Dragon You perform a draconic ritual on the vial. When you drink this heated red blood your skin grows tough scales, giving you a +3 bonus to your AC, and as an action you may exhale a 30 foot cone of flame. Those caught in the cone must succeed on a dexterity saving throw or take 2d10 fire damage.

Celestial You perform a holy ritual on the vial. When you drink this humming blue blood you gain wings of pure light, a flight speed of 45 feet, and when you take an attack action you may shoot feathers from them as a ranged weapon attack, with which you are proficient, that deals 2d8+your Dexterity modifier in radiant damage.

Aberration You perform an otherworldly ritual on the vial. When you drink this glowing purple blood, you are under the effect of the Blink spell, but you can choose to pass the roll to go to the ethereal plane, and gain advantage on the first attack you make upon returning to the space you vanished from.

Upon reaching 17th level, you have learned of an obscure ritual to infuse normal blood with power. Choose one type of blood from below, you can perform an hour long ritual over the course of a long rest to create a vial of blood that when you drink gives you the effect listed under your chosen type. You can only ever have one vial of this blood, and performing the ritual on another vial makes the other one mundane.

When you 11th level you have become more accustomed to rushing. Drinking blood is now only a bonus action, and you may now use the improved versions of your rush effects. Additionally, your detailed study of the flow of blood allows you to stop bleeding effects with a reaction, and you gain proficiency in medicine.

Monstrous bloods are volatile, while under their effect you lose maximum health as if activating your crimson rite. Additionally, you may be under the effect of two beat blood effects, but once you do so you must finish a long rest before you can do so again.

At 7th level you can stomach more potent types of blood, by mixing the blood of different beasts, or by bleeding the corpse of a monstrosity directly you may make a vial of monstrous blood. This blood can be used to gain an effect listed under the monstrosity blood effects. After you use one of the effects, you must finish a short rest before using one again. At 12th level you may do it twice before a short rest, and at 17th level the number is increased to 3.

The effects last for 1 minute, and you may only be under one such effect at a time, and entering the effect of another vial will end the one you are currently under. You may only rush as many times as your Constitution modifier + half your Blood Hunter level rounded up(minimum of 1).

At 3rd level you can begin rushing on blood, at this level you are strong enough to rush on the blood of normal beasts. You may take an action a drink a vial of blood and gain one of the effects listed under beast blood effects. Whenever an ability has a creature make a save, you calculate the DC as below.

Starting when you choose this order at level 3, you are able to collect blood from creatures quickly and with great precision. You can take 5 minutes to collect blood from a dead creatures body, gaining you 3 vials of pure blood from the creature. Additionally, if no corpses are available, at the DM's discretion you may spend 15 minutes hunting some and collecting blood from creatures.

Those in the order can imbibe blood, and in doing so gain powers dependent on the blood or mixture of blood. These powers range from mental acuity to full physical transformations. People in this order often involve rituals in letting the blood from a creature, but they honor one rule, never rush on blood from a humanoid, as doing so will eat away at your very soul.

There's power in blood, ask the sorcerer who gains power through their lineage, the blood mages who manipulate it directly, or even the vampires of the world who require it to fuel their very existence. A Bloodrusher is someone innately capable of harnessing the power contained within different creatures blood.

Fey You perform a natural ritual on the vial. When you drink this swirling green blood you grow more beautiful, any creature within 30 feet, that can see you, must make a wisdom saving throw or be charmed by you. The creature can make saves after taking damage from you or your allies. The effect ends if it makes it save or if the rush ends, after which the creature will be unaware that it was charmed. You also have advantage on all charisma ability checks until the rush ends.

Fiend You perform a demonic ritual on the vial. When you drink this sulfurous blood you grow horns and an aura of hellfire surrounds you, all creatures within 60 feet of you must make Charisma saving throw or be frightened of you. The creature can make saving throws at the end of each of its turns, if it saves the effect ends. Also, creatures of your choice take 2d4 fire damage when they start their turn or move within 15 feet of you.

Giant You perform an ancient ritual on the vial. When you drink this cloudy gray blood your muscles are filled with the strength of a giant, your weapon attacks deal an additional damage die of the same type as the weapon, and you have advantage on all strength based ability checks.

Undead You perform an unholy ritual on the vial. When you drink this stagnant black blood you are harder to put down, when you gain 30 temporary hit points, and each attack you make deals an additional 1d10 necrotic damage, half of which is given to you as temporary hit points.

Beast Blood Effects Claws. You grow claws on your hands, your unarmed attack now deals 1d8 slashing damage and is considered a finesse weapon with which you are proficient. Improved: Jagged Claws Your claws now deal 1d10, and you can apply your crimson rite to both with the same bonus action Hunter's Eyes. Your eyes let off a slight orange glow. You gain darkvision out to 30 feet, if you already possess darkvision then its range is extended by 30 feet until the end of the rush. Improved: Stalkers Vision. The darkvision is now uo to a range of 60 feet, and you have blindsight out to 10 feet. Natural Speed. Your leg muscles strengthen as the rush begins. You may add 10 feet to your speed for the duration of the rush. Improved: Unnatural Speed Your speed is now increased by 20 feet, and you have advantage on initiative Predator's Gait Your movements become more lithe. You gain proficiency in stealth, if you already have proficiency in stealth you instead double your proficiency bonus. Improved: Killer's Camouflage You are considered invisible when in areas of dim light and darkness, until you attack or cast a spell.