The process of consuming the Hunter’s Bane is a painful, mentally scarring, and often fatal experience. Those that survive find their minds irrevocably changed, enhanced. Some found this experience exalting, embracing the ability to alter one’s own physiology through their ability to focus their minds.

Over generations of experimentation, a splinter order of blood hunters began to emerge, one that focused on combining sacred mudras with mantras to modify their capabilities in battle, altering and focusing their energies, over time become something beyond human. They called themselves the Order of the Oracle.

Revealing the truth of the Oracle

When an adept of the Order of Oracle experiences the Hunter's Bane ritual they come to the realization that all pain exists inside the construct of the mind and in order to overcome things in life one must learn to work with them.  For this reason, from lvl 3 on the only damage type their Crimson Rite offers is psychic damage. Because of this focus, they gain a small bonus to the damage.  +1 at lvl 3 and +1 for every 3 lvls.  Eg. +2 at 6th, +3 at 9, +4 at 12 ext.

Nine Hand Seals

The nine hand seals also known as kuji-in refers to a system of mudras and associated mantras that consist of nine syllables. These mudras and mantras are combined in different orders during meditation to activate 18 results.  Adepts of the order begin to uncover the secrets of the sacred nine hand seals that temporarily alter your mental and physical abilities. 

Beginning at 3rd level, you choose to learn three hand seals. Your hand seal options are detailed at the end of this order description. You gain an additional hand seal at 7th level, 11th level, 15th level, and 18th level.

Additionally, when you gain a new hand seal, you can choose one of the hand seals you already know and replace it with another hand seal.

Sacred Meditation

At 3rd level, you can take a short rest (meditation) to store a single hand seal. Performing a single hand seal requires the use of both hands, a bonus action, and the effects (including side effects) last until you complete a short or long rest, or spend an action to focus and flush the effect from your psyche.

Hand seals are a way to link to the deeper part of the psyche which was awakened during the Hunters Bane ritual. These hand seals have no effect if performed by the uninitiated. They are also unstable by nature, losing their potency over time and fading from memory if not activated before you finish your next short or long rest.

Your mind will begin to achieve higher states of coherence as you grow in power and experience. This increase in coherence is represented by the evolution of power the hand seals imbue you with and may be signified by a Coherence score.

Coherence Score = your blood hunter level divided by 4, rounded up.

Advanced Sacred Meditation

Upon reaching 7th level, when you take a short rest to meditate, you can now store two. These must be 2 different hand sets, they can be performed sequentially with overlapping effects that last until you finish your next short or long rest. Each hand set still takes a separate bonus action to perform.

Once you reach 15th level, you can now store three hand sets during a meditation.

Forced Coherence

Beginning at 11th level, you can use a bonus action to instill a burst of coherence to temporarily resist the negative effects of a hand set. You can choose to ignore the side effect of a hand set affecting you for 1 minute.

Once you use this feature, you must finish a short or long rest before you can use it again.

Robust Mentality

At 15th level, your mind has begun to adapt to various psychic energies it has been exposed to, ignoring their disturbing effects. You gain immunity to charm and sleep spells, as well as Saving throws gain an advantage to resist poison, disease, and psychic damage. 

Advanced Sacred Meditation

Upon reaching 15th level, when you take a short rest to meditate, you can now store three. Hand sets must be different types, and can be performed with overlapping effects that last until you finish your next short or long rest. Each hand set still takes a separate bonus action to perform.

Exalted Coherence

At 18th level, your mind has begun holding the pattern of psychic energies naturally. Choose one of your known hand sets. You gain the benefits and side effects of this hand set permanently, at all times. You cannot change this choice of effect after this feature is acquired.

18 Hand Sets

These hand sets are presented in alphabetical order. Some hand sets require a number of levels in blood hunter before you can gain them. You can learn a hand set at the same time you meet its prerequisites.

Aether

Prerequisite: 11th level

You gain a flying speed of 20 feet.

Side effect: You have disadvantage on all Strength and Dexterity ability checks.

Celerity

Your Dexterity score increases by an amount equal to your mutation score, as does your Dexterity maximum.

Side effect: Your Wisdom score decreases by amount equal to your mutation score.

Conversant

You gain advantage on Intelligence ability checks.

Side effect: You have disadvantage on Charisma ability checks.

Cruelty

Prerequisite: 11th level

You can make a single weapon attack as a bonus action on each of your turns.

Side effect: You have disadvantage on all Intelligence, Wisdom, and Charisma saving throws.

Impermeable

You gain resistance to piercing damage.

Side effect: You gain vulnerability to slashing damage.

Mobility

You gain immunity to the grappled and restrained conditions. At 11th level, you also are immune to the paralyzed condition.  

Side effect: You gain a penalty to initiative equal to 2 times your mutation score.

Nighteye

You gain darkvision for up to 60 feet. If you already have darkvision, this increases its range by 60 additional feet.

Side effect: You gain sunlight sensitivity:

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Potency

Your Strength score increases by an amount equal to your mutation score, as does your Strength maximum.

Side effect: You have disadvantage on all Dexterity saving throws.

Precision

Prerequisite: 11th level

Your weapon attacks score a critical hit on a roll of 19-20.

Side effect: All healing you receive is halved.

Rapidity

Your speed increases by 15 feet. At 15th level, your speed increases by 20 feet instead.

Side effect:  You have disadvantage on Dexterity ability checks.

Reconstruction

Prerequisite: 7th level

While conscious and in combat, you regenerate hit points equal to 2 times your mutation score at the start of your turn as long as you are above 0 hit points.

Side effect: Your speed decreases by 10 ft.

Sagacity

Your Wisdom score increases by an amount equal to your mutation score, as does your Wisdom maximum.

Side effect: Your armor class is reduced by an amount equal to your mutation score.

Shielded

You gain resistance to slashing damage.

Side effect: You gain vulnerability to bludgeoning damage.

Unbreakable

You gain resistance to bludgeoning damage.

Side effect: You gain vulnerability to piercing damage.

Wariness

You gain a bonus to initiative equal to 2 times your mutation score.

Side effect: You have disadvantage on Wisdom (Perception) checks.

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