Base Class: Blood Hunter
Followers of the Order of the Aberrant swear oath, gathering to sacrifice their blood in a meld offering to a psionic creature of terrible origin—most commonly, creatures such as Mindflayers, Aboleths, Beholders, or other unspeakable horrors. Those who offer up their blood bear impure blood, tainted by their creature of origin, but with it comes new psionic awakenings.
Manifest Vestige
When you join this order at 3rd level, you are able to concentrate your impure blood into a spectral weapon of origin tracing back to your creature of origin. As a bonus action, you can manifest your vestige, summoning it to an unoccupied space within 30 feet that you can see. The vestige may take the form of a tendril, talon, claw, or some other form related to your creature of origin. While summoned, you can move the vestige up to 30 feet and make an attack with it as a part of that same bonus action. The vestige uses your Intelligence modifier and you are proficient with it. On hit, the vestige deals 1d6 + your Intelligence modifier psychic damage. If your crimson rite is active, it also applies to vestige. The vestige remains for 1 minute or until you dispel it or fall unconscious. The vestige cannot move more than 120 feet from you, or else it is dispelled. You can manifest your vestige a number of times equal to 2 + your proficiency bonus per short or long rest.
Awakened Mind
Beginning at 3rd level, you begin to manifest minor psionics. You learn the Mage Hand cantrip, which takes the form of your vestige. The hands weight limit increase to 30 lbs. Additionally, you can telepathically communicate with a creature within 60 feet of you that you can see. You can augment your voice to sound louder or more like the voice of your creature of origin.
Protective Vestige
Upon reaching 7th level, your vestige exudes disruptive energy to protect you and allies. You and allies within 10 feet of your Vestige are considered to have half cover against ranged attacks, as its wavering aura blurs the area around it. Additionally, a creature that you can see within 5 feet of your Vestige that moves at least 5 feet away from it provokes an attack of opportunity from it, which uses your reaction.
Brand of the Slothful
Beginning at 11th level, a creature affected by your Brand of Castigation has its movement speed halved as psionic force pushes down on it, hindering its ability to move.
Blood Curse of Broken Psyche
At 15th level, you’ve honed your hemocraft to break and dull the mind of foes. You gain the Blood Curse of Broken Psyche for your Blood Maledict feature. This does not count against your number of blood curses known.
Blood Curse of Broken Psyche
As an action, choose a creature within 60 feet of you that you can see. The target must make an Intelligence saving throw. On a failed save, the target doesn't move or take actions on its next turn.
Amplify.
On a failed save, the target moves up to half its movement in a direction you choose and takes no actions on its next turn.
Ascendant Body
Upon reaching 18th level, you become fully attuned with your tainted blood. You gain the following benefits.
- You gain a flying speed equal to your walking speed.
- You no longer require sleep. To gain the benefits of a long rest, you can instead spend all 8 hours doing light activity such as meditating or keeping watch.
- You gain resistance to Psychic damage and immunity to the frightened condition.
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