Base Class: Blood Hunter
The Order of the Third Eye is followed by warriors who find great potency and utility in being able to draw innate power and awaken mental prowess, hoping to pair such abilities with martial capability. Followers of this order often start off as oracles, soothsayers, and fortune tellers before becoming Blood-Hunters of this order. They then learn to focus these abilities even further, and eventually grow a Third Eye. Their abilities become heightened, learning how to see the hidden of the world, how to focus their foresight, and how to grant themselves powerful abilities from their Third Eye.
The Third Eye appears as a smooth, colored, indestructible gem in the middle of the forehead.
Foresight
When you join this order at 3rd level, you learn how to use the Third Eye to enhance your combat. When you take damage from activating a crimson rite or amplifying a blood curse, you gain Foresight. You may spend the Foresight to gain advantage on the next attack roll, saving throw, or ability check. You may use it at any time withing the next minute, and you cannot gain more Foresight until you have used your current Foresight.
Innate Power
Starting at 3rd level, you cannot die outright unless you have failed three death saving throws. Any effect that would kill you, when you do not have three failed death saves, instead reduces you to 0 hit points. Critical hits also only count as 1 death saving throw from now on.
You also gain profiency in Perception, and cannot be surprised while asleep. When you sleep or rest, your Third Eye stays awake, constantly watching your surroundings around you.
Power Transference
Starting at 7th level, you can draw the power of your Third Eye to your weapons as a bonus action on your turn. They become ringed in elemental runes and can cut through any resistances a creature may have for 1 minute. Once you use this ability, it cannot be used again until you take a short or long rest.
Brand of Insight
At 11th level, your Brand of Castigation grants insight over a creature. You know the current hit points of a branded creature, as well as any curses or diseases it is afflicted by or any benefit it currently has that can restore hit points. In addition, when a branded creature is reduced to 0 hit points, you gain temporary hit points equal to your Blood Hunter level plus your Constitution modifier.
Mind Barrier
At 15th level, you have honed your Third Eye to become the perfect shield to your mind. You become resistant to Psychic damage, immune to being Charmed, and whenever a creature attempts a Charm on you, they must make a Wisdom saving throw or take 3d10 Psychic Damage, as a beam of perceptible Psychic Energy burst forth from your Third Eye towards the creature.
Master of the Third Eye
At 18th level, you resist death and even spurn it with your innate power. You start your death saving throws with 1 save already in place from now on. Also, When a creature scores a critical hit against you, it becomes a regular hit instead, and any effects triggered by a critical hit are canceled. In addition, the next hit you score against that creature before the end of your next turn now becomes a critical hit.
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