Blood Hunter
Base Class: Blood Hunter

In the darkest corners of the planes lie those who use others to do their bidding. Whether through some method of charm, posession, or contract, those who fall to these powers often find that their will is no longer their own. The creatures that coerce or inhabit them are some of the trickiest demons to hunt due to their ability to blend in so seamlessly with everyone else in the world. But sooner or later, someone comes around to deal with those whose mind is not in control of their body. The specialized order who deal in all manners of possession, contracts, and mind control is known simply as the Order of the Soulless.

Trained to have insight that is exceptional above all else, those of the Order of the Soulless are known to show a bit more of a nuanced approach to blood hunting. Not that they are pushovers, but members of this Order would rather save as many lives as possible whilst also separating the threads from other planes to the material plane. Many other Orders may look down on Soulless as far too empathic, but at the end of the day, both sides of the same coin get their own results.

Being an order walking the fine line between being a Blood Hunter, and also being a true empath means that there are not many known within this Order. Anyone seeking out a member of the Order will have trouble finding one. A true Soulless Bloodhunter is a wandering spirit, constantly on the move and making their skills known to those throughout the land. Wherever anyone needs them, they will more often than not be willing to lend an extra hand. Expect them to be ingratiated with many in higher social circles.

Roll below to come up with a background of how you came to the Order of the Soulless

d6 background
1 You once made a deal with a devil that turned bad. Now you walk the path to make sure it doesn't happen again.
2 For a time, you were under the charm of an archfey. You seek to break the relations between this plane and the Feywild.
3 A dark, alien force took over your body. Hoping to make amends for past wrongs, you now seek out those same forces.
4 When you were younger, a collective of minds reached out and you answered. Now you hunt those who answered the call.
5 You had a vision, and you gave an oath to the celestial body who granted it. This has led to a life of seeking to break these oaths with higher bodies
6 A dream you've had since a child keeps calling you. Even now, when you hunt for answers, it continues to call your name in the darkness

Unhindered Spirit

Starting when you choose this order at 3rd level, armour doesn't really suit your order well, but you make up for it through sheer determination. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Aditionally you gain resistance to either Necrotic or Radiant damage, you choose.

Unhindered Spirit - Necrotic

You gain resistance to Necrotic damage.

Unhindered Spirit - Radiant

You gain resistance to Radiant damage.

Reliquary Influence

Beginning at 3rd level, your order blesses yourself and others against those effects which you have spent your life trying to fight. When you make a saving throw against a cursed object, or against being charmed by another creature, you make the roll with advantage. If you choose to expend a use of your Blood Maledict, you can extend this to allies within 10ft. This radius increases as you level up by 20ft(5th), 30ft(11th), 60ft(17th).

Possession Expertise

Upon reaching 7th level, your history in dealing with possessed artifacts and individuals gives you a certain expertise with regards to these matters.

Upon picking up and wielding a cursed or sentient item, you can choose to dominate your presence over this artifact. On doing so, you are able to use this magical item and any abilities it has without repercussion of any sort of curse that might be placed on the object.

Additionally, you learn the remove curse and can cast this spell at 3rd level. When you do so, the range for this spell becomes 20ft as opposed to the range of touch. You can choose to cast this spell a number of times per long rest equal to your Intelligence modifier

Brand of Expulsion

Beginning at 11th level, your Brand of Castigation now allows you to sense whenever the creature is attempting to pull the strings of another mind. Whenever a branded creature attempts to charm, possess, or frighten a creature within 10ft of you, you can make an attack as a reaction, disrupting the effect in the process should the attack hit. In addition, the branded creature is unable to move between planes whilst the Brand is in place.

Blood Curse of the Righteous

At 15th level, you’ve honed your hemocraft to banish those who would infiltrate the material plane through others. You gain the Blood Curse of the Righteous for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

 

Blood Curse of the Righteous

Prerequisite: 15th level, Order of the Exorcist

As a bonus action, you can choose a celestial, fiend, abboration, or fey within 60ft to make a Charisma saving throw. If the creature fails, they are considered stunned until the end of their next turn. Whilst stunned like this, any creature that attempts to attack the creature will find their attack missing. If the creature is none of these, then the blood maledict is not expended

Amplify. This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a Charisma saving throw. On a success, this curse ends. Once the curse ends, if no one attempted to attack the creature, it takes 10d6 Psychic damage..

 

Soul Release

Upon reaching 18th level, you become a master at expelling demons, fae, celestials, curses and the like. You learn to cast the spell remove curse or dispel evil and good at 9th level once per long rest. If you are successful in removing the curse or otherworldly presence, the banished creature takes 10d10 Psychic damage and cannot inhabit another creature for 1d4 rounds.

Previous Versions

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