The Cult of the Great Old Ones is an order that draws power from a far off realm/ ancient entity. As a Blood Hunter, you may have discovered one of many Cults devoted to a Great Old One, and decided that they may have a source of knowledge you could use. Joining this order involves you going through a ritualistic ceremony. This ceremony typically involves the Blood Hunter to have a weakened illithid tadpole inserted into their head. This process will allow for the Blood Hunter to access low grade Psionic abilities, and these abilities will grow stronger as you gain levels in this class.

Telekinetic Wielding

When you choose this Order at 3rd level the tadpole inside you allows you to tap into a whole new part of your mind.

You can now wield weapons with a telekinetic bond. Your weapon levitates around you as long as you keep One-hand or two-hands open respectively. While wielding your melee weapons with this power you have an additional 5ft reach, and you can use Wisdom instead of Strength or Dexterity for attack and damage rolls done with the weapon.

Awakened Mind

Starting at 3rd level, the tadpole gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

 

Minor Telekinesis

You gain more insight into your telekinetic powers. 

At 7th level, You gain the ability to push, pull, and lift objects with your mind. you can push, pull or lift objects weighing up to 30 times your wisdom score up to 30ft, you can only move objects not being worn or carried. You can open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can also do minor tasks with your ability such as lighting a torch, opening a window, making a bed, and other various things (up to your DM's discretion).

Telekinetic Wound: Also, once per long rest you can use this ability to effect a creature. When you hit with a melee weapon you can inflict an extra 5d10 psychic damage, along with the normal damage caused by the weapon.

Telepathic Insight

Starting at 11th level, you can peer into the mind of a creature during combat. As a bonus action, you can have a target hostile creature within 30ft of you make a Wisdom saving throw. On a fail, you learn if the creature has any resistances, immunities, or vulnerabilities. Also you gain advantage on your next attack against the creature. On a success, you can learn one resistance, immunity, or vulnerability (up to the DM).

You can do this a number of times equal to your Wisdom Modifier, and regain your uses after a short or long rest.

Create Thrall

At 15th level, you gain the ability to infect a humanoid’s mind with your alien magic. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

Mind and Body of the Great ones

You have reached a new pinnacle with your body and mind.

Starting at 18th level, you can enhance your telekinetic ability. You can levitate yourself up to 20ft into the air as an action, and you can end this as an action, this only ends early if you fall unconscious or become incapacitated. If you become unconscious or incapacitated you descend at a rate of 5ft per round.

Additionally, the illithid tadpole begins to alter your internal organs. You cease to age, and cannot be aged magically. 

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