Blood Hunter: Order of Old Medicine

The powers governing the cycle of life tend to be seen as ambivalent; if not directly benevolent by most of it's adherents. But the hunters who join this order willingly seek out and even master the most sinister aspects of the cycle of life. The witch doctors, shamans, and green knights that ascribe to this Order understand that withering is the next natural step of burgeoning. They treat themselves as simply a means to keep this cycle running smoothly, sacrificing the vitality of self and foe through their unique brand of hemocraft magic to this end.

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.