Blood Hunter 2020: Order of the Phlebotomist

Also known as Transfusionists, these Blood Hunter doctors and healers know that the worst monsters are often inside us: malady, sin, incompetence. They seek to learn what they can from the biology of monsters and vaccinate the world from threats that may not be obvious at first glance, like parasites, toxins, plagues, humanoid cultists, and ignorance of the proper precautions.

Order of the Phlebotomist Features

Blood Hunter level Feature 3rd Blood Ministration 7th Collected Specimens 11th Brand of Vitality 15th Blood Curse of Purity 18th Improved Blood Ministration

Order Features

Blood Ministration

At 3rd level, you become immune to disease and gain the Insight and Medicine skills if you don't already have them.

Additionally at 3rd level, you can use your bonus action to touch a creature and heal it a number of Hit Points equal to one roll of your hemocraft die, or cure one disease it has.

You can use this feature once. You regain use of this feature whenever you take a short or long rest, but you can also regain use of it, and gain Advantage to your next Insight or Medicine Check before the end of your next turn, by losing a number of Hit Points equal to one roll of your hemocraft die, or when you roll a critical hit with a weapon affected by your Crimson Rite.

Collected Specimens

By 7th level, you've collected a variety of fluids, humors, secretions, and oils which, when injected into the bloodstream, alter the body in surprising ways.

When you use your Blood Ministration feature, you also choose one of the following options, and the creature you touched gains that option, which lasts for 1 minute:

The creature gains a natural weapon which it can use to make one melee weapon attack as a bonus action after it takes the Attack action, using its choice of Strength or Dexterity for the attack and damage rolls. The natural weapon's damage die is the same as your hemocraft die. The natural weapon can have a Crimson Rite placed on it by its owner.

The creature gains +1 AC while it is not wearing Heavy Armor.

The creature can Dash or Disengage as a bonus action, and has a climbing speed equal to its walking speed.

The creature gains a skill of your choice.

A creature can only have one of the above options at a time.

Brand of Vitality

Starting at 11th level, you heal a number of Hit Points equal to your Intelligence modifier each time you hit a creature branded by your Brand of Castigation with a weapon affected by your Crimson Rite.

Blood Curse of Purity

At 15th level, you learn the Blood Curse of Purity, which doesn't count against your number of blood curses known.

Blood Curse of Purity

Prerequisite: 15th level, Order of the Phlebotomist

As a bonus action, you can choose a creature within 30ft, and remove one level of exhaustion, the blinded, charmed, deafened, frightened, paralyzed, petrified, or poisoned condition, or all diseases it has from it.

Amplify. You can instead choose a corpse. A targeted creature that has died in the last hour is also resurrected at 1 Hit Point. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

Improved Blood Ministration

Starting at 18th level, your Blood Ministration feature heals an additional number of Hit Points equal to your Intelligence modifier.

Also starting at 18th level, creatures can now have more than one of the options of your Collected Specimens feature at the same time, but can only have each option once at any given time.