The Order of the Shackled Blood

The order of the Shackled Blood mostly poaches talented members that formed the strongest bond to their blood, from the other orders and don't recruit members themselves, but they are a valued ally to other orders as they support them in their most difficult missions.



The order of the Bounded Blood uses their blood to form connections to their ally to strengthen them and themselves. They make exceptional leaders of small strike teams and can improve already remarkable fighters.

Blood Bond

When you join this order at 3rd level you can choose one ally after a short or long rest that imbibes a drop of your blood that is now considered blood bound to you.

If a blood bound ally reduces a creature to 0 hit points you can use your reaction to transfer the life energy over the connection to heal yourself equal your character level + your Constitution modifier.



Any effects and abilities that need a creature to be blood bound can only be benefitted by when you are within 30 feet of it.



At 11th level, you can bind up to two, and at 18th level, up to three allies.

Influenced Bloodline

At 3rd level, select the type of power that made you survive the imbibition of the Hunter's Bane, it takes on form in your bonds.



You can select one of the following bonds:

Arcane Bond

Your arcane blood is an exceptional conduit for the arcane energy of your Crimson Rites you if a blood bound ally makes a weapon attack you can use your reaction to take damage and reduce your maximal hit points equal to your character level, to activate one of the Crimson Rites you know on a allies weapon of its choice. Rite damage is magical and lasts until you drop (or throw) the weapon or until the end of your next turn.

Divine Bond

A drop of divinity innately protects those who fight with you. If a blood bound ally is being attacked or targeted by an effect you can use your reaction to take damage and reduce your maximal hit points equal to your character level until your next turn to increase a blood bounds ally's AC or Saving Throws by your Proficiency Bonus until the end of your next turn.













Eldritch Bond

Your blood has somehow been affected by otherworldly being and helped you to survive the Hunters Bane and is now affecting your Blood Bonds in weird ways. You gain the following benefits:

Eldritch Grasp You can use your bonus action to take damage and reduce your maximal hit points equal to your character level to make an enemy within 10 feet of a blood bound ally do a Consitution Saving Throw, the DC is [8 + your Constitution Modifier + your Proficiency Modifier] if it fails it gets entangled by shadowy vines or tentacles and is considered grappled and restrained. At the end of each of its turns, the target can make a Strength saving throw. On a success, the effect ends on the target.

You can use your bonus action to take damage and reduce your maximal hit points equal to your character level to make an enemy within 10 feet of a blood bound ally do a Consitution Saving Throw, the DC is [8 + your Constitution Modifier + your Proficiency Modifier] if it fails it gets entangled by shadowy vines or tentacles and is considered grappled and restrained. At the end of each of its turns, the target can make a Strength saving throw. On a success, the effect ends on the target. Shadow Drift You can use your bonus action conjuring shadowy mist to teleport a willing blood bound ally up to 30 ft. You can do this a number of times up to your Constitution modifier.

Bidirectional Flow

At 7th level, you learn to influence the flow of energy in your bond in the opposite direction.

You can encourage a blood bound ally to use their reaction on your turn to concentrate the crimson energy on an enemy within 10 feet of them. All crimson rite damage dice on attacks on this enemy are doubled and you split the crimson rite activation damage among you (the blood bound ally doesn't reduce their max HP and if the amount is an odd number you take the higher amount).

If a blood bound ally gets healed, you can expend a hit die to immediately gain temporary hit points equal to the amount of healing your ally received.

Conglomeration of Descendance

It seems that your bonds grow even stronger with use.

Based on your initial influence you gain the following benefit:

Celestial Ministration

Your divine blood has awakened and your protective bond offers additional benefits to those who are blood bound to you.

Whenever one of your blood bound allies drops to 0 hit points they get instantly stabilized this happens a number of times equal to your Wisdom modifier per short rest.

Also, one of your blood bound allies is healed by half of any damage you take from activating crimson rites or amplifying blood maledicts every time you use these abilities.

Additionally, when you've bound at least one creature to you, a divine halo appears above your head, emitting up to 20 feet magical bright light and the same amount of dim light. The range can be modified by you as a free action.