Base Class: Blood Hunter
Phrases like "knowledge is power" and "know your enemy" fundamentally describe a lot of Blood Hunters, but specially those of the order of the Archivist. Members of this order are scholars, they believe that the best tool they can use against the dark forces of the multiverse is knowledge. Yhey usually spend their lives locked in their libraries, ever-studying and pondering about the nature of evil, its harbingers, and its influence over humanity.
Nevertheless, from time to time, some unforeseen event or a need for very specific research might require a member of the order to halt their cloistering and venture into the world. In that case, it would be foolish to assume that their contemplative life has rendered these erudites frail and weak, as while for some a life of books and research fortifies only the mind, for these Blood Hunters, it transforms them into a thing of horror for the foul beasts of the world, all knowing monsters spoken only through hushed and terrified whispers.
Occult Erudition
Beginning when you join this order at 3rd level, you have extensively studied the history and lore within the archives of your order. You gain proficiency with Calligrapher's Supplies.
Additionally, you learn one language of your choice, and you gain proficiency with an Intelligence skill of your choice. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.
You gain an additional language and an additional skill proficiency at 15th level.
Mind-Fueled Rite
Also at 3rd level, you learn to channel your mind through your crimson rite in order to guide and strengthen your attacks. Whenever activate your Crimson Rite on a weapon that lacks the two handed property, it gains the following benefits:
- Whenever you hit a creature, you may choose to use your Hemocraf to extract certain aspects about its existence. You immediately learn the following attributes about the target: Damage Vulnerabilities, Damage Resistances, Damage Immunities, Condition Immunities and class levels, if any. Once you do so, you can't do so again for 1 minute.
- You can't be disarmed of that weapon unless you are incapacitated.
- You may use Intelligence, in place of Strength of Dexterity, for attack and damage rolls.
Psychic Hemocraft
Starting at 7th level, your mind is permanently shielded and you may use it to peer into the thoughts of others, whether living or dead. Your dreams, memories, or thoughts cannot be altered magically, your thoughts can't be read, and you gain resistance to psychic damage.
Additionally, as an Action, you may attempt to enter a mind that isn't your own. Choose a creature or a corpse within 60 feet of you. If you chose a living creature, you cast the Detect Thoughts spell on them without expending a spell slot and without components, and you don't need to concentrate on it. If you chose a corpse, you cast the Speak with Dead spell on it instead, without expending a spell slot and without components, and only you can hear its answers to your questions.
You can use this feature once, regaining the ability to do so again when you finish a long rest, or if you expend a use of your Blood Maledict to use it again.
Brand of the Feeble Mind
When you reach 11th level, your Brand of Castigation now attacks the mind of your enemies. Once per turn when you deal damage to the branded creature, it takes additional psychic damage equal to your Intelligence modifier, and once per round when it makes an attack roll or ability check, you may roll your Hemocraft die and substract the result from the roll.
Blood Curse of Exploitation
At 15th level, you’ve honed your Hemocraft enough for it to be able to create weaknesses in your enemies. You gain the Blood Curse of Exploitation for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of Exploitation
Prerequisite: 15th level, Order of the Archivist
As a bonus action on your turn, you may choose a creature you can see within 30 feet of you. It must succeed on a Constitution saving throw or be affected, and a creature Branded by your Brand of Castigation automatically fails. On a failed save, until the end of your turn, the creature gains vulnerability to a damage type of your choice, as long as the creature isn't resistant or immune to it.
Amplify. The creature is vulnerable to the damage type until the beginning of your next turn instead.
Occult Erudition (Additional)
You learn one language of your choice, and you gain proficiency with an Intelligence skill of your choice. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.
Master Archivist
Upon reaching 18th level, you have permanently altered your mind for it to be open at the secrets of the world. You gain the following benefits:
- You gain Truesight in a 10-foot radius centred on yourself.
- You can read all writing and understand all spoken languages.
- Once per long rest, you may cast the Foresight spell on yourself. When you do, you take damage equal to two rolls of your Hemocraft die.
Previous Versions
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7/17/2023 4:25:20 PM
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