Blood Hunter
Base Class: Blood Hunter

The Order of the Old Ones Is, While not one of the Eldest orders to the Bloodhunter ranks; Is most definitely one of the more Mysterious and strange in nature. The Order Take the conventional Rites and rituals of blood magic And have crossed them with forbidden Alchemy and Magic taken from the depths of Both oceanic tombs and The denezens of the underdark's most foul and alien creatures. But this does come with a cost. To embrace the Eldritch Truth in such a way, is to discard humanity And to welcome Madness; To shatter the bonds of reality and accept the hidden and Alien truths of this world... And those beyond. Only the mightiest of minds and most Resilient of psyche's can stand to endure the trials of the Order... and even less, can survive knowing what they have become. 

Reach of The Old ones

Your embrace and faithfulness to the Blood Rites and Rituals of the eldritch Truth, Have granted you the use of Otherworldy tentacles that erupt from your flesh and latch onto your prey, up to a range of 10 ft away. Once per turn as a bonus action, you may make a melee attack Using Your Intelligence modifier. On a hit, The tentacles inflict 1d6 Psychic Or cold damage. These tentacles can also Gain the Bonuses from your Crimson rites, Interact with objects up to 10ft away And carry small objects. They CANNOT hold weapons or shields. You may not use them to cast spells through; Due to their alien nature. 

The tentacles deal more damage when you reach higher levels: 2d6 at level 5, 3d6 at 11th level, and 4d6 at 17th level.

The Blind Eye

Through your Rites for the eldritch truth; Your blood has become saturated with that of the Aberrations that travel this world and those beyond. This has led to mutations and adaptions in your body With the most prominent of them being the development of a third eye in the centre of your forehead. This eye is considered permanently blinded Until you spend an action to 'Open' It by willingly blinding yourself to the world around you. When looking through this eye, You can only see in shades of grey; not unlike with darkvision, And see through solid material up to a number of feet equal to your proficiency modifier. By focusing on a creature with this eye; You can speak to them telepathically as long as they are within 60 feet of you and understand at least one language that you speak. 

Old One's Sight

As your blood runs thick with the essence of alien nature and foreign magic; So does your body become enriched with the blessings and the curses it brings. At 7th level, Your body has begun to change quite painfully into Something akin to The eldritch beings you study And hunt; Granting you a number of small yet substantial boons. Upon reaching this level in this class, Your Body has become lined with eyes that see into the realms that your mortal eyes cannot. As a bonus action, You may roll one Hemocraft die. for a number of minutes equal to that number, These eyes open across your arms, legs and body, granting you an additional, or base, 60ft of darkvision that can see through magical darkness, as well as 360 degree vision.

You may perform this bonus action a number of times equal to your Intelligence modifier per long rest, without consequence. any uses Afterwards; render you fully blinded for a number of minutes equal to your homecraft die roll and you receive psychic damage equal to double that amount.

Eldritch Evolution

At 11th level, your body has further adapted To the Rites and Rituals of the eldritch truth, The transformation spreading now to your mind. Your telepathy from your Blind eye is increased to 300ft and is now translated directly into the native language of that creature, be it beast, humanoid, or just as foreign as you are. the creature can reply back freely and likewise, is translated into Deep speech to you, Which you learn if you did not know already.

Your Tentacles too have evolved, Growing an extra 5ft in length and splitting into two, allowing you to make an attack as a bonus action with them, or, You may instead make a grapple check with them, using your intelligence in place of strength, by expending your attack actions and bonus tentacle attack. You CANNOT attack with your tentacles while a creature is grappled by them.

 

Word Of The Old Ones

At 15th level; Your mind has been elevated to higher levels, higher than most mortals. the blood that now runs black and thick through your mutated body, Has fuelled your ascension to a new level where you now hold an Echo of the presence, same force and same word as a lesser old one. while no-where near the realm of the old gods, You Now possess the ability to reign in a form of control over others in the same way their lesser children and slaves do. When a Humanoid is grappled by your Tendrils, You may force it to make a Wisdom saving throw as an action. On a failed save, that creature becomes your Thrall, and will be under your complete control as long as you can see them. If you cannot see them, they still generally follow your previous orders and are loyal to you even if it causes them mortal harm. Only greater restoration, Wish or death may remove your control from them, Otherwise they Are considered your Thrall for 5d10 days.

When this period ends, The target takes 5d12 psychic damage and loses all memory of the period that it was under control. Those that are immune to charm gain advantage on this saving throw, Those that have already been your thralls in the past gain disadvantage.

A successful save results in them taking 5d12 psychic damage, halved. You may only take this action, once per long rest.

Blood Of The Old Ones

Upon reaching this class feature at level 18, You have become something far more than humanoid. Your Race type is now counted as 'Aberration' and will show up as such to spells or features that detect these creature types. You gain Resistance to psychic damage due to your Ascended mind and your Blind eye may now see through the veil of the realms themselves, allowing you 100ft of true sight when looking through it. 

You also gain the Blood Curse of Unseen Horrors for your Blood Maledict feature. This does not count against your number of blood curses known.

Blood curse of The Unseen Horrors: When a creature within 30ft of you makes any type of attack or save, You may impose disadvantage on the roll As a reaction by gazing into their mind and revealing to them the horrors of the unseen realms. If they fail, They must make roll on the short term madness table and take Psychic damage equal to the amount they missed the dc by.

Amplified: The Effects of this curse last for 10 minutes. 

Previous Versions

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