Base Class: Blood Hunter
Within the clandestine annals of the Zhengari Covenant, an enigmatic order emerges—a fellowship of scholars and warriors known as the Order of the Architect. These mysterious individuals are bound by an esoteric connection to both Hemocraft and Dunamancy, weaving together the ancient arts of blood magic and the manipulation of fundamental forces. Their conviction is unwavering: blood, the essence of life, is not a mere bodily fluid but the primordial ink that inscribes the very fabric of reality.
Forged in the crucible of forbidden knowledge, the Architects stand as the embodiment of scholarly warriors, navigating the delicate balance between the arcane and the martial. The order emerged from the teachings of the Zhengari Covenant, drawing upon the dark legacy of the lich Zhengyi, who first harnessed blood magic in the desolate lands of Vaasa. However, the Architects have redefined the purpose of their art, choosing to wield their power not as a weapon of destruction but as a shield against otherworldly threats.
In their pursuit of understanding, Architects delve into the mysteries of Dunamancy, seeking to comprehend the fundamental forces that shape the cosmos. They view blood not only as a source of power but as a medium through which the very architecture of reality can be inscribed and manipulated. Through their studies, the order has become adept at forging constructs animated by Hemocraft and infused with the essence of Dunamancy.
The Halls of Creation resound with the rhythmic cadence of scholarly debate, the scribing of ancient tomes, and the echo of martial training. Within these hallowed halls, blood becomes a medium for creation, not destruction—a force to be harnessed for protection rather than malevolence. The Covenant, once steeped in darkness, has found a new purpose in safeguarding the realms from the encroaching shadows.
The Order of the Architect is not merely a collection of spellcasters or warriors; it is a convergence of both, forging a unique path that melds the art of blood magic with the manipulation of cosmic forces. These scholar-warriors stand as guardians against the unknown, wielding the power of blood and Dunamancy to inscribe their own destiny upon the tapestry of existence.
Arcane Scholar
3rd-level Architect feature
Starting at 3rd level, your studies of esoteric magic has granted you a greater understanding of otherworldly magic and creatures. You gain proficiency in Arcana. Your proficiency bonus is doubled for any checks made using this skill.
Architect's Construct
3rd-level Architect feature
At 3rd level, as an action, you magically summon a Dunamantic Construct that is bound to you by taking necrotic damage equal to one roll of your Hemocraft die. This damage can’t be reduced in any way. It appears in an unoccupied space of your choice within 30 feet of you.
The construct is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Dunamantic Construct stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the construct, choose a fundamental force of Dunamancy; Gravity, Probability, Space, or Time. The construct, animated through your Hemocraft and the chosen aspect of Dunamancy, has some of the traits in its stat block determined by this choice. You determine the construct's appearance; this has no effect on its game statistics.
In combat, the construct shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the construct can take any action of its choice, not just Dodge.
Whenever you activate your crimson rite, if your Dunamantic Construct is within 30 feet of you, you can extend the benefits to your Dunamantic Construct as if it was a weapon you are wielding. If more than one crimson rite would be applied to your Dunamantic Construct in this way, you choose which one applies. Sharing the benefits of your crimson rite in this way does not a separate activation.
The construct remains until it is reduced to 0 hit points, until you use this feature to summon the construct again, or until you die. Anything the construct was wearing or carrying is left behind when the construct vanishes.
Once you've created your construct this way, you can't do so again until you finish a short rest.
Dunamantic Construct: Gravity (INT)
Your Dunamantic Construct is infused with the fundamental force of Gravity.
Dunamantic Construct: Gravity (WIS)
Your Dunamantic Construct is infused with the fundamental force of Gravity.
Dunamantic Construct: Probability (INT)
Your Dunamantic Construct is infused with the fundamental force of Probability.
Dunamantic Construct: Probability (WIS)
Your Dunamantic Construct is infused with the fundamental force of Probability.
Dunamantic Construct: Space (INT)
Your Dunamantic Construct is infused with the fundamental force of Space.
Dunamantic Construct: Space (WIS)
Your Dunamantic Construct is infused with the fundamental force of Space.
Dunamantic Construct: Time (INT)
Your Dunamantic Construct is infused with the fundamental force of Time.
Dunamantic Construct: Time (WIS)
Your Dunamantic Construct is infused with the fundamental force of Time.
Bonded by Blood
7th-level Architect feature
At 7th level, your deep understanding of Hemocraft allows you to transfer its negative effects to your construct. When you activate your crimson rite or amplify a blood curse, your Dunamantic Construct can absorb the damage on your behalf. The construct takes the damage, and you remain unharmed. This damage ignores its immunity to Necrotic damage and cannot be reduced in any way.
Additionally, the benefits of your blood hunter features extends to your construct. It is treated as an extension of yourself for the purposes of your Brand of Castigation feature (It gains all the same benefits and effects you do for this feature).
Brand of the Creator
11th-level Architect feature
Starting at 11th level, your mastery of Hemocraft and Dunamancy allows you to enhance your Brand of Castigation with the essence of fundamental forces. Creatures under the effects of your Brand of Castigation suffer your choice of one of the following additional effects for the Brand's duration:
- Brand of Temporal Retribution. The target of your Brand of Castigation finds time working against them. The Branded creature has disadvantage on initiative checks and Dexterity saving throws. It cannot take reactions.
- Brand of Spatial Distortion. The target of your Brand of Castigation finds space retaliating against them. Whenever the Branded creature takes damage from your Brand of Castigation, it is teleported 15 feet to an unoccupied space you can see. This does not count as the creature attempting to teleport.
- Brand of Siphoned Probability. The target of your Brand of Castigation feels its opportunities being stolen. The Branded creature cannot have advantage on attack rolls, ability checks, or saving throws and treats any roll of a 2 on a d20 as a 1.
- Brand of Immense Weight. The target of your Brand of Castigation feels its own weight begin to crush it. The Branded creature has disadvantage on Strength based attack rolls, ability checks, and saving throws. Its speed is halved.
Dunamantic Detonation
15th-level Architect feature
Starting at 15th level, you've learned to violently recall the magic that animated your Construct and cause it to detonate. As an action, while your Dunamantic Construct is within 120 feet of you, you can reduce it to 0 hit points and cause it to explode, causing 8d6 force damage and an additional effect based on the type of construct destroyed.
Dunamantic Detonation (INT)
Starting at 15th level, you've learned to violently recall the magic that animated your Construct and cause it to detonate. As an action, while your Dunamantic Construct is within 120 feet of you, you can reduce it to 0 hit points and cause it to explode. All creatures within 20 feet of your construct must make a Dexterity saving throw against your Hemocraft save DC. On a failure, an affected creature takes 8d6 force damage and suffers an effect determined by the type of construct that was destroyed. On a success, an affected creature takes half as much damage and does not suffer an additional effect.
- Chrono-Stasis (Time). An affected creature is Stunned until the end of your next turn.
- Dislocation (Space). An affected creature is teleported 10 feet, in the opposite direction of the center of the explosion, to an unoccupied space and gains one level of exhaustion.
- Flux (Probability). Until the end of your next turn, whenever an affected creature rolls damage, they must reroll the damage, using the lower total.
- Implosion (Gravity). An affected creature is pulled 10 feet towards the center of the explosion to an unoccupied space and knocked prone.
Dunamantic Detonation (WIS)
Starting at 15th level, you've learned to violently recall the magic that animated your Construct and cause it to detonate. As an action, while your Dunamantic Construct is within 120 feet of you, you can reduce it to 0 hit points and cause it to explode. All creatures within 20 feet of your construct must make a Dexterity saving throw against your Hemocraft save DC. On a failure, an affected creature takes 8d6 force damage and suffers an effect determined by the type of construct that was destroyed. On a success, an affected creature takes half as much damage and does not suffer an additional effect.
- Chrono-Stasis (Time). An affected creature is Stunned until the end of your next turn.
- Dislocation (Space). An affected creature is teleported 10 feet, in the opposite direction of the center of the explosion, to an unoccupied space and gains one level of exhaustion.
- Flux (Probability). Until the end of your next turn, whenever an affected creature rolls damage, they must reroll the damage, using the lower total.
- Implosion (Gravity). An affected creature is pulled 10 feet towards the center of the explosion to an unoccupied space and knocked prone.
Blood Curse of Quantum Disjunction
18th-level Architect feature
At 18th level, you hone your hemocraft to shunt people into the Ethereal Plane, holding them captive. You gain the Blood Curse of Quantum Disjunction for your Blood Maledict feature. This doesn't count against the number of blood curses known.
Blood Curse of Quantum Disjunction (INT)
As an action, one creature within 30 feet of you is shunted into the Ethereal Plane until the end of your next turn. When this curse ends, it reappears in the space it left or in the nearest unoccupied space if that space is occupied. A creature cursed in this way suffers the following effects:
- It can see and hear the plane it originated from in shades of gray, and can’t see anything more than 60 feet away.
- It can only affect and be affected by other creatures on the Ethereal Plane.
- It can only be perceived by the Blood Hunter and creatures chosen by the Blood Hunter.
Amplify. This curse lasts for 1 minute. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.
Blood Curse of Quantum Disjunction (WIS)
As an action, one creature within 30 feet of you is shunted into the Ethereal Plane until the end of your next turn. When this curse ends, it reappears in the space it left or in the nearest unoccupied space if that space is occupied. A creature cursed in this way suffers the following effects:
- It can see and hear the plane it originated from in shades of gray, and can’t see anything more than 60 feet away.
- It can only affect and be affected by other creatures on the Ethereal Plane.
- It can only be perceived by the Blood Hunter and creatures chosen by the Blood Hunter.
Amplify. This curse lasts for 1 minute. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.
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