Base Class: Blood Hunter
Members of the Order of the Voodoo Vessel have taken the very essence of their being and put a vindictive, unbreakable curse upon it. As a blood hunter continues to hunt their mark, the scars and injuries from encounters before lingers on, as a monster will use any tool at their disposal to maul and lacerate their foes until they can no longer fight. To fightback against these violent and tenacious creatures, the members of this order decided to make them feel the same pain that they inflict on their victims. With the founding of an everlasting curse through advanced hemocraft, these hunters can link their very soul to another, causing whatever injury dealt to them by the creature or themselves to reflect back on them. The curse is a necessary price to pay in order to make every strike dealt by an advisory be a painful choice to make.
Accursed Link
When you join this order at 3rd level, you forge a connection between you and another creature's essence of being. As an action you choose one creature you can see that is within 60 feet of you and connect yourself to their very core. You take a few physical traits from the creature, with these traits varying depending on how the creature looks and what kind of creature the target is (A beast may give you a hairier appearance with sharper teeth, whilst an undead will give your skin a rotten texture, or you take a trait such as a scar or specific eye color.) Whilst this feature is active on the chosen creature and they are within 60 feet of you, anytime you use a crimson rite or amplified blood curse will cause the creature to take the same damage you take when you roll your Hemocraft die. This feature lasts up to 1 minute or if you end it as a bonus action. If you drop to zero hit points or the creature is more than 60 feet away from you, this feature also ends. You can use this feature twice per short/long rest.
Bound Whiplash
Also at 3rd level, you can take the pain inflicted by outside sources and share it with another creature. Whilst you have your Accursed Link active, you can use your reaction at the end of a creatures turn to take the total amount of damage you took this turn and inflict it on the creature your linked too. The creature must make a Wisdom Saving throw against your Hemocraft Save DC, if they fail, they take the full damage, on a success they only take half. Other than succeeding on the saving throw, this damage can't be reduced in any other way. You can use this feature up to your Constitution Modifier per use of Accursed Link.
Ill Fortune
At 7th level, you've learned how to extend your ability to share pain into sharing irregularities of the mind and body. Whilst you are Blinded, Charmed, Deafened, Frightened, or Poisoned, you can expend a use of your Bound Whiplash and cause the same Wisdom Saving Throw against your Save DC to inflict the same condition you have on the linked creature as if you caused it. The effect must be from a source that isn't directly caused by another, as in, A creature must be blinded by a bright light or deafened by a large sound, not by having their eyes or ears covered by someone else. If the creature cannot be affected by any of these conditions, then this feature fails. This feature ends if the condition ends.
Odious Knowledge
At 11th level, you reach further into the soul of the creature you're linked too, gaining insight about the creature in question. Whilst your Accursed Link feature is active, you can ask about one thing about the creature you're linked to. You can learn one of the following things about the creature as an example: The creatures total Hit Points, any immunity, vulnerability or resistance, one of their stats, a feature the creature has, if the creature has any class levels, or what the CR of the creature is. Any other kind of knowledge you may want to learn is up to the DM's discretion.
Blood Curse Fluctuation
At 15th level, you curse has grown larger to the point that it now effects your Blood Curses. When you use an amplified Blood Curse you can choose to double the damage. When you do this, you can apply one of the following benefits to the curse:
*Any saving throw related to this Blood Curse is made with disadvantage.
*If you roll a hemocraft die due to the Blood Curse, you can double the result.
*You can double the range of the Blood Curse.
Mutual Demise
At 18th level, you have reached the peak power of the Voodoo curse and can now destroy your very essence/soul and take the linked creature with you. Whilst you have the Accursed Link Feature active, as an action you can reduce your Hit Point Maximum and force the Linked creature to make a wisdom saving throw. On a fail, they take damage equal to the total amount you reduced from your Hit Point Maximum or half damage on a success. (If you have 150 as Hit Point Maximum and reduce it by 100, you would deal 100 damage to creature, or half if they succeed.) Other than succeeding on saving throw, this damage cannot be reduced any other way. The absolute minimum your Hit Points can reach is 1. You regain your original Hit Points on a long rest.
Previous Versions
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