Base Class: Blood Hunter
The Order of the Dream is a group of Blood Hunters dedicated to the collection of knowledge and information in order to assist in the hunts of both other hunters and themselves. An Order of the Dream Blood Hunter often finds themselves spending long hours in "The Hunter's Dream" a plane wide connection between hunters, which acts as the collection of all knowledge the order has ever collected, and seeking additional knowledge in day to day life.
Hunter's Dream
Beginning at 3rd level when you take on this order, you become connected to the network of the Hunter's Dream. Whenever you sleep you find yourself in the dream, and no longer dream normally. The dream takes the form of a beautiful cathedral dedicated to no god in particular, and the surrounding few miles of woods.
Here a Hunter can find wealths of information on various creatures, people, religions, and regions. There is no combat, magic, or health in the dream, and anything that would in life deal 10 or more damage instead harmlessly wakes you up.
If one spends a long rest sleeping, they may study within the libraries of the church, retaining some of its wealth of knowledge upon waking. The first Arcana, History, Medicine, Nature, Religion, or Survival check you make after taking this long rest gets a +10 bonus to the roll.
Instead of gaining a +10 bonus to the first Arcana, History, Medicine, Nature, Religion, or Survival check you make after taking this long rest, you may instead search for an answer to a single question be it a weakness, story or legend, rumor of how to defeat or destroy something, or any other minor help. At the end of the long rest, they may make an investigation check with the DM determining the information they find, if any, in the libraries based on their roll.
In addition, When you join this order at 3rd level, you learn the Rite of the Oracle esoteric rite (detailed below).
Rite of the Oracle. Your rite damage is psychic damage. While the rite is active, you gain the following benefits:
- Your weapon sheds dim light out to a radius of 10 feet.
- You have resistance to psychic damage.
You gain access to a second esoteric rite at level 14 as per usual, but you cannot choose Rite of the Oracle again.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Order of the Dreamer Spell list.
Spell Slots
The Order of the Dreamer Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell sleep and have a 1st-level and a 2nd-level spell slot available, you can cast sleep using either slot.
Spells Known of 1st-Level and Higher
You know four 1st-level spells of your choice, all of which you must choose from the Order of the Dreamer Spell List.
The Spells Known column of the Order of the Dreamer Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be an Order of the Dreamer spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the Order of the Dreamer spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Order of the Dreamer Spellcasting
|
Blood Hunter Level |
Spells Known |
— Spell Slots per Spell Level — |
|
|
|
|
|
|
1st |
2nd |
3rd |
4th |
|
3rd |
4 |
2 |
— |
— |
— |
|
4th |
4 |
3 |
— |
— |
— |
|
5th |
4 |
3 |
— |
— |
— |
|
6th |
4 |
3 |
— |
— |
— |
|
7th |
5 |
4 |
2 |
— |
— |
|
8th |
6 |
4 |
2 |
— |
— |
|
9th |
6 |
4 |
2 |
— |
— |
|
10th |
7 |
4 |
3 |
— |
— |
|
11th |
8 |
4 |
3 |
— |
— |
|
12th |
8 |
4 |
3 |
— |
— |
|
13th |
9 |
4 |
3 |
2 |
— |
|
14th |
10 |
4 |
3 |
2 |
— |
|
15th |
10 |
4 |
3 |
2 |
— |
|
16th |
11 |
4 |
3 |
3 |
— |
|
17th |
11 |
4 |
3 |
3 |
— |
|
18th |
11 |
4 |
3 |
3 |
— |
|
19th |
12 |
4 |
3 |
3 |
1 |
|
20th |
13 |
4 |
3 |
3 |
1 |
Rite of the Oracle
When you join this order at 3rd level, you learn the Rite of the Oracle esoteric rite (detailed below).
Rite of the Oracle. Your rite damage is psychic damage. While the rite is active, you gain the following benefits:
- Your weapon sheds dim light out to a radius of 10 feet.
- You have resistance to psychic damage.
You gain access to a second esoteric rite at level 14 as per usual, but you cannot choose Rite of the Oracle again.
Weak Dreamer
Starting at 7th level, over the course of a short rest, you may connect a number of willing humanoids to the Hunter's Dream, or form bonds with other willing hunters of the order, equal to your wisdom modifier (miminum 1), who are within 30 feet of you. This bond lasts until you take another short rest.
While awake you may telepathically communicate with any creature you are bonded with within 120 feet of you. As an action, you can see through a bonded humanoid's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that they have. During this time, you are deaf and blind with regard to your own Senses.
Additionally, you may cast the detect magic spell using intelligence as the spellcasting ability. You may cast this spell a number of times equal to your intelligence modifier, regaining all expended uses on a long rest.
You can also now connect with the loose consciousness of nearby corpses, meaning you can cast Speak with Dead once per long rest
Dreamer's Insight
Starting at 11th level, after rolling an attack roll but before knowing if it hits or not, you may reroll that attack. Taking the second number. You may use this ability a number of times per day equal to your intellect modifier (miminum 1). Your uses of this ability reset at the end of a long rest.
In addition, any soul you cast speak with dead upon using your 7th level feature becomes trapped in the hunters dream instead of passing on after the speak with dead spell ends. You can cast speak with dead on any soul trapped in the hunters dream, ignoring the restriction that the corpse must still have a mouth and can’t be undead. The spell also succeeds even if the soul or its corpse was the target of this spell within the last 10 days but only if you target it while it's in your dream. [roll]1d20[/roll]
Blood Curse of the Dreamer
Starting at 15th level, as a bonus action you attempt to enter a creature's mind, intoning a command aloud. An unwilling creature must make a Charisma saving throw, on a failure it is charmed by you until the end of its next turn and must follow the command you gave it to the best of its ability on its next turn.
Amplify: The creature is charmed by you for a minute and you can use a bonus action on subsequent turns to issue a command that it must follow to the best of its ability while it is charmed in this manner. At the end of each of its turns it can make a charisma saving throw, dispelling the charmed effect on itself on a success.
Once you use this blood curse you're considered to be concentrating on it as if you were concentrating on a spell. If you lose concentration on this blood curse for any reason, the creature is no longer charmed by you.
Once you use this blood curse, you cannot use it again until you finish a long rest.
Rest and Renewal
At 18th level, your consciousness and physical form become intertwined. Once every seven days, when you are on the verge of death, your spirit departs this mortal coil for the safety of your dream realm.
When you die but are not killed outright, you are taken to the dream realm. After a minute spent in the dream realm your physical body begins to reconstitute and you are sent back to wherever you were when you died with half of your maximum hitpoints. While in the dream realm you are considered to be incapacitated and any entity trying to scry or otherwise perceive your existence finds nothing. Whilst in the dream realm, before you're sent back, your spirit can ask an entity of death a question that can be answered with "yes," "no," or "unknown." The entity answers truthfully, using the knowledge of all those who have ever dreamt and died.
Once you use this ability you cannot use it again for 7 days.
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