Base Class: Blood Hunter
The Order of the Stars is a secretive group of Blood Hunters which rely on the stars and the heavens for esoteric knowledge. An Order of the Stars Blood Hunter often finds themselves spending long hours in an astral trance, a sleeping, dream-like state where the Hunter is able to consciously draw upon the knowledge of past Blood Hunters of the Order who have become one with the stars after death.
Astral Trance
Beginning at 3rd level when you take this order, you lose the ability to dream naturally, instead taking on the astral trance unique to your order. Whenever you sleep, you find yourself in an astral trance, the trance sees you drifting among the stars, constellations and such with an immaterial, astral body controlled by your thoughts.
If you spend a long rest sleeping, you may divine knowledge of the future and past from the constellations in the sky, and from the spirits of former Blood Hunters of the order which have become stardust. When you finish a long rest, you gain one skill or tool proficiency of your choice. This proficiency lasts until your next long rest.
Alternatively, at the DM's discretion, you may search for hidden knowledge within the deep places of the night, where none but the bravest stars dare to tread. When you finish a long rest, instead of gaining a skill or tool proficiency, 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, you may make an investigation, arcana or history check, depending on what you're searching for (the DM has final say on what skill is used) with the DM determining the information found, if any, in the Trance, based on the roll.
Skill or Tool Proficiency
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 Hunter's dream, and no longer dream normally. The dream may take the form of a vast library, or a large cathedral, or something similar. This is up to the player.
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. When you finish a long rest, you gain one skill or tool proficiency of your choice. This proficiency lasts until your next long rest.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips
You learn two cantrips of your choice from the Order of Dreams spell list. You gain an additional Order of Dreams cantrip at 10th level.
Spell Slots
The Order of Dreams Spell-casting 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 three 1st-level spells of your choice. They can be from either the Order of Dreams spell list or the Ranger spell list.
The Spells Known column of the Order of Dreams Spellcasting table shows when you learn more Order of Dreams or Ranger spells of 1st level or higher. Each of these spells 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.
At 8th, 14th and 20th level you can learn a spell from the druid spell list. These spells are always prepared and don't count against your known spells.
Whenever you gain a level in this class, you can replace one of the Order of Dreams or Ranger spells you know with another spell of your choice from the Order of Dreams or Ranger spell lists. The new spell must be of a level for which you have spell slots.
Spell-casting Ability
Intelligence is your spell-casting ability for your spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spell-casting 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
Blood Hunter Level
|
Cantrips Known
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Spells Known
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-Spell Slots Per Level-
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||||
| 1st | 2nd | 3rd | 4th | 5th | |||
3rd |
2 | 3 | 3 | — | — | — | — |
4th |
2 | 4 | 3 | — | — | — | — |
5th |
2 | 4 | 4 | — | — | — | — |
6th |
2 | 5 | 4 | 2 | — | — | — |
7th |
2 | 5 | 4 | 2 | — | — | — |
8th |
2 | 6 | 4 | 3 | — | — | — |
9th |
2 | 6 | 4 | 3 | 2 | — | — |
10th |
3 | 7 | 4 | 3 | 2 | — | — |
11th |
3 | 8 | 4 | 3 | 3 | — | — |
12th |
3 | 8 | 4 | 3 | 3 | — | — |
13th |
3 | 9 | 4 | 3 | 3 | 1 | — |
14th |
4 | 10 | 4 | 3 | 3 | 1 | — |
15th |
4 | 10 | 4 | 3 | 3 | 2 | — |
16th |
4 | 11 | 4 | 3 | 3 | 2 | — |
17th |
4 | 12 | 4 | 3 | 3 | 3 | 1 |
18th |
4 | 13 | 4 | 3 | 3 | 3 | 1 |
19th |
4 | 13 | 4 | 3 | 3 | 3 | 2 |
20th |
4 | 14 | 4 | 3 | 3 | 3 | 2 |
(Note: Set this to full casting to work on DNDBeyond so it will appear as if you have a full caster's slots. Only use slots that you would have access to based on the table above.)
Trails of Stardust
Starting at 7th level, over the course of a long rest, you may connect a number of willing humanoids to yourself via your astral trance, or form bonds with other willing hunters of the order, equal to your intelligence modifier (minimum 1), who are within 30 feet of you. This bond lasts until you take another long rest. Each creature bonded to you seems to almost shed stardust in their wake sometimes, a visible sign of their new connection to the heavens, if only temporary.
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.
Death and life are meaningless to the stars, everything returns to them in the end, and you are more attuned to them than most. Sometimes you find yourself able to step between the realms of life and death and with the help of the heavens wheeling overhead, you can communicate with souls that have already passed.
You can cast Speak with Dead once per long rest.
Starseer
As your perception becomes stronger and you gain insight into the heavenly bodies which wheel overhead, you begin to perceive the stars as true, living beings which you can begin to communicate with. The stars carry with them the memories of your forerunner hunters, and sometimes you are filled with flashes of those memories to aid you in moments of need. These memories that are not your own flash before your eyes when you use your Brand of Castigation on a creature, giving you the experience of a hundred battles to help defeat your foe.
Starting at 11th level, you have advantage on all attack rolls against a creature affected by your Brand of Castigation feature as wisdom and skill is imparted to you by hunters who came before. In addition, whenever you hit a creature affected by your Brand of Castigation feature with a weapon attack, you may deal additional psychic damage to that creature. The additional damage is equal to your intelligence modifier.
Blood Curse of the Starchild
At 15th level, you've honed your hemocraft to such a degree that you are now capable of using it to force your mind on others. You gain the Blood Curse of the Starchild for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
As an action you can attempt to enter the mind of a creature within 30 feet of you, intoning a command aloud as you do. An unwilling creature must make a Wisdom 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. A creature whose mind you have successfully overwhelmed sheds starlight that only you and them can see.
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.
Using this Blood Curse you cannot command the creature to take any action that would directly harm it. (i.e. you cannot command it to kill itself or hurt itself.)
While a creature is under the effect of this blood curse, you are 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. In addition, once you use this blood curse you cannot use it again for 24 hours as the mental strain takes its toll on you and you must focus to retain your sense of individuality amongst the torrent of stars you immerse yourself in.
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, your body is taken to the realm which you often visit in your astral trance, to drift amongst the stars and constellations for a time. After a minute spent there, your physical body begins to reconstitute and you are sent back to wherever you were when you died healed to half of your maximum hitpoints. While drifting like this, you are considered to be incapacitated and any entity trying to scry or otherwise perceive your existence finds nothing.
Once you use this ability you cannot use it again for 7 days.
In addition, once per day you can cast either the dream or commune spell without using a spell slot. Intelligence is your spellcasting ability for these spells and casting either of these spells this way does not require material components. When you cast commune using this ability, you contact the stars themselves for answers that only they may answer.
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