Base Class: Blood Hunter
Hunters of this order have discovered the power blood has over someone's soul. With this knowledge they have been able to split their soul using hemocraft and place that soul into an object. This soul is created with a purpose, however, it will pursue this purpose over other concerns.
Phylactery’s Purpose
A phylactery is given a purpose which may also tie into the type of object the fractured soul is placed into. When you gain this feature choose a purpose for your phylactery. The Phylactery gains a personality and can communicate with the user telepathically if the item is within 1 mile of the user. The user can activate their phylactery’s purpose a number of times equal to their proficiency modifier per long rest. You can use a bonus action to activate your purpose. The personality changes to meet the purpose applied to it. You can change the purpose of the phylactery after a long rest.
Defend The Weak: While active, choose a creature that is within 60 feet of you. Any time this creature is damaged you reduce their damage by half, however, you also take half the damage. The damage cannot be reduced in any way. This effect ends when you or the chosen creature are knocked unconscious, or after a minute.
Seek the Hunted: While active, choose a creature that is within 60 feet of you. Your walking speed increases by 10 ft when heading towards the creature and your walking speed is reduced by 10 feet when moving away. You gain advantage on all attacks against that creature, but receive disadvantage on attacks against any other creature. This effect ends if you or your target are knocked unconscious, or after a minute has passed.
Punish the Wicked: While active, if a creature is within 60 feet and you are damaged by them. Then you cause them to take a hemocraft dice worth of damage and receive disadvantage on their next saving throw. However, you also take that hemocraft damage. This effect ends if you are knocked unconscious, or after a minute has passed.
Wade the Tide: You emanate a 20 ft radius aura. Any hostile creature in that area moves at half speed when moving away from you. If a hostile creature is in your aura you move at half speed when not moving towards any hostile creature in your aura. This effect lasts for one minute, or until you are knocked unconscious.
Aid the Fallen: You emanate a 20 ft radius aura. If a friendly creature in that aura is knocked unconscious they are stabilized. When this happens you take a hemocraft dice worth of damage. If a creature starts their turn stabilized in your aura then they roll a D20 save of 20 - (hemocraft dice), and on a success they are brought back to 1 hp. When this happens you take a hemocraft dice worth of damage. This effect ends if you are knocked unconscious, or after a minute has passed.
Phylactery’s Temperament
When you activate your Phylactery’s purpose your Phylactery manifests in some way. This could be a spirit that follows the user around, or the phylacteries object growing eyes and a mouth. Choose a temperament from below that affects the mood and personality of your phylactery while manifested. This can be changed at the end of a long rest.
Melancholic: You can use your bonus action to disengage or hide action.
Phlegmatic: Using your reaction you can add your hemocraft ability modifier to your AC if you are going to be hit by an attack. This AC bonus only lasts against that single attack.
Sanguine: Whenever you succeed a saving throw you heal an amount equal to your hemocraft dice.
Choleric: You can take the grapple or shove action as a bonus action.
Aspect of Sin
Your phylactery takes on a deadly sin that defines its personality. Choose one of the options below which will affect the personality of your phylactery. When you change your Phylacteries purpose you can also change its aspect of sin.
Wrath
When you land an attack while your phylactery's purpose is active you may double the damage causing a creature to take an additional hemocraft damage. When you do this you get dealt damage equal to your hemocraft dice.
Greed
When you land an attack while your phylactery's purpose is active you can take another attack with a bonus action against the same target. When you do this you get dealt damage equal to your hemocraft dice.
Pride
When your phylactery's purpose is active and you must make a dexterity, strength, or constitution saving throw you can add your hemocraft dice to the roll. When you do this you also take a hemocraft dice worth of damage.
Sloth
When your phylactery's purpose is active you can choose to only take a movement, action, or bonus action on your turn. When you do this you gain temporary hit points equal to your hemocraft dice. These temporary hit points dissipate when you end your purpose.
Lust
When your phylactery's purpose is active and you hit a creature with an attack you can force the creature to make a wisdom saving throw against your hemocraft dc. On a fail the creature is charmed by you and must use their next turn to attempt to grapple you. They cannot be charmed in this way again until you take a long rest.
Gluttony
When your phylactery's purpose is active and you are hit with an attack you can force the creature to make a wisdom saving throw against your hemocraft dc. On a fail the creature is charmed by you and must attack you on their next turn. They cannot be charmed in this way again until you take a long rest.
Envy
When your phylactery's purpose is active and you see a friendly creature land an attack on a creature that is within 30 feet of you, you can use your reaction to move up to half your movement towards the creature that your ally has hit and make an attack. When you do this you also take a hemocraft dice worth of damage.
Exalted Purpose
When you activate your phylactery’s purpose you gain temporary hit points equal to your hemocraft dice.
Your temperance is replaced with one of the following effects. You can change this new temperance at the end of a long rest.
Emotional:
You can use your bonus action to disengage or hide action.
You can take the grapple or shove action as a bonus action.
Unchangeable:
You can use your bonus action to disengage or hide action.
Using your reaction you can add your hemocraft ability modifier to your AC if you are going to be hit by an attack. This AC bonus only lasts against that single attack.
Changeable:
Whenever you succeed a saving throw you heal an amount equal to your hemocraft dice.
You can take the grapple or shove action as a bonus action.
Nonemotionally:
Using your reaction you can add your hemocraft ability modifier to your AC if you are going to be hit by an attack. This AC bonus only lasts against that single attack.
Whenever you succeed a saving throw you heal an amount equal to your hemocraft dice.
Aspect of Virtue
Your phylactery takes on a heavenly virtue that defines its personality. Choose one of the options below which will affect the personality of your phylactery. When you change your Phylacteries purpose you can also change its aspect of virtue.
Patience: When your phylactery's purpose is active after landing an attack you can use a bonus action to take damage equal to your hemocraft dice and add that number to your AC. The next attack you take that turn must be made against this new AC, after that attack your AC returns to normal. This cannot be taken when wrath is active.
Charity: When your phylactery's purpose is active and a friendly creature you can see within 30 feet of you makes a saving throw you can aid them. Take a hemocraft dice worth of damage and provide that rolled damage as a bonus to that creature with a reaction. This cannot be taken when greed is active.
Humility: When your phylactery's purpose is active and you fail a strength, dexterity, or constitution saving throw you gain advantage on the next strength, dexterity, or saving throw while the purpose is active. This cannot be taken when pride is active.
Diligence: When your phylactery's purpose is active when you use the brand of castigation you may learn of the following things of the creature. Highest ability score, lowest ability score, current hp, resistances/immunities, vulnerabilities, AC, an ability, or an action. This cannot be taken when sloth is active.
Chastity: When your phylactery's purpose is active and you hit a creature with an attack you can force a creature to make a wisdom saving throw against your hemocraft dc. On a fail the creature is charmed by you and must use their next turn to move away from you and take the dodge action. They are no longer charmed at the end of your turn and cannot be charmed in this way again until you take a long rest. When you do this you also take a hemocraft dice worth of damage. This cannot be taken when lust is active.
Temperance: When your phylactery's purpose is active and you take the attack action you can forgo your second attack. If you hit a creature that turns, then take a hemocraft worth of damage and add that number to the attacks of a single ally's attacks on the same creature until the start of your next turn. This cannot be taken when gluttony is active.
Kindness: When your phylactery's purpose is active and you don’t take the attack action on your turn, and you see a friendly creature within 30 feet of you get knocked unconscious. You can use your reaction to take damage equal to your hemocraft die and heal that ally by that amount. This cannot be taken when envy is active.
Blood Curse of the Soul Fracture
You gain a new blood maledict feature. This doesn't count against the number of blood curses you know.
Blood Curse of the Soul Fracture
You fracture the soul of a creature you can see within 30 feet and bind it to yourself until the start of your next turn. Whenever a creature takes an action, bonus action, or reaction they need to make a charisma saving throw or lose their action, bonus action, or reaction.
Amplify: You take further control of the creature’s soul. Whenever they fail a charisma saving throw then you can choose what they do with the action, bonus action, or reaction effect that they were attempting to perform.
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