Base Class: Blood Hunter
At least a devil usually has a plan. Evil fey, on the other hand, are often fueled by instinct and an urge for chaos, making them far more dangerous in the eyes of some. For this reason, Feyguard have taken on mysterious powers and dedicated their life to hunting and purging these malevolent creatures from the material plane and beyond.
Beguiling Speed
Whether it be a sudden burst of supernatural speed or a rapidly executed teleportation, you’ve learned to close the distance between you and your prey in the blink of an eye, allowing you to move up to 10ft in any direction in order to make a melee attack action against a creature. This does not cost any movement, and you can use this feature a number of times a day equal to your proficiency bonus.
Fey Magics
When you underwent your Hunter’s Bane, you imbued yourself with a primarily fey essence, granting you protection from some of their abilities, as well as access to some of their magics. You can sense when a Fey creature is within 30ft of you, have advantage on saving throws against charm, dream-like/altering, and illusion effects, and you gain a variety of spell-like abilities that can each be cast once a day.
Level 3: Faerie Fire
Level 5: Fog Cloud
Level 7: Pass Without Trace
Level 9: Speak With Plants or Speak With Animals
Level 11: Charm Monster
Fey Trickery
As your power increases, you learn how to create false duplicities of yourself, while also infusing them with blood magic. As an action, you can summon three perfect illusionary duplicates of yourself within 25ft of you. As a bonus action on any subsequent turns, you can move all images up to 10ft. These duplicates have the same AC as you, and if they take any direct damage, they are destroyed. Creatures with true-sight or tremor sense are not affected by these illusions. You can use this ability once per long rest.
Whenever you make an attack against a creature, you can cause one of these images within 15 ft of you to rush the target with incredible speed in order to draw their attention. Doing this dispels the image, but gives you advantage on the attack.
In addition, you can use your reaction to swap places with any image within 15 ft of you if you were about to take damage that you knew was coming, causing you image to take the damage instead.
Whenever an image disappears, it burst’s against a target within 5ft of it, dealing psychic damage equal to one roll of your hemocraft die. You can also expend a charge of your Blood Maledict to attempt and give them a Blood Curse of your choosing.
Trapped Ming
Your exposure to fey powers has hardened your mind and given you increased control over it. You have resistance to psychic damage, and whenever a creature you don’t consider a friend tries to affect your dreams, look into your mind, or see through your eyes, they take psychic damage equal to your hemocraft die. You also gain proficiency in intelligence saving throws.
Penetrating Senses
You learn to further harness your Fey powers, allowing you to glean dark truths and motives from the minds of your foes, granting you the following benefits.
-You can sense a creature's greatest fears and use them against them, giving you a bonus to intimidation checks equal to your wisdom modifier. This only works against creatures with an intelligence of 3 or higher.
-You can feel the emotions beating within every creature’s heart, telling you their true intent and signaling to you when they plan to attack, even if you can’t see them. Gain advantage on insight checks, and you can’t be surprised by creatures within 30ft of you.
Haunting Presence
A mastery of your fey powers inspire a supernatural fear in those who witness them. Whenever a creature is the target to your Beguiling Speed ability, or when they are subject to one of your duplicates from Fey Trickery, they must succeed a wisdom saving throw (10 + hemocraft modifier + proficiency modifier) or become frightened until the end of their next turn.
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