Blood Hunter
Base Class: Blood Hunter

The Order of the Far Mind focuses on the abominations, aberrations. They train their mind to resist the unearthly power that these creatures control to better counter their prey's power. Those of this order hunt for knowledge and study the inner workings of aberrations and how they can most easily be put down. Many of the Order of the Far Mind dual wield or use two handed weapons instead of a shield and a weapon because a majority of their prey's attacks bypass armor and target the mind.

 

Rite of the Preternatural

When you join this order at 3rd level, you learn the Rite of the Preternatural esoteric rite (detailed below).

Rite of the Preternatural. Your rite damage is psychic damage. While this right is active, you gain the following benefits:

  • Your attacks with weapons that are affected by this rite gain a +1 bonus to attacks.
  • Creatures with immunity or resistance to psychic damage lose their resistance or immunity for your attacks.
  • You can sense any aberrations within 30 feet of you.
 

Acumen Repository

Also at 3rd level, you can bind your intellect to your weapons to gain a connection with them beyond even those who have wielded a blade for several millennium. Over the course of 1 hour, which can coincide with a short rest, you can reach out and connect your mind with up to 2 weapons. After this process, you can use a bonus action to dismiss these weapons into your subconscious. As a bonus action, you can summon your weapons and choose to activate your Rite of the Preternatural on one or both. If you choose to do so, you take psychic damage, which bypasses any resistances, instead of the normal damage taken when you activate your rites.

 

Mind Over Matter

Starting at 7th level, you have honed your mind to be able resist powerful, mind-altering, abilities and have taught yourself to overlook even the most frightening conditions. Even more so, you have learned how to alter the fabric of space around you with your mind to a minor degree. You gain the following features.

  • a bonus to your Strength, Dexterity, and Constitution saving throws equal to your intelligence modifier
  • resistance to psychic damage and immunity to being frightened and charmed
  • a fly speed equal to your intelligence score. This increases to double your intelligence score at 10th level
  • can communicate telepathically with any creature with an intelligence of 4 or greater within 120 feet of you
 

Brand of Intellectual Deterioration

Beginning at 11th level, your Brand of Castigation reaches even deeper into the mind of the branded creature making it more susceptible to mental attacks. The creature has disadvantage on all Intelligence, Wisdom, and Charisma saving throws and checks. Additionally, it gains vulnerability to psychic damage while branded. If it had immunity, that immunity is reduced to resistance and if it had resistance, then that resistance is reduced to nothing.

 

Blood Curse of Mental Anguish

Starting at 15th level, your blood curse can tether the mind. You gain the Blood Curse of Mental Anguish for your Blood Maledict feature. This does not count against your number of blood curses known.

 

Awakened Mind

At 18th level, You have learned how to reach out your mind in such a way to detect intelligence around you. You know the exact location of any creature with an Intelligence of 4 or more within 300 feet of you and their exact score. Additionally, you can communicate telepathically with any creature you have dealt psychic damage to in the past week.

 

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