Order of the Medusa
With the long time it takes to train new members and a high mortality rate, the blood hunter numbers have never been at a healthy level. The mentors were growing old and very few rookies lived long enough to join the ranks of the masters. The elders feared that the day would come that the ways of the hunt would flicker out and they reached out in desperation. They sought out the help and magics of powerful mages to search for long forgotten rituals to grant them eternal youth. Little did the hunters know, the mages knew not what they uncovered or the reason the ritual was sealed away in the first place. These rituals were used in the past by vain people to retain their beauty forever, but this magic would always turn disastrous resulting in the transformation of a Medusa. The curse was already implanted into the elders, but with alterations to the Hunter's Bane they found that the effects could be harnessed. They were gifted with sight that cursed others with stone petrifying abilities. With their new power under their control these hunters went on to make a new order offering the same gift to anyone that would take on the curse.
Rite of the Venom
At 3rd level, you learn the Rite of the Venom primal rite.
Rite of the Venom: Your rite damage is poison damage. While the rite is active, you gain the following benefits:
Weapon attacks made with this crimson rite ignores poison damage resistance and poisoned condition immunity.
You have resistance to poison damage.
Once per turn, when you damage a target with your Rite of the Venom poison the target must make a constitution saving throw or be inflicted by the poisoned condition until the end of their next turn.
Horrid Visage
At 3rd level, you can sprout forth a head of snake hair that rattles most resolve. You gain proficiency in intimidation and your proficiency bonus is doubled for any intimidation ability checks you make. The cursed magic that first created the order activates and slows your aging. For every 10 years that pass, your body ages only 1 year and you can no longer be aged by magical means.
Medusa's Reflection
At 7th level, as an action, you can inflict the medusa sight on yourself causing your skin to become stone-like for 1 minute or until you release this form. You gain a +2 to your AC, resistance to all bludgeoning, piercing, and slashing damage, and your speed is halved. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Brand of the Death Lock
At 11th level, Your Brand of Castigation now causes your foe to stiffen up and petrify their joints leaving them more vulnerable to incoming attacks. The branded creature has their armor class reduced by 3.
Blood Curse of the Stone Stare
At 15th level, you’ve honed your hemocraft to focus the petrifying stare to target your enemy's offensive capabilities turning them into stone. Weapons are hard to handle and can be dropped while natural weapons become useless. You gain the Blood Curse of the Stone Stare for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Stone Stare: As a bonus action, you can choose one creature you can see within 30 feet of you to partially petrify until the end of your next turn. For the duration of this curse, they cannot make more than one melee or ranged attack during its turn until the end of your next turn.
Amplify: This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a constitution saving throw DC equal to 8 + your proficiency bonus + your Hemocraft modifier. On a success, this curse ends. Additionally, if the cursed creature fails the saving throw, they drop any items they are holding.
Petrifying Gaze
At 18th level, as an action, you can force a creature within 60ft to make a Constitution saving throw DC equal to 8 + your proficiency bonus + your Hemocraft modifier. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. If the creature is below a 1/4 of its max health, they make the saving throws at disadvantage. The petrified creature reverts back if you move out of line of sight of the petrified creature, the petrified creature is injured, you fall unconscious, you drop to 0 hit points, or you die. Once you use this feature, you can’t use it again until you finish a long rest, unless you take a level of exhaustion to use it again.