Blood Hunter
Base Class: Blood Hunter

The founder of this order was Oryx, known as The Taken King. With his dark, sanguine magic he could control monsters, distorting their physiologies to fit his needs. He taught his techniques to his pupils, who have passed down to theirs. The more unorthodox approach does not sit well with other Blood Orders, but the job is done nonetheless

Rite of the Taken

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

Rite of the Taken. Your rite damage is force damage. While the rite is active, you gain the following benefits:

  • When you hit an enemy, you can use your reaction to force the target to make a strength saving throw (DC 13) or be pushed 10 feet away from your in a straight line, this movement does provoke attacks of opportunity.
  • You have resistance to psychic damage.
  • Your weapon deals one additional hemocraft die of rite damage when you hit a creature with a wisdom score of 10 or less. This increases as you level up, becoming a wisdom score of 12 or less at 7th level, 13 or less at 11th level, 15 or less at 15th level, and 16 or less at 18th level.

Touch of the Taken

Beginning at 3rd level, your ancient order teaches the art of 'taking', dominating their mind and distorting their bodies. As a bonus action, you can touch one hostile creature and attempt to 'take' it. It must make a wisdom saving throw. Upon failure, they are 'taken' for a number of rounds equal to your intelligence modifier, they gain one mutation that you choose when you take them, for the duration.

Claws of Ethaer: Its unarmed strikes do your hemocraft die in force damage.

Shield of Crota: Its AC becomes 14 + the creature's dexterity modifier.

Wings of Oryx: It gains a flying speed of 50ft.

 This feature is usable once per short rest. You can take a number of creatures equal to your intelligence modifier.

Taken Transformation

Upon reaching 7th level, you learn to mutate your own body, distorting it. As a bonus action, you can apply one of you Touch of the Taken mutation on yourself for 1 minute. You can only have one mutation active at a time.

You can use this feature a number of times equal to your constitution modifier. You regain all expended uses when you finish a short or long rest.

Brand of Crota

Beginning at 11th level, your Brand of Castigation now weakens their mind, more susceptible for taking. The branded creature has disadvantage on the wisdom save against your Touch of the Taken feature. If a branded creature is taken, you have control of it for 1 minute.

Blood Curse of the Taken King

At 15th level, you’ve honed your hemocraft to maximize your taking. You gain the Blood Curse of the Taken King for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of the Taken King

As a bonus action, choose one creature you can see within 30 feet of you, that creature makes a contitution saving throw. Upon failure, is taken as if you used the Touch of the Taken feature on it, of they succeed, they take 2d4 psychic damage.

Amplify. All creatures that you choose that you are able to control within a 15ft square of the original target also makes a constitution saving throw, with the same effects.

Avatar of Oryx

Upon reaching 18th level, you learn the ancient magic of the first Taker, Oryx. When you take a creature, it can instead take two mutations. The list of  mutations is also expanded:

Astrea's Toxin: Whenever the taken creature hits another creature with a melee attack, the attacked creature must make a constitution saving throw and take your hemocraft die in poison damage on a failure, or half on a success.

Acidic Blood: Whenever the taken creature is hit with an attack, all creatures within a 5ft square of the taken creature must make a dexterity saving throw or take your hemocraft die in acid damage on a failure, or half on a success

Expeditious Step: The taken creature's speed is doubled.

Previous Versions

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