Order of the Iron Rose

Members of the Order of the Iron Rose, also known as Thorns, undergo intense physical, mental, and arcane training to prepare them for the tasks ahead. They roam from land to land, town to town, and kingdom to kingdom serving the needs of those that society has forgotten. They hunt monsters no one else will, and save the lives that many have deemed lost.

Bonus Proficiencies

Starting at 3rd level, your advanced training pushes you above and beyond what most simple warriors know and understand. You may gain proficiency in two of the following skills: Arcana, History, Medicine, Nature, or Religion.


Additionally, choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

Of Mind and Body

Also at 3rd level, you encapture the ability both to defend and to aid those in need. You gain the following benefits from this unique style of training:

  • You learn two cantrips of your choice from the cleric spell list. For you, these cantrips count as blood hunter cantrips. They utilize your Hemocraft save DC and its associated ability is your spellcasting ability for this spell.

  • You gain proficiency in heavy armor.

  • You are granted resistance to psychic damage.

Sacred Strikes

Starting at 7th level, when you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action.

My Life Unto You

At 7th level, you are taught one of the most crucial skills of a Thorn, the ability to ressurect those in need, but at great cost. You may cast the revivify spell, requiring no material components. When cast in this way, your hit point maximum is reduced to 1 until you complete a long rest.


You can't use this feature again this way for 7 days, however you may choose to cast revivify again before this time passes, but doing so reduces you to 0 hit points and you are killed outright.

Brand of Salvation

Beginning at 11th level, your Brand of Castigation grants you an unearthly ability to defend from those you deem threats. Whenever a creature branded by you makes an attack that you can see, you may immediately use your reaction to either:

  • Grant the creature disadvantage on the attack with a flash of power.
  • Make a melee weapon attack against the creature, if you are within range.

Brew by LevelOfExhaustion and Art by Tommy Arnold, Lizard Artist, and stock images.

A Thorn of the Rose

At 15th level, you master the technique to imbue your weapon with the power of both spirit and hemocraft. You may cast the holy weapon spell at will. When you do so, you lose a number of hit points equal to four rolls of your hemocraft die.


Additionally, whenever you are forced to make a Constitution saving throw in order to maintain the spell, you may gain advantage on the roll by first losing a number of hit points equal to two rolls of your hemocraft die. Damage done to yourself does not require a Constitution saving throw in order to maintain concentration.

Blood Curse of the Everdawn

By 18th level, you are able to invoke the full power of Everdawn to strike down your enemies. As a bonus action after you cast a cantrip, or otherwise as an action, you choose one creature that you can see within 30 feet that must make a Wisdom saving throw or take 4d6 radiant damage and become blinded in awe. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the curse ends.


Amplify. The cursed creature instead suffers 8d6 radiant damage, and is also stunned until it succeeds on the saving throw.