Hunters studying under the Order of Rebirth adopt the recalcitrant magics of a Lich by delving deep into their own mad studies. A Hunter abusive of their curse is worrisome to the Order; so it is a great privilege to be chosen by the elective council to delve into dark study. Hunters Bane for this Order is seen as a rite of knowledge, given only to a select few. Their goals are simple: to pursue this power in hopes of ending the monstrosities that wield tainted magic.

Purveyors of this Order isolate themselves from commonfolk, in secluded research that brings them to the cusp of death. No aid is given to these Hunters as they near death a multitude of times, compiling their research on death and the sanctioned magics. Years, sometimes decades, are spent isolated until they break from their solemn cocoon - reborn. Upon emerging reborn, the Hunter appears to have unintentionally taken upon aspects of the beast, whether that is grey skin, loss of hair, or dull sunken eyes.

Council Electives:

Those governing the aspirant hunters to be inducted into the Order of Rebirth do so laboriously, accepting the risk of their accord and consequences of an erroneous judgement. The council has the arduous task to bestow scholarly hunters with the endowment to use their arcane founded within their studies; discovery a rogue Bliss sanctioned under their judgement is a death sentence.

Should a member of the Order of Rebirth go rogue, then their arcane tome may be seized, stripping them of power. In the place of the vile Hunter, a new disciple is chosen to join the Order and undergo the arduous task of compiling their arcane knowledge.

Arcane Assemblage

After their many years isolated in pursuit of the Order, each of the chosen students must have compiled their arcane assemblages. These tomes are replete with incomprehensible pictographs and runes, yet they read perfectly to members of the Order. No further conscription is required after the assemblage has been approved by the Order; more powerful spells are added almost mystically to the tome as you grow.

At 3rd level, you have finally received your approved tome back from the Order. Each spell has only one use per Long Rest, regaining all expended spells after a Long Rest. Each spell can only be used at its given spell level, e.g. Fireball - 3rd level.

Spellcasting Ability. Intelligence is your spellcasting ability for your spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Blood Hunter Level

Spell Level / Spells

3rd

Cantrips: Mage Hand, Prestidigitation, Ray of Frost               

1st level: Magic Missile, Thunderwave

7th

2nd level: Acid Arrow, Invisibility

13th

3rd level: Counterspell, Fireball

19th

4th level: Blight, Dimension Door

 

Withering Cryptology

Beginning at 7th level, you gain the ability to corrode the blood of a creature that you have inflicted a blood curse upon. After you use your blood maledict feature on a creature, you can choose if they receive an additional amount of necrotic damage equal to your Crimson Rite die. If you chose to amplify the Blood Maledict, then the Crimson Rite die is maximised; the additional damage can only be maximised once per Long Rest.

Additionally, you can choose another cantrip from any class, including this subclass, for additional uses. The chosen cantrip counts as a part of your arcane assemblage feature, following the same rules as the other cantrips and spells within your tome.

Phylactery

Your devout study and relentless pursuits have branded you with abilities that help you towards the road of ridding the world of monstrous arcanists. You are strengthened by these abilities, as a Lich would from their phylactery.

Starting at 11th level, your body become undaunted against necrotic strikes. You gain resistance to necrotic damage and immunity to the disease and poisoned conditions.

Mystical Resurgance

At 15th level, your mastery over malignant arcana increases, further empowering your scarred soul and remedying wounds. You can choose another cantrip and 1st level spell from any class, including this subclass, for additional uses. The chosen spells count as a part of your arcane assemblage feature, following the same rules as the other cantrips and spells within your tome.

In addition, upon reaching 0 hit points, you can choose to return to life with 10 temporary hit points; this can be done a number of times between Long Rests equal to your Intelligence modifier.

Dark Ascension

Through trial and tribulation you have grown exponentially, so much so that your study of the sanctioned Lich magics are perfected down to the stroke of a rune, etched deep into your memory. Your tome has worn its umbral arcana onto your soul, scaring it with the contempt of a Lich. The Hunters Bane in your blood is now interwoven with viscous arcana, inching you closer to the barrier between life and death. You can release the built up residuum in a short burst, transforming you into something Lich like: greying skin, decaying body, callous to death.

Upon reaching 18th level you can use an action to tap into an underlying residuum from your Hunters Bane, now blighted by malevolent magic. Doing so will transform your physical form into an altered, Lich-like state.

When you activate your Dark Ascension, you gain the following benefits:

  • Creatures within 5ft of you when you undergo the transformation take necrotic damage equal to 1d10 + your Intelligence modifier.
  • When using your Crimson Rite feature on a weapon(s) you can add your Intelligence modifier to the damage dealt
  • You gain advantage on saving throws against spells or other magical effects
  • You become immune to necrotic damage
  • You gain a Blindsight of 20ft

This transformation and its effects remain for a number of rounds equal to your Intelligence modifier. After leaving your Dark Ascension form, you can’t move or take actions until after your next turn, as your body recovers from this transformation. This transformation can only be used once per Long rest.

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