Those committed to this order damn themselves by infusing their blood, their essence, with that of a two kinds of fiends; one from the nine hells and one from the abyss. By corrupting themselves in this way, they gain wicked abilities depending on the fiends they infused themselves with. The blood used in these rituals are sourced from many different types of fiends, but every fiend was born or created in the likeness of one kind of greater fiend (an archdevil or demon lord), therefore many blood infusions are classified in terms of a general category of fiend. By damning themselves, they ensure the safety of those they protect from such hellish threats, often times venturing to demolish them using their knowledge of fiendish tactics.


Damnations

When you join this order at 3rd level, you choose the fiendish essences that damned your soul. You get two damnations at 3rd level. When you choose a damnation, you must decide between infernal or abyssal, gaining benefits from the damnation depending on your choice.

If a damnations effect requires a saving throw, the DC equals your hemocraft save DC.

The Annihilator. Once per turn, when you hit a creature with a melee weapon attack you may expend a blood hunter hit die and add it to the damage of the attack. If you roll a number equal to or higher than your blood hunter level on the additional damage, you must finish a long rest before you can use this feature again.

Abyssal: When you score a critical hit against a creature, that creature is frightened of you until the end of your next turn.

Infernal: Once per turn, when your roll for damage with your crimson rite you can ignore resistance to the damage type of the crimson rite.

The Beast. Once per turn, if you move at least 10 feet straight toward a creature and then hit it with an attack on the same turn, you can force them to make a strength saving throw or be pushed up to 10 feet away and be knocked prone.

AbyssalWhen you are hit by an attack by an enemy within 5 feet of you, you can use your reaction to make a bite attack against your attacker using your strength or dexterity for the attack roll. This attack deals 1d8 piercing damage plus your strength or dexterity modifier.

Infernal: When you hit an attack against a creature within 5 feet of you, you can take the disengage or dash action as a bonus action.

The Bloated. You regain an amount of hit points equal to half of your proficiency bonus (rounded up) at the start of your turn while you have an active crimson rite, at least 1 hit point, and no more than half of your hit points left.

Abyssal: When you would be hit by an attack roll within 5 feet of you, you can use your reaction to expend a blood hunter hit die. Roll it, then add that number to your armor class until the end of this turn.

Infernal: When an ally within 5 feet of you would be hit by an attack roll, you can use your reaction to expend a blood hunter hit die. Roll it, then add that number to the allies armor class until the end of this turn.

The Dissolver. When you activate a crimson rite you can replace the damage type with acid. Additionally, when you are hit by an attack you can use your reaction to expend a blood hunter hit die and choose a damage type from the following list; acid, bludgeoning, piercing, poison, or slashing. You gain resistance to the chosen damage type until the start of your next turn.

Abyssal: When you deal acid damage with your crimson rite, if you roll a 1 or 2 on a damage die when you roll the extra damage from the rite, you can reroll the die and choose which roll to use.

Infernal: If you hit an attack on your turn using a weapon with an active crimson rite that deals acid damage, your movement doesn’t provoke opportunity attacks until the end of your turn.

The Gambler. When a creature you can see within 30 feet of you is about to roll an attack roll, ability check or saving throw with advantage or disadvantage, you can use your reaction to expend a blood hunter hit die and prevent the roll from being affected by advantage and disadvantage. If you canceled advantage, you can then give a different creature within 30 feet of you (you can choose yourself) disadvantage on their next attack roll, ability check or saving throw. If you canceled disadvantage, you instead give advantage.

Abyssal: Once per turn, when you miss an attack roll against a creature within 5 ft. of you, you can give yourself or an ally within 30 feet of you advantage on their next attack.

Infernal: Once per turn, when you miss an attack roll against a creature within 30 ft. of you, you can give them disadvantage on their next attack.

The Hunter. You learn the hunters mark spell, and you can cast it without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. You can also cast this spell using a spell slot you have of the appropriate level.

Abyssal: If you use your Blood Maledict feature on a creature you have damaged in the last hour, 

Infernal

The Magician. You learn one 1st-level spell of your choice from the wizard spell list. You can cast this spell without expending a spell slot. Once you cast the spell in this way, you can't cast it in this way again until you finish a long rest. You can also cast this spell using a spell slot you have of the appropriate level. The spells' spellcasting ability is wisdom or intelligence (your choice).

Abyssal: You learn an additional 1st level spell from the wizard spell list, but it must be from the Evocation or Necromancy school of magic. Once you cast the spell in this way, you can't cast it in this way again until you finish a long rest.

InfernalYou learn an additional 1st level spell from the wizard spell list, but it must be from the Enchantment or Illusion school of magic. Once you cast the spell in this way, you can't cast it in this way again until you finish a long rest.

The Schemer. When you make a Charisma (deception) or Dexterity (stealth) check you can expend a blood hunter hit die and add it to the total. If you succeed on the check, you must finish a long rest before you can use this ability again.

Abyssal

Infernal

The Tempter. When you make a Charisma (persuasion) or Dexterity (sleight of hand) check you can expend a blood hunter hit die and add it to the total. If you succeed on the check, you must finish a long rest before you can use this ability again.

Abyssal

Infernal