Blood Hunter
Base Class: Blood Hunter

The Order of the VoidBorn is the youngest of the orders, Having no place to call their own the VoidBotn are often seen as a barbaric type of Bloodhunter using their prey as a source for their power and livelihoods. Voidborn by nature however are no longer power hungry or pulled to a call like the normal bloodhunter; Voidborn are solely content on doing what they desire and that which helps to balance their own self. Most of a Voidborn's life is spent in unbalance due to their newfound control of an unknown element referred to as "the void", this control over the element leaves hunter's in need of blood and abilities from otherworldly monsters. Little is known about these hunters as only 1 has ever been seen, however from what is known voidhunters are said to not only be the most mysterious of the bloodhunters, but also the most terrifying.

Rite of the Void.

When you join this order at 3rd level, you learn the Rite of the Void esoteric rite.

Rite of The Void. - Your rite damage is Void damage. While this rite is active you gain the following benefits:

  • Your weapon becomes invisible, not reflecting or absorbing any light.
  • You have resistance to necrotic and radiant damage.
  • Your weapon deals Void damage, which acts as either necrotic or radiant damage, whichever is most effective against the target.

Endless Famine

Upon choosing this archetype at 3rd level, you begin to Harness the endless Void around you, & in doing so begin to awaken a never ending hunger of knowledge, power, & balance.
When dealing with enemies/monsters/allies you can drink from the creatures blood (about 1/2 liter depending on the size of the creature) and take 1 of their abilities as your own. When gaining this unique ability your body begins to change and you grow fangs allowing for easier transfer of blood.
Once per day, if you drop to 0 hit points, or die, you can expend an assimilated creatures blood from your body and use the void to bring yourself to 1hp. This ability recharges at dawn of every day.
In order to assimilate an ability you must drink an amount of blood proportionate to the creatures size, 1/2 liter for tiny, 1 liter for small, 2 liters for medium, 4 liters for large, 8 liters for huge, and 16+ for gargantuan, this process may take a couple days, and will accumulate. The assimilation process is painful, as the flesh, blood, and sinews of your body rearrange their structure, you take 1 hemocraft die of damage per liter of blood drunken. You may only absorb one ability from any species of creature, and you may only assimilate the abilities of Aberrations, Beasts, Celestials, Fiends, known creatures and Monstrosities. The ability will become known and available during the long rest after consuming the blood.
 You may only assimilate the abilities of creatures with a cr equal to or less than your current level, and innate spellcasting abilities cannot be assimilated. The ability acts exactly as it does for the creature it was assimilated from. When you acquire this ability at level 3, you may only have one active ability equipped at a time, and the active ability can be swapped out during a long rest, you gain additional active abilities at levels 7, 11, 15, 18, and 20.
Devour

When dealing with enemies/monsters/allies you can drink from the creatures blood (about 1/2 liter depending on the size of the creature) and take 1 of their abilities as your own.
When gaining this unique ability your body begins to change and you grow fangs allowing for easier transfer of blood.
In order to assimilate an ability you must drink an amount of blood proportionate to the creatures size, 1/2 liter for tiny, 1 liter for small, 2 liters for medium, 4 liters for large, 8 liters for huge, and 16+ for gargantuan, this process may take a couple days, and will accumulate. The assimilation process is painful, as the flesh, blood, and sinews of your body rearrange their structure, you take 1 hemocraft die of damage per liter of blood drunken. You may only absorb one ability from any species of creature, and you may only assimilate the abilities of Aberrations, Beasts, Celestials, Fiends, known creatures and Monstrosities. The ability will become known and available during the long rest after consuming the blood.

controlled avarice

Upon reaching 7th level you gain the following abilities:

Monstrous fangs: Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier to the attack and damage rolls when you attack with your bite. Your bite deals one hemocraft die in void damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.

When you use your bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself as a bonus action (a number of times equal to your proficiency bonus) in one of the following ways of your choice:

  • Regain hit points equal to the damage dealt by the bite
  • Gain a bonus to the next ability check or attack roll you make.
    • (The bonus equals the damage dealt by the bite.) 
  • You may consume 0.25L of blood as a part of this attack.

Entropic Discipline: Once per day you may expend one of your active abilities & an action to become enraged & regain half your hitpoints while also adding the benefits of your fangs to all void damage. After using this you will take 1 hemocraft die of damage every turn, and take an additional one cumulatively every turn until either you are unconscious or combat ends, this ability recharges at dawn.

You may also now choose to expend abilities freely during a long rest.

Entropic Discipline

Once per day you may expend one of your active abilities to regain half your hitpoints and your void damage gains the benefits of your fangs. After using this you will take 1 hemocraft die of damage every turn, and take an additional one cumulatively every turn until either you are unconscious or combat ends, this ability recharges at dawn.

You may also now choose to expend abilities freely during a long rest, allowing you to get rid of unwanted abilities or attempt to get a different ability from a creature.

Brand of the Desolate

At 11th level in this order, you become able to create anchors of void energy that can be attached to objects and creatures.
As a bonus action you can envelop an object with void energy, creating a void anchor, you must either have a weapon empowered with rite of the void or you must take a hemocraft die of damage.
This anchor can be transferred from items to creatures, or applied directly with a brand of castigation. You can only have one void anchor at a time, if you attempt to create one while another is still in existence, the older one will disappear. (At 18th level you may have 2 void anchors in existence at a time.)
Once per day as an action, you can teleport to the location of your void anchor, appearing within an unoccupied space within 5 feet of the anchor. If there is no unoccupied space the teleportation will fail and the ability consumed for the day.
 void anchor-  A piece of Chaos which will constantly suck the energy out of creatures it is applied to.
  • The user of a void anchor can chose to take exhaustion rather than the host
  • The user or the host must take a point of exhaustion for every hour that the void anchor is on this plane of existence.

Blood curse of the End

At 15th level you gain access to the Blood curse of the End for your blood maledict feature, and it does not count against your number of blood curses known.

Blood Curse of the End: As a bonus action you can target a creature within 30ft and infuse its blood with void energy, suppressing it. The target must make a Constitution saving throw, on a failed save the target cannot use or gain the benefits of an ability of your choice that you know of, spellcasting abilities cannot be suppressed in this way. This curse lasts for 1 minute or until the target succeeds the Constitution saving throw, the target can repeat the saving throw at the end of each of its turns.

Amplify. - All abilities of the creature are at disadvantage, in addition to disabling an ability of your choice that you know of, you may also apply a void anchor to the target.

Void Surge

At 18th level, you have mastered the ability to enhance your capabilities using the void. On your turn, you may sacrifice a halved hemocraft die of damage to health to take the following actions.

  • Attack - make an additional attack action
  • Dash - move up to half your movement speed
  • Empower - Add however much health was sacrificed to a saving throw
  • Shield - Add 1d6 to your ac until the beginning of your next turn
  • Imbue - double the void damage of a weapon imbued with your rite
  • Voidwalk - Step into or out of the ethereal plane, taking a full hemocraft die of damage, you can only remain inside the ethereal plane for a number of turns equal to your Int modifier before you are forcibly shunted out

All of these abilities can be used at any point during your turn, empower can be used at any time. When you use one of these abilities you must make a constitution saving throw DC 10, the dc increases by 5 for every ability you have already used this turn, upon a failed save the ability will fail and you will suffer 2 hemocraft die of damage as backlash, as your body is overloaded with void energy.

Void Surge

At 18th level, you have mastered the ability to enhance your capabilities using the void. On your turn, you may sacrifice a halved hemocraft die of damage to health to take the following actions.

  • Attack - make an additional attack action
  • Dash - move up to half your movement speed
  • Empower - Add however much health was sacrificed to a saving throw
  • Shield - Add 1d6 to your ac until the beginning of your next turn
  • Imbue - double the void damage of a weapon imbued with your rite
  • Voidwalk - Step into or out of the ethereal plane, taking a full hemocraft die of damage instead of half, you can only remain inside the ethereal plane for a number of turns equal to your Int modifier before you are forcibly shunted out

All of these abilities can be used at any point during your turn, empower can be used at any time. When you use one of these abilities you must make a constitution saving throw DC 10, the dc increases by 5 for every ability you have already used this turn, upon a failed save the ability will fail and you will suffer 2 hemocraft die of damage as backlash, as your body is overloaded with void energy.

Master of the Abyss

When you reach 20th level in this order, there is no longer a limit to the types of abilities that can be assimilated, and no limit to the cr of creatures you can assimilate abilities from; you may also absorb up to 2 abilities from each species of creature, but the blood must come from different individuals. The creatures assimilated must still be an Aberration, Beast, Celestial, Fiend or Monstrosity.

Previous Versions

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8/12/2023 4:37:30 AM
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