A long lost order from times much too dark for the world, now rebirthed from the need to control those who would bring harm to the beasts of the material and ethereal planes. The Order of the Mad Tamers has rekindled their lost flames to once again control any beast they are strong enough to take on. An order of blood hunter that has been cast out for the practices they have, the practice of using one's sanity to control the beasts they claim to hunt. most say they have lost the true ways of the blood hunter and pushed to be more than monsters themselves. the odd few hounds are no matter for most blood hunters, just a simple companion to help on the hunt, but Mad Tamers take this thought to far as they force their minds to snap to bend creatures to their wills and make them follow their commands. 

Pack Leader

Starting when you choose this archetype at 3rd level, you begin to adopt the improved abilities of a natural-born alpha in a pack. You gain advantage on any Wisdom (Animal Handling) checks that rely on dominating or controlling a creature of lesser intelligence than you.

Subdued Madness

Upon choosing this archetype at 3rd level, you can take a bonus action to spend sanity points equal to a non-humanoid creature's challenge rating to take control of that creature indefinitely. The amount of creatures is your overall level divided by 4 rounded up

if a creature's Intelligence is greater than your own you must roll a Sanity Saving throw every hour. Sanity DC is equal to your Intelligence, and Wisdom modifiers added together and multiplied by two. if the saving throw is failed then you must roll 1d6 and suffer one of the following effects of insanity shown bellow and you lose control of the target creature. if you fail 3 saves in a row the effects of insanity are considered permanent until you take a long rest or you use a lesser restoration spell. 

1

You 2 of fear for every creature within a 15ft radius for 1 hour and all creatures in that immediate radius are now considered enemies

2

You see 4 creatures that aren't there for allies that appear at the DM’s discretion that you must kill, they have 4 hit points each

3

You must consume anything that appears to be edible to you even if you know it is poisoned for 1 hour

4

You must attack yourself every chance you are alone or with someone who has a lower strength than you for the next hour

5

You must sheath your material weapon and cast only spells for an amount of hours equal to your overall level

6

All things you are proficient in are now rolled with disadvantage and you must reroll anything above your own level

If the save succeeds the target creature that is under your control indefinitely and considers you an ally. 

Sanity Points = your blood hunter level Times by 2.

Available tames = your blood hunter level divided by 4, rounded up.

Bestiary Knowledge

At 7th level, You now have permanent knowledge of the Challenge Rating, intelligence, and weaknesses of a non-humanoid creature within your line of sight before you use Subdued Madness

you are able to summon any medium or large creature with a challenge rating of 2 as a familiar 

Advanced Subdued Madness

Starting at 11th level, you learn to better use your own sanity to control creatures of a higher difficulty to control

In addition, you gain the Beastly Mimicry and Grizzly Sight features.

Beastly Mimicry. you can take a short rest to gain the ability of one of the creatures you control this lasts until you take another short rest.

Grizzly Sight. you can see a specific dark event that you a beast you control has seen.

Pack Unit

Beginning at 15th level, you’ve honed your willpower to better the creatures that bend to yours will. Whenever you make a sanity saving throw to maintain control of your tamed creature, you do so with advantage.

Also, your tamed creatures gain the Pack Hunter feature.

Pack Hunter. You, creatures, have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.

Subdued Madness Mastery

At 18th level, you have wrestled your sanity and mastered it. You can now use your subdued madness feature without making a sanity saving throw.

You also gain the Blood Curse of the Kimera for your Blood Maledict feature. This does not count against your blood curses known.

Blood Curse of the Kimera. As an action, you can use all of the abilities of every creature you have tamed currently for up to 1 hour. the abilities they have are still limited to the action currency that that creature faces.

Amplify. This curse can target any creatures within 60 feet of you.

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