Base Class: Blood Hunter
As a Planestalker, you ride the fine line between the planes, stalking down intruders and interlopers and ensuring that the denizens of each plane stay to their own corner. The duty of the Planestalker is a lonely but fulfilling one.
Rite of the Planes
When you join this order at 3rd level, you learn the Rite of the Planes esoteric rite.
Rite of the Planes. Your rite damage is force damage. While the rite is active, you gain the following benefits:
- You have resistance to force damage.
- Your weapon deals one additional hemocraft die of rite damage when you hit an aberration, celestial, elemental, fey, or fiend.
Voidwalker
At 3rd level, your senses become attuned to the extraplanar creatures that you hunt. Your Hunter’s Bane feature now also functions against aberrations, celestials and elementals.
Void Step
Starting at 7th level, you know how to cut through the fabric between the Material and Ethereal Planes. You can cast the Blink spell without expending a spell slot. Once you do so, you must finish a short or long rest before you can do so again.
When you reach 15th level, you learn how to move about unfettered. You can cast the Far Step spell without expending a spell slot. Once you do so, you must finish a long rest before you can do so again.
Distant Hunter
At 11th level, you can coalesce the discordance of the planes around your weapons. If you teleport or change planes on your turn, your next attack before the end of your turn deals an additional hemocraft die of rite damage. In addition, whenever a creature branded by your within 30 feet of you moves away from you or teleports outside of that range, it takes one hemocraft die of rite damage.
Brand of Shackles
When you reach 15th level, your Brand of Tethering deals either force or psychic damage (your choice), and when a creature branded by you fails its saving throw against your Brand of Tethering, its speed is halved and it cannot attempt to teleport or leave its current plane until the end of its next turn.
Umbral Hunter
At 18th level, your blood curse can bend and rupture space, making you inescapable. You gain the Blood Curse of the Umbral Hunter for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Umbral Hunter
Prerequisite: 18th level, Order of the Planestalker
Effect: When a creature you can see within 60 feet of you that is branded by you successfully teleports or leaves their current plane, you can use your reaction to activate this blood curse. If you do so, at the beginning of your next turn, your curse transports you to an unoccupied space of your choice adjacent to the creature. You can then make a single weapon attack against the creature (no action required). At the end of your next turn, you return to the space you previously occupied. If the creature changed plane, your curse allows you to survive and act unhindered by the conditions of the new plane until the end of your next turn.
Amplify: If the attack you make as part of this blood curse hits the creature, it must also make a Wisdom saving throw. If it fails, at the end of your next turn, it is teleported to an unoccupied space of your choice adjacent to you.
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