The Order of the Heartless possess a unique position among the Bloodhunter orders. They do not hold any affiliation to one another, choosing to serve their own interests, using their unique powers to achieve their own personal goals and destroying all those who would stand in their way. Bloodhunters of the Order of the Heartless tend to lean towards evil alignments and are rarely good. Most pursue their goals as pirates or raiders, taking what they want when they want and not worrying about those they hurt along their way.

Rite of the Mind

When you join this order at 3rd level, you learn the esoteric rite Rite of the Mind(detailed below).

Rite of the Mind. Your rite damage is psychic type. The damage you suffer from activating this rite is halved.

Upon reaching 10th level, any creature you hit with your Rite of the Mind must make a Wisdom saving throw (DC equal to 8+your proficiency modifier+your Wisdom modifier) on a failed save the creature become Blinded, Deafened and Paralyzed for one round as they become prisoners in their own mind. 

Upon reaching 11th level, any creature you hit with your Rite of the Mind suffers additional psychic damage equal to your wisdom modifier.

Once a creature has been Paralyzed by this feature it becomes immune to the paralyzing effects, its mind already twisted and broken.

Blood Curse of Apathy

When you join this order at 3rd level, you learn the Blood Curse of Apathy(detailed below).

Blood Curse of Apathy. As a bonus action you can impose a lack of will upon a creature within 30 ft of you. The creature must make a Wisdom saving throw (DC equal to 8+your proficiency modifier+your Wisdom modifier). On a failed save the creature looses all interest in making any actions. Their movement is halved, they loose any Dexterity benefit to their armor class, and any weapon attack they make is made at disadvantage until the end of your next turn.

Amplify. You can maintain the curse for a number of minutes equal to your Wisdom modifier as long as you remain within 30 ft of the cursed creature. The creature makes a new Wisdom saving throw at the end of each of its turns. On a success the curse ends. You can end the curse early whenever you like.

Warded Mind

Beginning at 7th level, you become resistant to psychic damage.

In addition, when a creature tries to deal psychic damage to you, or use any spell that invades you mind like the Message cantrip or Telepathy spell, you can choose to deal psychic damage to them equal to your Crimson Rite damage dice. You can amplify this damage in the same way you would amplify your Blood Curses to deal double the psychic damage rolled.

Bound Minds

Upon reaching 11th level, your Rite of the Mind becomes your deadliest and most useful tool in your arsenal. When a creature fails their saving throw against your Rite of the Mind feature they become mentally linked to you. While a creature is linked to you in this way you have advantage on attacks against them and your Rite of the Mind deals max damage to them.

Additionally, while a creature is bound to you, you can use a bonus action to deal psychic damage  to them equal to your crimson rite damage if they are within at least 30 ft from you. If this damage knocks them unconscious or kills them, any creatures within 5 ft of them suffer damage equal to half the damage you rolled (minimum 1).

Interposing Mind

At 15th level, you can cause creatures who are marked by your Bound Minds feature to falter in battle by reaching your influence deeper into their mind causing anxiety and confusion. You can impose disadvantage to attack rolls or saving throws to creatures mentally bound to you using your reaction.

Additionally when you are interposing an enemy making a weapon attack or casting a spell you can amplify its effects by suffering damage equal to your Crimson Rite damage dice, forcing the target to attack a friendly creature within range, if no such creature is within range their attack automatically fails.

Mastery over Minds

Upon reaching 18th level, When you use your Warded Mind feature you deal max damage on the dice.

Additionally the range for your Bound Minds and Interposing Minds features doubles to 60 ft.

You have also learned the Antipathy/Sympathy spell which you can use once per long rest.

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