Base Class: Blood Hunter
Hags. Witches. Curse users, Sorcerers that turned to the powers of hell. As much as magic helps people live more comfortable lives, the wicked ways of this power, are too dangerous to be left alone. From this fear, the Order of Wicca was born, dedicated to fight against those who wish to plunge the already chaotic world into more chaos. And who knows how to fight these powers than the spirits who embody the old ways?
This order’s initiation ritual connects the user's lifeblood to the spiritual and occult world.
Rite of the Spirits
When you join this order at 3rd level, you learn the Rite of the Sick as part of your Crimson Rite feature. When you activate the Rite of the Sick, the extra damage dealt by your rite is necrotic damage. Additionally, while that rite is active on your weapon, you gain the following benefits:
- You have resistance to necrotic damage.
- When you hit an enemy, a hex is put on the being. Under the hex, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when activating the power. The target has a disadvantage on ability checks made with the chosen ability.
White Eyes
Starting at 3th level, as a bonus action you are able to see into the world of the spirit and hear the voices of the unrested souls. While the power is active you have an advantage in investigation checks and you have resistance against illusions. This power only lasts for 10 minutes and while is active your normal vision is reduced by two-thirds.
Cursed Doll
Upon reaching 7th level, the spirits of the old teaches you how to make a special doll. By using the blood of your target, you are able to see and hear the actions of your opponents.
You can only make one doll at a time, and once it is connected to somebody, the link cannot be broken. To make a new doll a short or long rest is required.
At level 15, you are able to make 2 dolls. At this level, you can make your opponent make an intelligence or constitution save. If it fails, as a bonus action you are able to manipulate their movements using the doll.
Blood Curse of the Card
Starting at 11th level, you are able to use your Hemocraft, to connect your and your target's soul. If you receive damage that is lower than your Hemocraft modifier then the same amount of damage will be dealt to the target.
Amplified: By taking 1d4 damage, you are able to set the card on fire, damaging your target. .
Spirit Chariot.
At the 15th level, you hone your connection to the spirits to the point that you can bring them here. Using an object that once was alive, like the bones of an animal or some sort of plant matter, you are able to imbue it with an obedient spirit. The object becomes a spirit chariot a sentient being with the following states:
Spirit Chariot
Spirit Construct
Armor Class: 13 (
Hit Points: 5 + five times your blood hunter level (the
chariot has a number of Hit Dice [d10s] equal to your
blood hunter level)
Speed 60 ft.
STR 14(+2)
DEX 10(+1)
CON 12(+1)
INT 16(+3)
WIS 6(--2)
CHA 6(--2)
Challenge - Proficiency Bonus (PB) equals your bonus
Bonus Action:
Storage: By opening a small rift in the spirit world, the chariot is able to store various objects. The number of objects is equal to your level.
Sculpture: You are able to reshape the form of your chariot at will, if there are enough materials around ( if you are multiclassing as an Artificer, you can add mechanical weaponry to the chariot.)
Spirit Whisper: Listening to the words of the spirit residing in the chariot, you will receive random information about your surroundings, enemies, or quest.
Actions:
Slam: The chariot slams down on the ground, dealing 1d6 bludgeoning damage. (Depending on the chariot's shape, it can be different types of damage.)
Spirit Blast: Gathering the spirit's power the chariot is able to blast out a dense beam of energy, dealing 1d20 damage+ plus your Int modifier.
Spirit Ride: If the chariot is large enough you are able to stand on it and float up in the air, gaining an advantage against your enemy. You may remain in the air indefinitely, till the chariot is destroyed.
Spirit Explosion: Reaching half of its health, you can send your chariot at the enemy, making it self-destruct on an enemy, dealing 1d20 and necrotic damage.
If the spirit Chariot is a weapon, it becomes a magical weapon, capable of dealing additional necrotic damage and capable of using Spirit Explosion.
If the object is a bow or a crossbow, the item is able to use Spirit Blast, but it will not receive any modifier.
There can be only one spirit chariot, and a long rest is required to make a new one.
Gate of Sorrow
Upon reaching 18th level, you are able to enter the world of the spirits and take people with you. If your enemy's health is lower than a quarter of its usual health, you are able to banish it into the spirit world for one hour in-game time. If your health is lower than a quarter of your combined health, you will be taken into that world. Once you leave this domain, all your used-up spell or skill slots return to you, and you receive +2 in Dexterity and Constitution till the end of the combat.
You can only banish and be saved once between long rests.
Previous Versions
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8/6/2022 12:56:41 PM
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