Base Class: Blood Hunter
The most secretive of all the orders, the Unknown hold secrets to eldritch and otherworldy horrors unknown to man. Members from the Unknown Order have abilities that are innate to them having cursed blood of eldritch origins since birth. Either birthed from an eldritch creature or cursed by an eldritch deity before being born. As they begin to master their hemocraft, they begin to unveil the horrific monster that hides from within.
(This subclass is subject to changes and is an early work in progress. Feel free to leave thoughts and criticisms.)
Eldritch Origins
On the 3rd level your eldritch origin begins to reveal itself to you, you know 2 cantrips of your choice from the Warlock spell list.
Spellcasting Ability. Your chosen hemocraft ability (Intelligence or Wisdom) is your spellcasting ability for your warlock spells, so you use your hemocraft ability whenever a spell refers to your spellcasting ability. In addition, you use your hemocraft modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your hemocraft modifier.
Spell attack modifier = your proficiency bonus + your hemocraft modifier.
Rite of the Impetus
When you join this order at the 3rd level you learn the Rite of the Impetus as one of your Crimson Rite feature. Activating the Rite of the Impetus causes the extra damage dealt by your Crimson Rite to do force damage. Additionally you can choose of one of these effects to take place or forgo the effects.
- When you hit an enemy with this Crimson Rite active you can cause the target of up to large size to be blown 5 feet away from you. The distance the target is blown away increases to 10 feet at the 7th level, 15 feet at the 12th level, and gain the ability to blow away huge sized targets. The distance pushed at higher levels can be controlled as long as it is in the 5-15 feet threshold.
- When you hit an enemy with this Crimson Rite you can invoke fear in your target, the target must make a wisdom saving throw against your Hemocraft save DC or be frightened. If the target succeeds the saving throw it can no longer be frightened using this feat. This effect can only be used once per short rest at the 3rd level, twice at 7th, and three times at the 12th level.
Sacrificial Casting
On the 7th level you learn to use your own eldritch blood to fuel powerful spells.
- You are able to learn 4 spells in total (up to 2nd level spells) from the warlock spell list. Additionally whenever you level up you may replace 1 of your warlock spells for another. On the 12th level you can learn up to 6 spells up to 3rd level spell slots.
- To cast a warlock spell instead of using spell slots, the Bloodhunter must roll an amount of Hemocraft die equal to the level of the spell slot required to cast the spell and take the number rolled as necrotic damage which cannot be reduced in any way.
Brand of the Otherworldly
At the 11th level you gain the ability to use your blood to call upon the powers of otherworldy gods to smite creatures marked by you.
When you attack a creature marked by your Brand of Castigation you are able to cast Blood Smite. This feature cannot be used on the turn in which you have branded the creature.
Blood Smite (does not cost any actions)
(Choose one type of damage from necrotic, psychic, force, or radiant, this will permanently be the damage type of your Blood Smite.)
Once per turn whenever you hit a target with a weapon you can cast Blood Smite, roll a hemocraft die and take the number rolled as necrotic damage that can not be reduced by any means. The number rolled on your hemocraft die + your proficiency bonus is the amount of damage done by the Blood Smite. (Ex. 1d8+4). You can add more hemocraft dice in order to increase the damage of Blood Smite the proficiency bonus will be multiplied by the amount of hemocraft dices rolled. (Ex. For three dices rolled the dice would be 3d8 + 12 for a level 11 Bloodhunter).
Eldritch Awakening
At level 15 you are now resistant to psychic damage and gain the ability to awaken the eldritch horrors within you..
As a bonus action begin to enter into your eldritch form, a dark mist envelops your body and quickly fades to reveal your true form, your horrific form causes any creature within a 30 feet radius of you to make a wisdom saving throw (Hemocraft Save DC) or be frightened by you, the frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can maintain the eldritch form for 18 seconds.
Eldritch Form
Your eldritch form gives you new bonuses and allows you to harness your own powers.
- For the duration of being in your eldritch form you no longer take damage from anything requiring you to take damage from your hemocraft die, this includes Sacrificial Casting (when using Sacrificial Casting you cannot use the same spell twice until you leave your eldritch form) with the exception of blood smite.
- Blood Smite will now only cost half the amount of hemocraft die damage rolled rounded down (still does the full damage to your target).
- Whenever a creature attacks you, you can use your reaction to force the attacker to make a wisdom saving throw or take 2d6 psychic damage and move as far away as its movement speed allows it to. You return to your normal form and lose the effects of the eldritch form once the duration ends. You can not use this feature until you have had a long rest.
Blood Curse: Gate to the Unknown
On the 18th level you gain the ability to open a gate to a plane of unknown eldritch horrors.
Prerequisite: can only be used while in eldritch form, this maledict can only be used once per long rest.
As an action open a gate that transports every creature within a 10 foot radius of you to a plane filled with unimaginable horrors for a split second. Every creature that is teleported sees a small glimpse of the terrors that beyond their comprehension and take 6d10 psychic damage. Additionally affected creatures have to make a wisdom saving throw or be frightened, each creature can make a wisdom saving throw at their turn to end the effect of fright.
Amplify (must take damage from a hemocraft die despite being in eldritch form): You are able to hold creatures that were frightened by you in the plane until the start of your next turn. Any creature stuck in the plane has to make a wisdom saving throw to escape the plane, upon failure eldritch beings attack the creature for 6d10 force damage.
Previous Versions
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11/14/2022 9:45:27 AM
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