Base Class: Blood Hunter
Order of Frenzy — The Shiver’s Voice
The Order of Frenzy is not for the faint-hearted or the cautious. It is a path carved by blood and storm, walked only by the fiercest hunters of the deep. Among the shivers of the Sahuagin, those who pledge themselves to this order are known as the living tempest — relentless, unyielding, and savage beyond measure.
_"We are the teeth of the tide, the claws beneath the waves. Our rage is the ocean’s hunger made flesh."* — Talrath, Shiver’s Huntmaster*
To be of the Order of Frenzy is to embrace the raw, untamed fury that bubbles beneath every crashing wave. These warriors channel the primal instincts of the shark, surrendering their minds to the blood magic that fuels their frenzy. When they enter combat, their bodies move faster than thought, their strikes cutting deeper than the sharpest coral.
_"When the blood sings in my veins, I am no longer hunter or prey — I am the storm itself, tearing through flesh and bone."* — Lyssira, Tidebound Berserker*
The shiver holds their Frenzied hunters in both awe and fear. To see one enter their blood-fueled rage is to witness the ocean’s wrath made manifest — unstoppable and all-consuming. These warriors gain strength and speed from their rage, shrug off wounds that would fell lesser fighters, and fight with a brutal grace honed by generations of survival in the deep.
_"The sea does not grant mercy, and neither do we. Our enemies drown in our fury, lost beneath the crushing maelstrom of our blades."* — Jhorun, Elder of the Shiver*
Yet this power comes at a cost. The frenzy that grants them such fearsome might threatens to consume their very souls. Many who walk this path find themselves walking the razor’s edge between control and madness, their fury as dangerous to allies as to foes.
_"In the frenzy, I hear the call of the abyss — wild, dark, endless. I fight to keep the darkness at bay, but sometimes I wonder if I am the darkness now."* — Vaela, Frenzied Hunter*
For the Sahuagin of the Order of Frenzy, battle is not merely a contest of strength or skill; it is a sacred rite, a dance with the primal forces of the ocean itself. They are the predators of the deep, the storm that rages beneath the surface, and the fury that will not be quelled.
Level 7: Iron Current
Your blood magic and oceanic heritage bolster your toughness. While Frenzied:
-
You gain temporary hit points equal to your Constitution modifier (minimum 1) at the start of each of your turns.
-
You have advantage on saving throws against being frightened or charmed.
-
You gain a swim speed equal to your walking speed if you don’t already have one.
Level 15: Scent of the Hunt
-
You have advantage on Wisdom (Perception) and Wisdom (Survival) checks to track creatures by blood or scent.
-
You can sense the presence of any creature within 200 feet that has taken damage in the last minute, even if they are unseen or hidden.
-
You can follow blood trails without penalty, even in difficult terrain.
Level 3: Frenzied Surge
Frenzied Surge
When you activate Crimson Rite, you may enter a Frenzied state. The duration of Frenzy depends on your level:
-
Levels 1-4: Frenzy lasts for 2 turns per stack.
-
Levels 5-15: Frenzy lasts for 3 turns per stack.
-
Levels 15-20: Frenzy lasts for 4 turns per stack.
Frenzy Stacks only recharge after a long rest. You cannot gain additional Frenzy stacks until after this rest period. You can extend your your Frenzied state by using another stack.
-
You gain advantage on melee attack rolls.
-
Your swimming speed increases by 15 feet (in addition to any other movement speed increase).
-
You can make one additional melee weapon attack as a bonus action on your turn.
Level 11: Sanguine Surge
While Frenzied, your ferocity intensifies as your wounds deepen:
-
At or below 75% of your maximum HP: Your melee weapon attacks deal an extra 1d4 damage.
-
At or below 50% of your maximum HP: Your melee weapon attacks deal an extra 1d6 damage, and your movement speed increases by 10 feet.
-
At or below 15% of your maximum HP: Your melee weapon attacks deal an extra 1d8 damage, your movement speed increases by 20 feet, and once per turn when you hit a creature with a melee weapon attack, you regain hit points equal to the damage dealt
Level 15: Stormtide
While Frenzied,
-
Your melee weapon attacks score a critical hit on a roll of 19 or 20.
-
When you hit a creature with two or more melee attacks on your turn they lose half their walking speed.
Level 18: Crimson maw
“I am the ocean’s wrath made flesh.”
Once per long rest, you can fully embody the primal power of the sea for 1 minute. While this ability is active:
-
-
Your Frenzy activates automatically and cannot be ended prematurely.
-
Your movement speed, including swim speed, is tripled.
-
You gain immunity to bludgeoning, piercing, and slashing damage from nonmagical sources.
-
When you take the Attack action, you can make three additional melee weapon attacks as part of that action.
-
Opportunity attacks against you are made with disadvantage.
-
All damage you take is doubled.
-
-
Comments