Blood Hunter
Base Class: Blood Hunter

The Order of the Soul is the rarest of the five Blood Hunter Orders. Formed in tandem with the Order of the Ghostslayer, they are protectors of lost spirits and souls. Where as the Ghostslayers hunt those who have fallen to darkness, such as Poltergeists. The Order of the Soul attempts to bring those spirits back from the brink and aid them in passing peacefully from this world. Each Order of the Soul member has one key defining trait: Their chained soul. A companion who aids them in their soul-based magic and acts as a bridge between the spirits and the living. Their members hunt all abominations that normal Blood Hunters seek to destroy. While also seeking their personal mission of handling the worlds lost or corrupted spirits.


 

Making an Order of the Soul character:

Note that this sub-class makes changes to the base Blood Hunter. That should be implemented at level 1. Here are some key differences:

  • Change your spellcasting ability from Intelligence to Charisma
    (For example, your Hemocraft save DC = 8 + proficiency + Charisma modifier)
  • Your multiclassing prerequisite is Strength 13 or Dexterity 13, and Charisma 13
  • Your saving throws are: Dexterity, Charisma
  • Changes to "Hunter's Bane"
    You have advantage on Wisdom (Survival) checks to track Fey, Fiends, Undead, and Spirits, Souls, or Ghosts
    As well as Intelligence ability checks to recall information about Fey, Fiends, Undead, and Spirits, Souls, or Ghosts
  • You gain a "chained soul" (More details in the "Chained soul" ability description)

 

How are Order of the Soul members made?

Just like a normal Blood Hunter, the Order of the Soul members go through the hunters bane. They learn Blood Maledicts and have access to all other features and abilities that a normal Blood Hunter does. What changes is how they entered the Blood Hunters, and how their Order of the Soul teaches them to use the power of their companion spirit.

When a person dies more often than not their Spirit or Soul lingers on for some time. A vast majority of Spirits and Souls are not strong enough to effect the physical worlds... But some are exceptions. Often times these Spirits are vengeful, angry, violent. When these Spirits latch themselves onto a certain person. For example a lover, a family member, or even an enemy. The Order of the Soul is called to help. Their first and most important goal is helping the Spirit pass peacefully into the afterlife. But failing that... They can vanquish evil spirits and release the hold these spirits have over their living hosts.

When an Order of the Soul member encounters someone with a Spirit clinging to their life force they offer a choice.

  1. They aid you in communing with your Spirit, helping them to come to peace with their death and pass on to the next world.
    All spirits are fated to become Poltergeists or evil spirits. They must be allowed to pass on before this happens and bring harm to the living.
  2. If you wish to keep your Spirit around, you must learn to control it.
    The Order of the Soul offers to let you in. Teach you their skills and their secrets so you might aid others. You learn to control your Spirit and use them to fuel your magic.

What does my Spirit do?

Your spirit is a close person you have lost. A lover, a family member. Someone who has died and refused to pass on. Their Spirit 'haunted' you for some time before you went to the Order of the Soul for help. Or perhaps they came to you? You knew you wanted to keep your loved one around so you decided to join the Order. The Order taught you how to contain your Spirit companion within a magical cage (Detailed further below) Allowing you to focus their power for good. And preventing them from causing mischief or damage.

Your Spirit is bound to you with a "Soul chain" (described further down) Which ties their life force to yours. They are contained within a small cage (1ft x 1ft minimum size) that you must carry with you at all times. (More details in the "Chained soul" ability description.)

Chained Soul

Your Chained Soul is a loved one, a family member. A friend, a lover. Someone in your life who has died and had the strength to keep their Spirit by your side. When you were offered a choice between allowing them to pass peacefully into the next world, or joining the Blood Hunters and learning to control the Spirit to prevent the inevitable Dark Spirit or Poltergeist that all Spirits are fated to become if they don't pass on? The choice was obvious.

Here are some basic rules for how your bounded soul is mechanically implemented. You can find more details about their cage in the "Soul Cage" trait description.

Your chained soul acts as your secondary form of power. Unlike a normal Blood Hunter who can only take Blood from themselves to fuel their magic. The Order of the Soul members are able to have their Spirits drain life essence from their souls in order to fuel 'Soul Curses'. But a large part of your Chained Soul's impact on the game is thematic. How do they interact with you? How do you interact with them? How does the world interact with them? Does your soul communicate through you to the other party members? (By getting you to repeat what it says) Does it use its light telekinesis in interesting ways. You can discuss with your DM additional things your Spirit might be able to do gameplay wise.

Chained Soul Stats

  • Size: Tiny (Maximum 1ft x 1ft cube)
  • Body Type: Spirit decides what it looks like. It is rarely humanoid.
  • Armor Class: 11
  • Hit points: 45
  • Speed: 0, Fly 40ft. It can hover.
  • Damage resistance: Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing From Non-magical Attacks
  • Damage immunities: Cold, Necrotic, Poison
  • Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
  • Senses: Darkvision 60 Ft, passive Perception is the same as the Player Character
  • Languages: Any languages it knew in life, plus any taught by its Player Character
Interaction with the world:
  • Speech: The Spirit can only speak directly to the Player Character. Or other members of the Order of the Soul. It can also be spoken to or speak with anyone using a spell that allows communication with the dead, or with Spirits.
  • Touch: The Spirit can effect anything it wishes to so long as it is within 5 feet of the cage. This mostly involves light telekinesis. However this ability cannot be used in combat. The power of the Spirit to reach out of the cage is simply too weak to harm anyone. It can pick up small objects (under 1lb) for example.
  • Minor Possession: Your Spirit is capable of so called "Minor Possession" A trait you have to allow them to use. It extends its power out of its cage to allow it to animate a small object. (Animate object, essentially) Such as a small doll. It can do whatever it wishes with the object so long as it is within 5ft range of the cage. If the object leaves the 5ft area it simply falls limp and the effect is ended.
  • Ethereal Sight: The spirit can see 60ft into the Ethereal Plane when it is on the Material Plane, and vice versa
  • Incorporeal Movement: When released from the cage the Spirit can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends a turn inside an object.
  • Invisibility: At any time of its choosing the spirit can turn fully invisible. It can also decide which characters see it. Allowing itself to appear visible to its Blood hunter but to no one else. Or any arrangement of visible/invisible it decides on.
  • Recall: The Player Character is capable of recalling the Spirit to the cage whenever they desire. It requires a bonus action. But nothing can stop this effect. No spells, no magical items.

WHAT HAPPENS IF MY SPIRIT IS 'KILLED'?
If your Spirit is brought to 0 hit points its astral projection will dissipate. It will take 3 days of siphoning 1/3 of your max HP into the soul chain for it to reappear. This does not have to be done consecutively 3 days in a row. Additionally, if there are any other Order of the Soul members around they can contribute 1/3 of their max HP per day as well.

WHAT HAPPENS IF I DIE?
If your permanently die, and are not resurrected within the next 1 minute. You and your Chained Soul both pass on together.

WHAT HAPPENS IF I GET RESURRECTED AFTER 1 MINUTE?
If you are brought back to life after the 1 minute has elapsed. Your Spirit is brought back with you. The Soul Chain is a mutual connection that is not severed on death. Part of the comfort Order Of Souls members have is they know when they pass on their Chained Spirit will be with them.

WHAT HAPPENS IF MY CAGE IS DESTROYED?
Your spirits astral projection is dependent on the cage being usable. If the cage is broken your spirit will not die. But they will not be able to hold their form for very long. The Spirit is required to complete its short and long rests inside the cage. However, it can take energy from its host. (1 hemocraft die to simulate a long rest). If it refuses or is unable to take energy from its host to sustain itself within a 24 hour span. It will vanish. Meaning it is will only be able to watch what is happening not physically interact. During this time Soul Curses cannot be used. So it is encouraged to keep the cage safe at all times.

Rite of the Oracle

At 3rd level you learn to mix the energy produced by your Chained Soul and your own blood. Mixing together the elements of your magic to create the Rite of the Oracle.

+1 hemocraft die of psychic damage (Crimson Rite)


While the Rite is active earn 'Ghostly Protector'

  • Your Chained Soul guards your mind from other influences. You gain immunity to Charmed and Sleep. And mind-reading attempts on you have disadvantage.

Bound to the dead

Thanks to your connection to your chained soul you have a great understanding of the dead. Souls, spirits, ghosts.

At will your chained soul can gift you certain abilities to help you do your duty as an Order of the Soul member. This includes:

  1. Ethereal Sight - Your chained soul can gift you its vision of the Ethereal Plane. Allowing you to see into both Ethereal and Material planes at once.
  2. Lost Soul Senses - Your Chained soul can see all ghosts, spirits, or souls lingering on within their vision. (Ethereal Plane or Material)
    Your binding with your Chained Soul allows you to see Souls, Spirits, Ghosts, ect. That are in your direct vision. (If the creature is in the Ethereal Plane the Chained Soul will need to gift Ethereal Sight to you first in order to see them.)
  3. Communication with the spirits - You can speak to any Souls, Spirits, Ghosts, ect. And they can understand you regardless of what language they speak.
    This ability should not be confused for spells that speak to the dead. If a creatures Soul, Spirit, or otherwise is not present you cannot speak with them. This ability is limited to creatures that are currently present.
  4. Calling on the recently dead - Your Chained Soul can reach into the afterlife to find recently deceased souls and bring them to you.
    This ability only works on willing souls. An unwilling soul cannot be compelled to come from the afterlife to speak with you. This effect only works on creatures who have died within the last 2 weeks. You cannot use this ability to return a soul to a corpse as they are considered "passed on" at this point. Only proper resurrection spells can return them to life. The purpose of this ability is to allow willing souls who wish to share information on their death to communicate with an Order of the Soul member. (LIMITED USE: Once per long rest)
  5. Dead Sending - Your Chained Soul is capable of using "sending" on other souls, spirits, or ghosts. (Cannot be used on the living)
    This effect only works on deceased creatures who's Souls, Spirits, or Ghosts linger on. The target is not compelled to respond but if they choose to it functions identically to a normal "Sending" spell. This effect can also be used to send messages to creatures who have died and passed on (Their Souls, Spirits, or Ghosts have not lingered in this world) but if the creature has passed on they cannot respond. Only hear it. This is typically used to provide some closure to the living wishing to speak to their long losts. (LIMITED USE: Once per long rest)

Soul Cage

Every Chained Soul must be kept within a small cage. (Minimum 1ft x 1ft) This cage has its own statistics, and a way to repair it when damaged. It is considered a Blood Hunter artifact and ONLY Blood Hunter smiths can make the original cage. The cages are designed to contain the Chained Soul and allow the Blood Hunter (player character) to command them. The cage can be made out of any material, but beyond the ones listed below Hit Points of the cage will be decided by the DM.

If the Spirit/Chained Soul is out of the cage for extended periods of time the Order member may face disciplinary action from the Order itself. (These disciplinary actions are lenient for cases in which the cage has been destroyed. Or there was a danger of some kind for the Blood Hunter. They also need to witness or hear about this event from reputable persons in order to take action)

Your Chained Soul's 'astral projection' is dependent on the cage being usable. (See: 'What happens if my cage is destroyed')

Cage Statistics:

  • Base cage material: Iron
  • Size: Tiny
  • Hit Points: 30
  • Armor Class: Same as Player Character
  • Damage resistances: Acid, Bludgeoning, Slashing from non-magical attacks
  • Damage immunities: Cold, Necrotic, Poison, Thunder, Fire, Lightning
  • Damage exceptions: Any heat sufficient enough to melt the material can damage the cage. But fire on its own cannot.

If the cage reaches 0 hit points it is considered "Shattered" and must be repaired by the Blood Hunter. However, if it has not reached 0 hit points the Spirit can repair the cage during long and short rests. Rolling a hit dice the same way their Player Character would.

Chained Souls are capable of repairing their own cage so long as it has not reached 0 hit points. During long and short rests the Chained Soul can repair its cage using the same process in which a player regains Hit Points during a rest. Sharing the same Hit Dice the Player Character does.

Other materials for the cage:

  • Wood: 20hp
  • Steel: 50hp
  • Mythril: 70hp
  • Adamentine: 100hp

REPAIRING THE CAGE WHEN DESTROYED:
If the cage is considered "Shattered" (0 hit points) It must be placed in a bucket along with 1,600ml of the Player Characters blood. (1.6 liters) They must add 1 gold worth of iron powder to the blood and mix. (Or the relevant material according to what the cage is made of) The cage will then begin to re-form itself. The cage must be left in the bucket for 1 full day. Upon returning the Player Character will discover the blood and iron are gone, with only the repaired cage left behind.


WHAT HAPPENS IF MY CAGE IS DESTROYED?
Your Chained Souls astral projection is dependent on the cage being usable. If the cage is broken your Chained Soul will not die. But they will not be able to hold their form for very long. The Chained Soul is required to complete its short and long rests inside the cage. However, it can take energy from its host. (1 hemocraft die to simulate a long rest). If it refuses or is unable to take energy from its host to sustain itself within a 24 hour span. It will vanish. Meaning it is will only be able to watch what is happening not physically interact. During this time Soul Curses cannot be used. So it is encouraged to keep the cage safe at all times.

 

How do I hide my cage?

If for some reason a Blood Hunter needs to hide their cage they cannot simply leave it in a chest and come back later. They must use illusion spells to disguise the cage. Each Order of the Soul member is taught a version of 'disguise self' that applies only to the cage. Not to themselves. This spell is given to you with the subclass.

 


 

Soul Specialist

Using your Spirit companion, your "Chained Soul" You can cast abilities through them. They siphon vitality from your Soul to cast 'Soul Curses'

At 3rd level you learn a 'Soul Curse', you also gain one additional Blood Maledict use.

Soul curses function identically to a Blood Curse. They also share the same Blood Maledict casting limit.

Every time you gain access to a new Blood Maledict (LVL: 6, 13, 17) You can choose to take either a Blood Curse, or a Soul curse.

(Mechanically I can't stop DNDbeyond from offering you a Blood Curse at those levels. If you decide to pick a Soul Curse instead of a Blood Curse you will still have to select a regular Blood Curse, but you cannot use it. DNDbeyond doesn't let me disable that.)

Soul Curse:

Choose a 'Soul Curse' a set of curses that can be used on a targets soul, rather than their body or blood.

At 3rd level, your Order has taught you how to use your Spirit companion/Chained Soul to inflict Soul Curses on other creatures. These curses impact any creature regardless if it has blood or not.

Each time you have the option to learn a new Blood Maledict you can instead opt to learn a Soul Curse.


 

Soul Curse of Consequence

As a bonus action your chained soul calls into the void for all souls and spirits that the target has harmed. Those it has murdered, betrayed, defiled. Calling upon these souls to release their anger and grief on the target to cloud their mind and punish their soul.

The target must make a Wisdom saving throw against your spellsave DC. (8 + prof + Charisma modifier) or take 2d12 psychic damage. Regardless if they succeed or not the target has disadvantage on Wisdom and Charisma saving throws until the end of your next turn.

Amplify: The DC of this spell increases from the severity of their crimes, betrayal, or misdeeds. For every +2 added to the save DC from the list below, add +1 d12 to the damage. (For a maximum of +3 d12 if they fit all of the criteria below.)

Murder of an innocent: +1
Murder of someone who trusted the target: +2
Mass Murder: +1
Betrayal of major significance: +1 ('major significance' is defined by the DM)
Thievery of critical objects: +1 ('critical objects' is defined by the DM)

If the target has failed the save this curse cannot effect them again until after a short rest. If they pass it can be used again at any time.

Soul Curse of Ejection

Your Chained Soul lashes out at your target. Attempting to rip their soul from their body.

As a bonus action, a creature within 30 feet of you experiences their soul being pulled from their body. It is not completely removed, but the effect makes the body feel sickly and vulnerable. This effect lasts for 1 minute. They have disadvantage on Constitution saving throws. And will take 1d8 Psychic damage each time they cast any and all spells regardless of class or power. This curse cannot be used on the same target within 24 hours.

Amplify. The target now has disadvantage on Strength saving throws, and takes double (x2 the dice) damage from any psychic damage effects.

Soul Curse of Ethereal

If your target is not incapacitated, you can choose to shove them into the veil between planes.

As a bonus action, a creature within 30 feet of you is shoved into the ethereal plane. This effect requires concentration, and lasts up to 1 minute. This effect can only be removed by a spell that allows you to travel between planes.

Amplify.  The effect no longer requires concentration. Additionally if the creature returns from the Ethereal plane before the effect has finished they take 1d10 psychic damage.

Soul Curse of Fear

Your Chained Soul reaches out into the mind of your target.

As a bonus action, a creature within 30ft of you must take a wisdom saving throw of your spellsave DC or become 'Frightened'. This effect lasts 1 minute. For the duration they have disadvantage on any and all Charisma checks. At the end of each of its turns, the target can make another wisdom saving throw. On a success the curse ends.

Amplify. The cursed creature suffers 1d8 psychic damage if it moves toward the source of fear. (The Chained Soul) and must make an additional wisdom saving throw or be stunned until the end of your next turn.

Soul Curse of Invasion

As a bonus action, your Chained Soul invades the mind of your target looking for their secrets and desires. Your target does not feel this invasion.

Your target gains disadvantage to hit on their next attack or spell against you. You gain advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

Amplify: Your target makes a Wisdom save against your spellsave DC. Upon a failure you can search their mind for the answer to one question. The question must be answered truthfully either by the DM controlling the character, or the player controlling it. (The target cannot give information they do not have) The target can feel this invasion.

If the target fails the wisdom save, this Curse can only be amplified once per Long Rest.

Soul Curse of Possession

One humanoid that the Chained Soul can see within 10ft of it must make a spellsave DC Charisma saving throw or be possessed. The target is incapacitated and loses control of its body. The Chained Soul now controls the body but doesn't deprive the target of awareness. The Chained Soul cannot be targeted by any attack, spell, or other effect, except ones that turn undead. It uses the possessed targets statistics.But doesn't gain access to the target's knowledge, class features, or proficiency.

The possession lasts until the body drops to 0 hit points, the Chained Soul ends it as a bonus action, or 1 minute has passed. Whichever comes first. It can also be turned or forced out by an affect like dispel evil and good. When the possession ends the target is immune for 24 hours. It is also immune if it passed the saving throw.

As a bonus action, a creature within 10 feet of the Chained Soul is 'possessed' for 1 minute.

Amplify.  The target takes 3d10 psychic damage if the effect is ended before the spirit either leaves voluntarily, or 1 minute passes and the effect ends as normal.

Strength of Chained Souls

At 7th level, your Chained Soul learns how to act on the world around them in more effective ways.

You become permanently immune to the 'frightened' condition

Your Chained Soul can lash out at the creatures around you in order to protect you. In a 30ft sphere around your body they produce a horrible ghostly wail that paralyzes with fear.  Enemy creatures within the effects range must take a wisdom save against your spellsave DC. Or gain the 'frightened' condition for 1 minute. If they fail by 5 or more, the target is stunned for 1 turn.

You can roll a hemocraft die to assist in this effect (At the cost of your vitality). Enemies within the area of effect must make a DC 13 dex saving throw or take 2 hemocraft die of force damage. Or half as much on success.

You can use this feature once. Beginning at 15th level you can use your Ancestors Strength twice between rests. You regain all expended uses when you finish a short or long rest.

Twin Minds

At 9th level, your time with your Chained Soul has formed a bond stronger than either one of you individually.

Each time your mind is assaulted or your wits tested you have two minds working through the problem!

You gain advantage on: Wisdom saves
Your proficiency bonus is added to your passive perception
Your proficiency bonus is added to your passive insight

 

[NOTE: You gain these "Twin minds" traits at level 7 because DND beyond is mean and won't let me place it at level 9. But all of these traits should be gained at level 9. You must ignore these bonus(s) until then]

Brand of the Chained

At 11th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it. The creature cannot leave its current plane or move through creatures or objects. (No action required)

Your Chained Soul and you both reach out with lashing chains that wrap around the creatures soul (no actual chains required). They are unable to travel into other planes of existence, or travel/move through creatures or objects.

Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half your blood hunter level. (Maximum of 9th level spell)

Once you use this feature, you can't use it again until you finish a short or long rest.


 

Soul Curse of Caging

At 15th level, you've mastered the art of containing a soul or spirit. You gain the ability to trap a soul within a gem or a cage.

As an action, a creature within 25ft has their soul (And its material body) trapped within a gem or a cage of the casters choosing. This effect lasts 20 hours, but -1 hour per challenge level of the creature in question. If a creature is challenge 20 then the effect can only last for 30 minutes. If the creature is above challenge level 20 it has no effect at all. If the gem or cage is broken the soul is released.

Amplify. If the creature is above challenge level 20 then the effect lasts 5 minutes.

Souls Aegis

Upon reaching 18th level, your spirit learns to focus their energy when you are on the brink of death. Preserving you beyond normal means in an effort to keep you safe.

When you are reduced to 0 hit points your spirit rushes to your aid. It forces all of its power into a single action:

When you are reduced to 0 hit points, you don't die outright. Your spirit encases you in a 5ft sphere of energy impenetrable by all attacks, damage types, and entities. Regardless of what plane they are in. You are brought back to 1hp. The barrier lasts for 2 turns, starting on your first turn since you dropped to 0 hit points. (Exceptions listed below) and the barrier dissipates when you reach the end of your second turn. No magic can pass through this barrier, even from allies.

This effect can only be used once per long rest.

Previous Versions

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