The Order of the Awakened Eyes has a reputation amongst the other Bloodhunter Orders for delving deep into the occult and cosmic, seeking forbidden knowledge with which to drive back the darkness that threatens to overwhelm the world. Some will seclude themselves and dedicate their lives to scholarly pursuits to better aid those that seek out aberrations and unnatural beings to purge them from the world.

Darkblood Transfusion

As part of the rituals involved when joining this order, you receive a transfusion of cursed blood, granting you the ability to transform the blood of the dead into a mixture that restores your vitality. When you kill a creature, you can spend one minute preparing their blood into a vile cocktail you can imbibe to close your wounds. This mixture can last until the next Dawn before going rancid and when ingested by you will heal you for half your Blood Hunter level (rounded down). As you level, you can handle more of this foul drink. At 3rd level you can only drink one per short rest, at 7th level you can drink two, at 11th level you can drink three, at 15th level you can drink four and at 18th level you can drink five. If another creature drinks your Darkblood Transfusion, they gain no benefits and must make a DC 10 Constitution Saving Throw or be poisoned for 10 minutes.

 

Lost Tools of the Workshop

When you join this order, you learn a variety of useful skills to aid you in your hunt, amongst them is the procedure to create a Trick Weapon. You can combine two weapons you own and are proficient in turning them into a Trick Weapon. The time it takes to create a Trick Weapon is detailed in the table below, while the cost to make your Trick Weapon is half the combined cost of both weapons. When you combine magical weapons that require attunement you must be able to attune to both weapons, the resulting Trick Weapon also requires attunement. Your familiarity with your Trick Weapon affords you an edge in combat, granting you a bonus to hit while you're using your Trick Weapon, at 3rd level this bonus is +1, rising to +2 at 9th level and +3 at 15th level. You can swap between the forms of your Trick Weapon as part of an attack action or as a bonus action. When you attack with your Trick Weapon, if your Trick Weapon has at least one weapon with the light feature, you may switch the weapon and make an additional attack as a bonus action.

 

RARITY

TIME TO MAKE

Non-Magical

4 hours 

Common

10 Hours

Uncommon

1 Week

Rare

2 Weeks

Very Rare

1 Month

Legendary

3 Months

Artifact

1 Year

 

 

 

 

Vicious Techniques

Starting at 3rd level, your training with the order has allowed you to hone a handful of deadly skills. You learn two vicious techniques, which can enhance your attacks or grant you new abilities in combat. You can only use one technique per attack. You learn one additional technique of your choice at 7th, 11th, 15th, and 18th level.

Blood Dice. You gain four blood dice, which are d6s. A blood die is expended when you use it. You regain all of your expended blood dice when you finish a short or long rest. You gain another blood die at 7th level and one more at 15th level. 

Technique save DC = 6 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Bloody Strike

When you make a weapon attack using your Trick Weapon, you can expend one blood die to use your Crimson Rite feature as part of the attack.

Butchering Strike

When you kill a creature using your Trick Weapon, you can expend a blood die to make the killing blow especially gory, forcing all hostile creatures within 30 feet of you to make a Wisdom Saving Throw against your Technique save DC. On a fail, they are frightened of you until the end of their next turn.

Crippling Strike

When you hit a creature with an attack using your Trick Weapon, you can expend a blood die to force that creature to make a Dexterity saving throw against your Technique save DC. If they fail, until the end of their next turn their movement is 0.

Eldritch Strike

When you make an attack with your Trick Weapon, you can expend a blood die to infuse the attack with eldritch energy, if you hit you can roll the blood die and add the result to your damage roll as Psychic damage.

Frenzied Strike

Before you make a weapon attack with your Trick Weapon, you can expend one superiority die to gain advantage on the attack. If you hit, you can add the blood die to the attacks damage roll. If you miss, the next attack against you has advantage.

Parrying Strike

When another creature damages you with a melee attack that isn't a critical hit, you can use your reaction and expend one blood die to attempt to parry the attack. Make a Dexterity saving throw with a DC against the attack roll of the creature that has attacked you. On a success you take no damage and can make one weapon attack using your Trick Weapon. If you fail, the attack against you becomes an automatic critical hit.

Precise Strike

When you make an attack using your Trick Weapon, you can expend a blood die to roll it and add the result to your attack roll. 

Retreating Strike

When you make a weapon attack with your Trick Weapon, you can expend a blood die to move 5 feet without provoking an attack of opportunity as part of the attack action.

Shadowed Strike

While you are in dim light darkness, you can expend one blood die to draw the shadows around you as part of your attack action with your Trick Weapon, giving you advantage on that attack.

Vampiric Strike

When another creature damages you, you can expend one blood die to use your reaction to make a weapon attack against that creature with your Trick Weapon. If you hit, you regain health equal to half the damage you deal.

Violent Strike

When you make a weapon attack with your Trick Weapon, you can expend one blood die. If you hit, you can roll that blood die and add the result to your Trick Weapons damage.

Visceral Strike

When you roll a 20 on an attack made with your Trick Weapon, you can expend one blood die to intensify the strike. You can maximise the damage roll on the attack and add your blood die to the damage roll. (The damage from the blood die does not benefit from the critical hit)

Eyes on the Inside

Starting from 7th level, your studies have unveiled hidden truths to you. You have learned how to inscribe ancient runes upon your mind, granting a variety of benefits. As you gain more Blood Hunter levels, you can handle more of these runes. You gain the ability to inscribe two runes at level 7 with an additional slot being available at levels 11, 15 and 18. These inscriptions are permanent and cannot be changed.

Mark of Beasthood

This rune unshackles your bestial nature. Once per short rest you can undergo a horrifying transformation that changes your body into that of a deformed beast. While in this form you cannot use weapons or shields, instead you gain claws that do 1d6 slashing damage and that you are proficient in and use either your strength or dexterity modifier. Additionally, while you're in your bestial form whenever you make a weapon attack with your claws you can make an additional attack for free. This transformation lasts for 1 minute or until you take damage and at the end of the transformation you take one level of exhaustion.

Mark of Carnage

This rune resonates with your brutal nature, amplifying your savage attacks. Once per long rest, whenever you land a critical hit against an enemy, you can maximise all of your damage dice.

Mark of Carrion

This rune grants you the ability to call forth raven allies. Once per day, you can summon a Swarm of Ravens from your Trick Weapon as a bonus action. This swarm acts on your initiative and lasts for 10 minutes.

Mark of Celerity

This rune allows you to realise the full potential of your movement. Your movement speed increased by 10 ft and you can dash as a bonus action.

Mark of Comprehension

This rune grants you knowledge beyond your own. You gain proficiency in Deep Speech, Celestial and 2 languages of your choice.

Mark of Cosmos

This rune allows you to connect to the infinite, granting you insight to all the secrets of the world if only you could make sense of them. Once per short rest you can try and seek the answer to any question, make an Intelligence Saving Throw against a DC set by your DM. On a success you get an short answer that is often vague and cryptic - but correct. On a fail, you suffer a long-term madness. If you fail the saving throw by more than 5, you suffer a permanent madness.

Mark of Hunting

This rune grants you the skills of a predator when it comes to tracking your prey. You have advantage on tracking humanoids, beasts and aberrations. 

Mark of Insight

This rune allows you to see things for as they are. You have advantage on Wisdom (Insight) checks. Additionally, once per day you can automatically succeed on any Wisdom (Perception) or Intelligence (History) check. When you use this feature to succeed on a check, you must make a Wisdom Saving Throw against a DC of 15, on a failure you suffer 1 short-term madness.

Mark of Knowledge

This rune allows you to utilise arcane teachings to perform simple spells. You learn 2 Wizard cantrips and 1 1st Level Wizard Spell that you can cast twice per Long Rest, Intelligence is your spellcasting ability for these spells.

Mark of Nightmare

This rune unlocks the darkest parts of the mind, unshackling your restraints. Once per short rest as an action, you can thin the boundaries between realms. Hostile creatures within 100ft. must make a Wisdom Saving Throw against a DC of 10 + your Charisma modifier. On a fail, they take 4d6 psychic damage and are frightened of you until the end of your next turn.

Mark of Secrets

This rune reveals magical secrets of an eldritch nature. You learn 2 Warlock cantrips and 1 1st Level Warlock Spell that you can cast twice per Long Rest, Intelligence is your spellcasting ability for these spells.

Mark of Shadows

This rune grants you the power to draw darkness around you to better stalk your prey. While in dim light you have advantage on Dexterity (Stealth) checks and in darkness you have advantage and +5 to Dexterity (Stealth) checks

Mark of Vision

This rune allows you to see beyond the veil. Once per short rest you can gaze into the Ethereal Plane for up to 1 hour, when you do so you take psychic damage equal to half your Blood Hunter level.

To Sleep, Perchance to Dream

Starting at 11th level, due to your research you have learned how to connect your mind to a vast ethereal demiplane known as the Hunter's Dream. While you sleep, your conscious mind awakens within this plane and you are able to train, prepare and do with your time as you like for the entire time you sleep. You still gain all the benefits of your rest. In addition, while you are within the Hunter's Dream your mind is unable to be read and you cannot be influenced by spells such as Dream.

Sight Without Eyes

Starting from 15th level, you have gained the ability to see without using your eyes. You have blindsight out to a range of 10ft. and you have advantage on all Wisdom (Perception) checks that rely on sight.

The Night is Long

Starting at 18th level, you are bound to your duty and to the Hunter's Dream. When you die, your body turns into mist and you reform at the last location you had a Long Rest at in 1d3 days. Once you have resurrected, part of your soul is left as an echo at either the location you died, or within the creature that killed you. Until you return to that location or kill the creature that killed you, you are unable to regain health and you cannot gain the benefits of a short or long rest. If you die before you can reclaim your echo, your death is permanent.

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