Order of the Freelancer
Blood Hunters of the Freelancer Order use their Hemocraft magic to hunt "the most dangerous game", their fellow humanoids. Freelancers were once Paladins of a god of justice, though their discovery of Hemocraft and overzealous beliefs misconstrued the tenets of their creed as commandments of revenge. Due to this misconstrue, their god stripped them of their once holy powers leaving them only their Hemocraft magics. Through this magic they retain a bastardized semblance of their bygone Paladin powers. Now many hundred years have passed since those once Paladins were left with Hemocraft and joined the Orders of the Blood Hunters, with the mix of Blood Hunter abilities and old Paladin powers that still is left in the very blood that all recruits drink form. This Order has almost become a very not talked about group in the Blood Hunters.
Most Dangerous Prey
At 3rd level when you join this Order you may include your race and one other humanoid under your Hunter's Prey feature. You may add 2 more humanoids at 6th and 14th level. Additionally, you gain proficiency with heavy armor.
Blood Curse of Penance
At 3rd level when you join this Order utilizing Hemocraft you transfer the pain of one creature to another. You learn the blood curse, Blood Curse of Penance.
Blood Curse of Penance: As a Reaction after a creature (the creature can be yourself) takes damage, you can cause another creature within 15 feet of the damaged creature to make a Charisma saving throw. On a fail, all the pain the damaged creature has endured is experienced by the chosen creature in the form of psychic damage equivalent to the difference between the chosen creatures hit point maximum and its current hit points.
Amplify: If the damaged creature's hit points are below half its maximum hit points, the chosen creature has disadvantage on the save.
Pulse of Coagulation
At 7th level drawing from the long-lost Paladin ability Lay on Hands and combining it with the remnants of a Paladin's aura, you manipulate your Hemocraft to quickly heal those around you. As your Bonus Action, you can take damage equal to a roll of your Hemocraft die; when you do, each creature you choose within 10 feet of you regains hit points equal to the amount of damage you took + your Intelligence modifier. You can use this pulse a number of times equal to your Intelligence modifier per long rest. At 18th level, the range of this pulse increases to 30 feet.
Brand of Lynching
At 11th level when you place your Brand of Castigation on a creature you make your target more vulnerable to other creatures. Whenever a creature other than you attacks the branded creature with a weapon, they gain a bonus to hit equal to half your Intelligence modifier (rounded down) and on a hit they deal additional damage equal to your Intelligence modifier.
Rite of Suffering
At 15th level if you did not take the Rite of the Dead in the previous level you gain access to it. Whenever you hit a humanoid with the Rite of the Dead, they must make a Constitution saving throw, DC = 8 + proficiency modifier. On a fail they gain a Point of Exhaustion. Whenever you hit any creature with Rite of the Dead their hit point maximum is reduced by the necrotic damage dealt.
Crimson Smite
At 18th level, the greatest semblance of the Order's paladin hood finally returns to you. When you hit a creature with a weapon attack that is currently affected by your Crimson Rite, you can expend one use of your Blood Maledict to deal force damage to the target, in addition to the weapon’s and the rite's damage. The extra damage is 1d8 for a single usage; plus, 1d8 for each additional usage past the first, to a maximum of 4d8. The damage increases by 1d8 if the target is mentioned in your list of Hunter's Bane creatures, to a maximum of 5d8.