Base Class: Blood Hunter
Order of the Displaced:
In the hidden halls where dark rituals intertwine with the pursuit of power, the Order of the Displaced emerges as a unique sect among bloodhunters. These warriors willingly undergo a grueling and transformative process that binds them to the essence of the enigmatic displacer beast, known for its elusive nature and otherworldly abilities.
Through a series of agonizing grafts and blood rituals, members of this order bear the mark of their unnatural union. Their bodies boast additional limbs, as sinuous tentacles sprout from their forms, granting them a twisted dexterity reminiscent of the displacer beast. These appendages, along with a secondary set of arms for those not inherently multi-limbed, serve as tools for manipulation, enabling the bloodhunters to interact with their environment in unsettling ways.
The heart of their power lies in the unique Rite of Malevolence, a fusion of their own hemocraft and the displaced essence. Weapons charged with this rite become extensions of the bloodhunter's newfound abilities, granting them an extended reach that allows them to strike foes from an unsettling distance. At higher levels, the tentacles gain a life of their own, delivering additional strikes with a ferocity that mirrors the savage nature of their feline inspiration.
As the Order of the Displaced advances in mastery, their connection with the displacer beast manifests in defensive and evasive tactics. The bloodhunters can blink out of harm's way, utilizing a reactive teleportation ability that confounds their foes. The very essence of the displacer beast is etched into their skin, offering enhanced protection and resilience against the most formidable threats.
However, the power of the displacer beast does not come without a cost. These bloodhunters carry an aura of malice, and the Brand of Castigation they wield allows them to punish not those who strike their allies, only those who strike them, or those who fail to land a blow or force them to resist malevolent effects.
At the pinnacle of their abilities, the Order of the Displaced can trigger a state of heightened awareness and defense, temporarily warding off harm while bolstering their mental fortitude. This defensive state, a last resort in dire situations, comes at the cost of physical exhaustion, a testament to the toll of their unholy communion.
The curse of the displacer beast also permeates the bloodhunters' offensive capabilities. With a newfound blood curse, they sow disorientation among their adversaries, causing them to struggle in their attempts to strike at the heart of the displaced bloodhunter.
In the heat of battle, whether unarmored and evasive or clad in protective gear, the members of the Order of the Displaced are a haunting presence on the battlefield. Their abilities, drawn from the depths of the displaced essence, make them a formidable force, embodying the convergence of blood magic and otherworldly power in pursuit of the ultimate edge in the eternal struggle against the forces of darkness.
Grafted Limbs
At 3rd level, you embrace the displacer beast's essence, and gain two sinuous tentacles. Unless already having four arms, you gain a secondary pair of smaller arms beneath your primary set.
The tentacles are able to pick up and manipulate small objects with limited dexterity. The secondary pair of arms can open doors, containers, pick up Tiny objects, or wield weapons with the light property. If all of your hands are empty, you can choose to use them to aid your movement. Your walking speed increases by 15ft.
Your mind and flesh now linked to displacer beasts, blink dogs will attack or flee on sight, depending on the situation, as they believe you to be their natural foe. You gain proficiency in the stealth skill, or expertise, if you already had it. Displacer beasts see you as one of their own, and regard you as such. You also gain the ability to communicate with them, albeit nonverbally, and understand the meaning of what they do to communicate back.
Twisted Hunter
At 3rd level, you have been twisted from the Hunter’s Bane, the ritual that alters your life’s blood, now replaced with the twisted cruel methodology of a displacer and their prey. You have advantage on Wisdom checks to track or locate fey, celestials, or monstrosities, as well as on Intelligence checks to recall information about such creatures, such as tracing the tracks of a displacer beast, recalling how to lure out a unicorn for celestials, or knowing what court a fey may be from. This replaces the advantages given from the Hunter's Bane class feature.
Rite of Malevolence
When you join this order at 3rd level, you learn the Rite of Malevolence as part of your Crimson Rite feature. When you activate the Rite of Malevolence, the extra damage dealt by your rite is force damage. Additionally, while active, the tentacles gained by Grafted Limbs can wield the infused weapon, so long as it is a melee weapon, extending both reach and range by 15 feet. Once per round, you may replace an attack with a weapon infused with this rite with activating a blood curse with a use time of one bonus action.
Displaced Defensive
At 3rd level, a displacer's flesh, grafted onto you, vibrates rapidly, as your body appears to shift and shimmer. You may add your Hemocraft modifier to your unarmored AC.
Malicious Mark
At 7th level, your newly acquired Brand of Castigation undergoes a transformation, embodying the malice and evasive nature of a displacer, as your natural illusion tricks even the most precise foes. Your Brand of Castigation now triggers when a creature misses an attack against you, in addition to the existing triggers. It also triggers when you specifically pass a saving throw caused by the branded creature.
Blood Curse of Disorientation
At 7th level, you gain the ability to make an enemy falter through your displacement, as their first strike to land is far less effective. As a bonus action, curse a creature within 30 feet. Attacks that creature makes against you are at disadvantage. Saves that creature forces you to make are made at advantage. When a cursed creature hits you with an attack, or you fail a save forced by it, it can make a wisdom saving throw. On a success, the curse ends. On a failure, the effects of the curse are suppressed until the end of your next turn.
Amplified: The disadvantage is imposed despite other sources of advantage. The advantage applies even if a save would be made at disadvantage. Damage taken from a cursed creature is resisted if not already; if already resisted, you becomes immune to the damage for that instance of damage.
Flickers of Avoidance
At 11th level, your flesh and the displacer's grafted unto you syncs more suitably. Channeling the essence of the displacer beast, you can, as an action, bolster your displacement. For a number of rounds equal to your Hemocraft modifier (minimum of 1) or until killed, add 1/2 your Hemocraft modifier (rounded down) to your Intelligence, Wisdom, and Charisma saving throws. Additionally, add 1/2 your Hemocraft modifier to your AC (rounded down). If this effect ends for any reason other than death, you gain a level of exhaustion. At level 20, this increases to your full hemocraft modifier. This ability can only be used once per short rest, or twice at level 20.
Brand of Pursuit
At 13th level, your brand doesn't prevents teleportation or planar travel, instead, it allows you to pursue them. When a creature marked by your brand teleports within a plane, you can choose to pursue, teleporting you to within 5ft of their new location. If they teleport to a different plane or realm, make a contested attack roll against the creature's WIS save. On a success, you pursue them, ending up within 5ft of their new location. If they fail by 5 or more, the creature does not know you followed them, and you may choose a location within 30ft to teleport to, and are considered hidden.
Displacement
At 15th level, where you are is not always as it seems. As a reaction to imminent danger, you can instead change your location to an unoccupied space within 20 feet when targeted by an attack or forced to make a saving throw, as the original target was just an illusion. If this movement takes you out of the attack's range or effect's area, the attack misses, or the saving throw is considered a success. The number of uses is equal to double your Hemocraft modifier.
Displacer Pack-Lord
At 18th level, your shimmering form and displacing prowess has become capable of displacing your body into full copies, that are capable of acting separate to your movement, as they form a pack at your command. In combat, your status as a pack lord shows true. At the start of combat, and at the end of each of your turns during combat in which you aren’t dead, your form displaces further, as you displace, forming a displacement similar to Mirror Image. Each of these duplicates has an HP of one, and a movement speed of 40ft. Displacements share your AC and saving throws, minus two for every displacement currently present, and have the Tentacle attack and Aversion ability of the displacer beast.
You can have a max number of displacements up to your hemocraft modifier. On your turn, unless you are incapacitated, the displacements may move up to their movement speed, but cannot take actions. If you are incapacitated, each displacement may take an action. When an enemy targets you for an attack or saving throw, they must roll a dice first, corresponding to the amount of displacements within reach or range of the attack or spell plus one. (1 displacement is 1d2, 2 is 1d3, etc.) If the number rolled is a 1, the attack connects as normal. You are a possible target regardless of other abilities. Otherwise, it targets one of the displacements, counting as a miss against you. If a displacement is reduced to 0 hitpoints or is inflicted with a condition, it vanishes, revealed to have never existed. When using the displacement reaction, you may instead choose to displace to the location of a displacement. If you do so, and this causes you to succeed on a saving throw, the displacement automatically fails, taking the damage and effects instead.
If you have the maximum amount of displacements at the end of your turn, you can absorb one before replacing it, healing you for a quarter of your hitpoint maximum. A creature with blindsight or truesight cannot tell if a displacement is real or false, however, can spend an action to be able to do so for 5 rounds. All displacements vanish at the end of combat.
Pinnacle of Cruelty
At 20th level, you have fully dedicated your body towards displacement and curses, as you leave a trail of flickers, your body strengthening as you have progressed to a point of unity in cruelty, malevolence, and disposition. Your brand of castigation's damage increases to four times your hemocraft modifier (minimum of 4), ignores resistance, and treats immunity as resistance. Curses are your specialty, you may choose another two curses to learn, ignoring prerequisites. Damage from your blood curses ignores resistances, and if a creature fails a save for your curses by 5 or more, they cannot be immune to its' effects. Curses without saves can be given a save exclusively for this benefit if desired. Your blood curses that already required saves now deal additional damage when the save is failed, equal to the damage from a weapon attack made using a weapon you are currently holding with Rite of Malevolence active on it. The DC for exclusively your blood curses is now 10 + prof + 2 times your Hemocraft Modifier. (Other features that specify using your class save DC still use the base calculation.) You may choose to change your blood curses' required saving throw when used to an INT, WIS, or CHA save, rather than the base save described.
You may not benefit from the Sanguine Mastery feature, as the curses you apply are wrought not in blood, but in malice.
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