The Order of the Crimson Court — Dungeons and Dragons Homebrew
Blood Hunter Order

The Order of the Crimson Court - Blood Hunter Order
The Order of the Crimson Court began as a subversion of the Order of the Ghostslayer, making pacts with the very scourge of undeath that they had sworn to destroy in a search for the power necessary to combat the growing evils of the night.
Blood Hunters of the Crimson Court willingly inflict themselves with the curse of vampirism; their powers of hemomancy are strengthened by this connection to vampires, the first and greatest hemomancers of the world - but at the same time, their control over their own blood allows them to restrict the influence the curse has over their mind and body.
Rite of Ichor
3rd-level Order of the Crimson Court feature
You learn the Rite of Ichor as part of your Crimson Rite feature.
Rite of Crimson. Your rite damage is necrotic damage. While the rite is active, you gain the following benefits:
- You have resistance to necrotic damage.
- When you deal necrotic damage to a creature with this rite, you gain temporary hit points equal to the necrotic damage you deal.
Undead Resilience
3rd-level Order of the Crimson Court feature
As the vampiric nature of your order’s boons flows through your body, it causes changes within you. Your hit point maximum increases by 3, and increases by 1 again whenever you gain a level in this class. You also gain darkvision out to 60 feet, if you didn’t have it already.
Blood Seeker
3rd-level Order of the Crimson Court feature
You grow fangs, which you can use to draw blood from your enemies. As an action, you can bite a creature that is Small or larger within 5 feet of you with your fangs, making a melee attack against it. You can use your Strength or Dexterity modifier for the attack and damage rolls. On a hit, it deals two hemocraft dice of rite damage, and you regain hit points equal to the damage you deal. You can use this feature a number of times equal to your Intelligence modifier (minimum of one), and you regain all expended uses when you finish a long rest.
Blessings of the Crimson Courts
7th-level Order of the Crimson Court feature
Your mind becomes as resistant as your body. You have advantage on saving throws against being charmed or frightened, and you gain proficiency in Wisdom saving throws. In addition, whenever a creature attempts to charm or frighten you and succeed on the saving throw, you can use your reaction to force that creature to succeed on a Wisdom saving throw or take one hemocraft die of rite damage.
Sanguine Frenzy
11th-level Order of the Crimson Court feature
Starting at 11th level, you can draw incredible power from the blood of others. When you bite a creature and regain at least one hit point with your Blood Seeker feature, you can also use your bonus action to enter a frenzy, gaining the following benefits for 1 minute:
- You can add your Intelligence modifier to any rite damage you deal with your Rite of Crimson.
- You regain hit points equal to your proficiency bonus at the start of each of your turns. You do not regain hit points if you have more than half of your hit points left or if you have 0 hit points left.
- You gain the effects of the Spider Climb spell.
Once you use this feature, you can’t use it again until you finish a long rest.
Undying Form
15th-level Order of the Crimson Court feature
By 15th level, the blood you consume sustains you. You suffer none of the frailty of old age and cannot age. In addition, you do not need food or water to live.
Charming Personality
15th-level Order of the Crimson Court feature
Also at 15th level, whenever you make a Deception, Intimidation or Persuasion check, you can choose to lose a number of hit points equal to one roll of your hemocraft die to reroll that check. You must do so before you know whether the roll succeeds or fails.
Crimson King
18th-level Order of the Crimson Court feature
At 18th level, you master your frenzy. You can use your Sanguine Frenzy feature once per short rest, rather than once per long rest. In addition, you gain the Blood Curse of the Crimson King for your Blood Maledict feature. This does not count against the number of blood curses known.
Blood Curse of the Crimson King
Prerequisite: 18th level, Order of the Crimson Court
Effect: As an action, you can choose up to three creatures you can see within 60 feet of you that can see you. Each creature must succeed on a Wisdom saving throw or become charmed by you for 1 minute. A charmed creature can make a saving throw if you or your companions does anything harmful to it or its allies. If you have used your Blood Seeker bite on a creature in the last minute, it has disadvantage on its saving throw.
Amplify: You instead choose one creature. It must succeed on a Wisdom saving throw or become dominated by you, as per the Dominate Monster spell. If you have used your Blood Seeker bite on a creature in the last minute, it has disadvantage on its saving throw.
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Image: Grin At You by David S. Hong
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About the Creator
Parliament Homebrew
Games, RPG and D&D homebrew (5th edition mostly, but can branch out on commission). All of my content is unofficial Fan Content permitted under the Fan Content Policy.
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