At 15th level, you can see through magical darkness up to 30 feet, as well as see invisible creatures and objects within 30 feet of you. Vengeful Spirit Upon reaching 18th level, you learn to project your spirit to fight on while on the edge of death. Whenever your hit points drop to 0, you can choose to let your soul emerge from your body to fight on. Your body remains unconscious and subject to death saving throws per normal. At the beginning of your next turn, you manifest a spirit form in your space that picks up your weapons and continues fighting on, acting on your turn and every one of your subsequent turns under your control. Your spirit form has your physical attributes and armor class, as well as your weapons and ammunition, and can move through other creatures and objects as if they were difficult terrain. This form is immune to cold, necrotic, and non-magical weapon damage. Your spirit form has access to all of your abilities, and automatically imbues your weapons with Crimson Rites of your choice the moment they are picked up without suffering damage. If your spirit form takes any damage, if you die, or you regain any hit points, your spirit form vanishes. Once your spirit form vanishes, it drops your weapons in its space. 4

Order of the Lycan Of the many terrible curses that plague the realm, few are as ancient or as feared as Lycanthropy. Passed through blood, this affliction seeds a host with the savage strength and hunger for violence of a wild beast. Those that shun the curse spend their lives burying their wild, bestial urges deep inside. However, the power of a rising full moon makes the curse too strong to resist, and the host transforms into a terrifying animal-humanoid hybrid controlled by murderous impulse. Those that embrace the dark Nature of their curse learn to harness their bestial gifts, but also succumb to the evil, vicious temperament that drives the beast within. The Order of the Lycan is a proud order of blood hunters who undergo “The Taming”, a ceremonial inflicting of lycanthropy from a senior member. These hunters then use their abilities to harness the power of the monster they harbor without losing themselves to it. Through intense honing of one’s own willpower, combined with the secrets of the order’s blood magic rituals, members learn to control and unleash their hybrid form for short periods of time. Enhanced physical prowess, unnatural resilience, and razor sharp claws make these warriors a terrible foe to any evil that crosses their path. Yet, no training is perfect, and without care and complete focus, even the greatest of blood hunters can temporarily lose themselves to the bloodlust. Heightened Senses Starting when you choose this archetype at 3rd level, you begin to adopt the improved abilities of a natural predator. You gain advantage on any Wisdom (Perception) checks that rely on hearing or smell. Hybrid Transformation Upon choosing this archetype at 3rd level, you begin to learn to control the lycanthropic curse that now lives in your blood. As an action, you can transform into your Hybrid form. This form lasts for 10 minutes. You can speak, use equipment, and wear armour in this form. You can revert to your normal form earlier by using an action on your turn. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die. The benefits of this form replace the rules for Lycanthropy within the Monster Manual. You can use this feature twice. You regain expended uses when you finish a short or long rest. While you are transformed, you gain the following features: Tundra Painting by wwSketch https://www.deviantart.com/wwsketch https://wwsketch.artstation.com Feral Might. You gain a bonus to melee damage rolls equal to half your proficiency bonus (rounded down). You also have advantage on Strength checks and Strength saving throws. Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered. While you are not wearing heavy armor, you gain a +1 bonus to your AC. Predatory Strikes. Your unarmed strikes are considered a single weapon in regards to your crimson rite feature. You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make another unarmed strike as a bonus action. Your unarmed strikes deal 1d6 slashing damage. This die increases to 1d8 at 11th level, and 1d10 at 18th level. Cursed Weakness. You have vulnerability to damage from silvered weapons. Bloodlust. Your vulnerability to silvered weaponry leaves you and your allies endangered to the archaic ferocity that lies within you. Whenever you take damage from a silvered weapon, you must make a Constitution saving throw to maintain control. The DC equals 10, or half of the total damage taken from the attack, whichever is higher. On a failed save, you must move directly towards the nearest creature to you and use the Attack action against that creature. If there is more than one possible target, the DM chooses the target. You then regain control for the remainder of your turn. If you are under an effect that prevents you from concentrating (like the Barbarian’s rage feature), you automatically fail this saving throw. Stalker's Prowess At 7th level, your speed increases by 10 feet, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. In addition, your hybrid form gains the Improved Predatory Strikes feature. Improved Predatory Strikes. You gain a bonus to melee attack rolls made with your unarmed strikes equal to half of your proficiency bonus (rounded down). Iron Volition Beginning at 11th level, you’ve honed your bloodstream to douse your animalistic weaknesses. While in your Hybrid form, you are no longer vulnerable to damage from silvered weapons. In addition, your hybrid form gains the Pack Hunter feature. Pack Hunter. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated. Advanced Transformation Starting at 15th level, you learn to unleash and control more of the beast within. Your hybrid transformation now lasts for up to 1 hour. In addition, your hybrid form gains the Lycan Regeneration feature. Lycan Regeneration. At the start of each of your turns, you regain hit points equal to 1 + your Constitution modifier (minimum of 1) if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points or have taken damage from silvered weapons since the end of your last turn. 5

Hybrid Transformation Mastery At 18th level, you have wrestled your inner predator and mastered it. You can now use your hybrid transformation feature three times between rests. You also gain the Unbreakable Hide feature whilst in your hybrid form. Lastly, you gain the Echoing Doom feature. Unbreakable Hide. While not wearing heavy armour, you gain a +2 bonus to your AC. Echoing Howl. As an action, you howl at any number of creatures within 30 feet of you, chilling their blood and stunning them with fear. Any of the target creatures that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If they fail their saving throw by 5 or more, they are stunned until the end of your next turn instead. A creature that succeeds on this saving throw is immune to this ability for the next 24 hours. You can use this ability once per hybrid transformation. Order of the Vampyr The legend of Vampires has been passed down through the generations for as long as mortals have feared the dark. While some believe these tales to be nonsense, only the bravest of adventurers willing to delve into the darkest of catacombs know the truth. Vampires strive to keep their efforts hidden from the greater public, which allows them to enact their plots without attention. The Order of the Vampyr is a coven of blood hunters that hunt down and eradicate any that carry the vampiric gene, using the abilities that vampires possess in order to do so. Through a powerful blood ritual, they drive their bodies to the brink of death and enter a fringe state, never dead but no longer completely alive. Their blood remains untainted with necromantic energy whilst able to mirror the powers of vampires. The members of this order like to restrict themselves to the shadows as well, as time goes on they may find themselves falling to the same vices as their foes. Some retain their mortality for as long as they live, whilst others succumb to the power that awaits in undeath. Rite of the Dark When you join this order at 3rd level, you learn the esoteric rite; Rite of the Dark. Rite of the Dark. Your rite damage type is necrotic. Fangs. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes. This attack deals 1d6 piercing damage and can be imbued with your crimson rite feature. This attacks damage die increases to 1d8 at 11th level, and 1d10 at 18th level. Dark Restoration At 3rd level, your biology has been altered due to its new state of undeath. As a bonus action you can cause a necrotic burst of energy to repair your wounds. You regain a number of hit points equal to 1d8 + your Blood Hunter level, any creatures within 10 feet of you must make a Constitution saving throw or take the same number as necrotic damage, taking half on a success. You can use this ability once per short rest. Vital Strike Upon reaching 7th level, when you reduce a creature to 0 hit points, you regain hit points equal to your Wisdom modifier + half your Blood Hunter level (rounded down). Flit At 11th level, you gain the ability to traverse the air as your progenitors once did. When you use a bonus action to activate your Crimson Rite, you can also grant yourself a flying speed equal to your walking speed. This movement lasts for 1 minute or until the Crimsom Rite ends, at which point you begin falling if you are not stood on solid ground. You can use this ability once per short rest. Vampiric Expertise Upon reaching 15th level, you gain a charge of Vitality whenever you reduce a creature to 0 hit points using a weapon that bears your Rite of the Dark. Your Vitality pool allows you to possess a number of charges equal to your Wisdom modifier + 1. When you make an attack roll, ability check, or saving throw, you can choose to expend one of these charges and add a d8 to your roll. You can do this after you roll but before you know the result of the roll. At the end of a long rest, any remaining charges of Vitality are lost. Bloodless Strike. When you hit an enemy with an attack, you can choose to expend all your charges of Vitality and corrupt the targets life force. They must make a Constitution saving throw. On a failure, they take additional necrotic damage equal to a d8 per charge, they gain a level of exhaustion, and age 1d10 years. On a success, they take half damage and suffer no other conditions. This ability has no effect on undead or constructs. Dracula's Castle by Josh Black https://www.artstation.com/blackhunter 6

Once you have expended your Vitality charges to make this attack, you cannot regain them in any way until after a long rest. Immortal Design At level 18, your powers have reached their unnatural limit. You gain a flying speed equal to your walking speed, whenever you activate your Flit ability, you instead gain advantage on Dexterity saving throws whilst you have a Crimson Rite active. Additionally, whenever you are targeted by an attack roll, or are forced to make a saving throw by a creature you can see within 60 feet of you, you can use your reaction to stun the creature. The creature must make a Wisdom saving throw or become stunned until the start of their next turn as you infiltrate their mind, their attack or spell is wasted. The creature automatically saves if they are immune to being charmed or frightened. You can use this ability once per day. Blood Curses If a blood curse has prerequisites, you must meet them to learn it. You can learn the curse at the same time that you meet its prerequisites. The blood curses are presented in alphabetical order. Archaic Brand As a bonus action, you can mark an enemy within 60 feet of you. Until the end of your turn, all crimson rite damage you deal to the target is doubled. You can invoke this curse a number of times equal to your Wisdom modifier per long rest. Bewitched Vision You can use your action to attempt to cloud the eyesight of one enemy within 30 feet of you. The target must make a Constitution saving throw or be blinded until the start of your next turn. You can invoke this curse once per short rest. Crimson Puppet The moment a creature falls unconscious or dies within 30 feet of you, you can use your reaction to give that creature a final act of aggression. That creature immediately makes a single weapon attack against a target of your choice within its attack range. After the attack, the creature returns to being unconscious or dead. You can invoke this curse once per short rest. . Vampire Art by https://twitter.com/skiorh_art https://www.deviantart.com/Skiorh Cut the Heel Your control of blood and the strength of ichor allows you to control the vitality of others. As an action, you can reach out to a creature within 30 feet of you, they must make a Constitution saving throw. On a failure, damage dealt to the creature ignores resistances and treats immunities as resistances until the start of your next turn. You can invoke this curse once per short rest. Ears of Totality You can understand - but not speak - all languages you can hear. Elemental Endurance Your body allows you to suffer at the hands of the natural world. You gain the ability to use your reaction when taking acid, cold, fire, lightning, or thunder damage to cast the absorb elements spell. You can invoke this curse once per short rest. Fending Impulse Whenever you are forced to make a Dexterity saving throw, you can use your reaction to force your body to move with inhuman physical prowess. You can choose to gain a bonus to the initial saving throw equal to your Wisdom modifier (minimum of 1) after rolling the initial saving throw but before you know the result. You can invoke this curse once per short rest. Fortify Pre-requisite: 7th level As a bonus action, you can choose to bolster the power of your being and grant yourself proficiency in a saving throw of your choice. This resilience lasts for 1 minute. You can invoke this curse once per long rest. Fortify Inspired by: DmSilverbass' Hunter Class, the Demon Slayer subclass has a Hunter's Technique with this same name and similar feature. Gift of Solace You can use your action to touch a living creature that has 0 hit points and revive it. The creature becomes stable, similarly to the spare the dying cantrip. 7

Hateful Pace Pre-requisite: 11th level, Order of the Lycan Whenever you take the Attack option on your turn while in your Hybrid form, you can attack three times instead of twice. Hypnotic Veil Pre-requisite: 15th level, Order of the Vampyr As an action, you can target a humanoid you can see within 30 feet of you. The target must make a Wisdom saving throw or be charmed by you for the next 24 hours, or until a remove curse spell is cast on it, the charmed condition is removed from it, you use this feature again, or if you or your companions do anything harmful to the creature. A creature that succeeds on this saving throw is immune to its effects for the next 24 hours. At the end of the 24 hours, the creature is no longer charmed but is unaware they were charmed at all, and considers any actions they took while under your command as ones they themselves decided to partake in. You can invoke this curse once per long rest. Ideal Physique You gain proficiency with the Acrobatics and Athletics skills. Life Drinker Pre-requisite: Order of the Vampyr Whenever you make a Bite attack whilst your Rite of the Dark is active, you regain hit points equal to the necrotic damage dealt. Additionally, you crit with your Bite attack on a roll of 19-20. Lifegiver Pre-requisite: 5th level, Order of the Ghostslayer You gain the ability to cast the life transference spell once per short rest. Lycanthropic Longevity Pre-requisite: 5th level, Order of the Lycan Whenever you regain hit points while in your hybrid form, you can open your form to the magic that mends you. Treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you. This feature does not activate if you have taken damage from a silvered weapon since the end of your last turn. Battle Mage Art by https://twitter.com/skiorh_art https://www.deviantart.com/Skiorh Mastery of Form Your blood contains the power to produce its own oxygen at will, you can hold your breath for a duration equal to your Constitution modifier x 10 minutes. Mortal Purgation Pre-requisite: 3rd level As an action, you can touch one willing creature and end one disease or condition afflicting it similarly to the lesser restoration spell. You can invoke this curse once per short rest. Pact of Hatred As a bonus action, you link yourself to a creature within 30 feet of you for up to a minute, forcing them to share in the pain inflicted upon you. The next time you are damaged by an enemy creature, the curse deals necrotic damage to the cursed creature equal to half of the damage you suffered. This curse then ends. You can invoke this curse once per short rest. Pierced Mind Pre-requisite: 8th level You gain the ability to forcefully tap into the mind of a creature and sift through its memories. You can use an action to force a creature you touch to make an Intelligence saving throw. On a failure, you gain all of the creatures memories from the past 24 hours and the creature is stunned until the end of your next turn. On a success, you and the target take 3d6 psychic damage. You can invoke this curse once per long rest. Scarlet Binding You can focus your attention on the vitals that run through the veins of your enemies. As an action, you attempt to bind a humanoid that you can see within 30 feet of you. The target must succeed on a Constitution saving throw, on a failure they are paralysed until the end of your next turn. You can invoke this curse once per short rest. Scarlet Prison Pre-requisite: 15th level As an action, you can target a beast, giant, or monstrosity and force them to make a Constitution saving throw. On a failure, they are paralysed until the end of their next turn. You must finish a long rest before you can use this curse on the same creature again. 8

Shelter of Virtue Pre-requisite: 11th level, Order of the Ghostslayer Once per day as an action, you can activate a barrier of pure energy around yourself, the barrier has a 10-foot radius and moves with you. Whilst active, undead creatures cannot move or reach through the barrier, if you move so that an undead creature is forced into the barrier, this curse ends. This curse lasts for 1 minute. Smoke Stride Pre-requisite: 7th level, Order of the Vampyr When you are reduced to 0 hit points, you can choose to take form as a wispy fog or a swarm of bats as you push your vitality beyond its normal limits. During this time you are still considered unconscious and must make death saving throws. However, you have a flying speed of 20ft., you do not provoke opportunity attacks when you move, and you do not immediately fail Dexterity saving throws. This transformation lasts until you are dead or regain 1 hit point. You can invoke this curse once per long rest. Rite of Sundering Pre-requisite: 5th level When an enemy casts a spell within 60 feet of you that requires a spell attack roll and targets you, you can use your reaction to rend the spell from the air, imposing disadvantage on the spell attack roll. You can invoke this curse once per short rest. Touch of the Foul Pre-requisite: 5th level When you hit a creature with a weapon attack that bears your Crimson Rite, you infect the creature with impurity, they are poisoned for 1 minute. An affected creature can make a Constitution saving throw at the end of each of their turns, ending the effect on a success. You can invoke this curse once per short rest. Voice of the Forgotten Pre-requisite: 9th level, Order of the Ghostslayer Your connection to the great beyond makes you a medium for those that have fallen. You gain the ability to cast the speak with dead spell at will. Sybilla Surana by https://needlesslycryptic.tumblr.com https://www.instagram.com/needlesslycryptic/ 9