Base Class: Blood Hunter
A high elf rises from their trance, eyes glowing from the visions they bring as they set out to hunt their now found target. A tiefling staggers against a wall as they are beholden to a foreboding prophecy, before turning the other direction to warn the town guard, their runic tattoos glowing. A firbolg gasps in alarm as their hair stands on end and they turn to prepare a defense.
Order of the Prophets bloodhunters are riders of the line between the present and immediate future, privy to glances into the disasters to come. However this often leaves them in a negative light as the harbingers of disaster, when in reality they don't make bad things happen, they just predict them.
Mark of the Prophet
When you join this order at 3rd level, you gain the Mark of the Prophet, a permanent mark on your body which your powers eminate from.
D6 Marks
1. Your eyes glow when you receive a vision.
2. Your arms and back are covered in runic tattoos that glow when your power activates.
3. Your hair (or fur when applicable) often changes color to reflect the most recent vision you've received.
4. Your hands become long and bony during vision, as the tax of time temporarily effects you.
5. You have a Mark on your neck that changes shape every time you receive a vision, it looks like a normal tattoo otherwise
6. Your face sinks in and you look older during a vision.
Prophetical Vision
Beginning at 3rd level, your ancient order has awakened a prophet-like power within you. At the end of every long rest you receive a vision. This vision is a brief, often unclear, image snapshot of an event that will occur within the time frame given, but will always come to be. The powers you gain from these visions vary. The DM chooses what this event will be, under one of the following categories.
Monster-
Your vision brings you warnings of a monster. Until the end of your next long rest, one attack roll OR saving throw every round against a monster is made at advantage. This vision will pertain to an event within the next 24 hours.
Disaster-
Your vision brings you a warning of oncoming natural or magic induced disasters that are not already foreseen. Until the end of your next long rest you have advantage on all checks regarding the identification, preparation, and preventative measures to deal with natural disasters. Examples are Nature checks to see a storm forming, persuasion checks to get the town church to allow people to shelter there, athletics checks to get a flood barricade in place. This vision pertains to an event within the next week.
Treachery-
Your vision brings warning of acts of evildoers. These include things such as assassinations or betrayals. These visions do NOT warn of how the treachery will take place, or who the perpetrator is. It will however provide the victim(s). Until the end of your next long rest your walking speed increases by 5 feet as your need to stop this drives you on, and you have advantage on all insight checks. This vision will always refer to an event within the next 10 hours.
Astral Skip
Upon reaching 7th level, at the start of your turn, if you aren’t incapacitated, you can choose to magically step into the Astral Plane temporarily.
As an action you can step into the Astral Plane, bringing a number of up to your intelligence modifier, minimum of 1, with you. This lasts for one full round, ending at the end of your next turn. While in this plane your and the movement of those you brought in you is tripled, and at the end of it you return in an space equivalent distance as you moved in the Astral Plane. Performing this "Astral Skip" grants all people who skipped with you to gain advantage on their next Attack Roll if during combat, or stealth or perception roll if outside of combat. You and only you can see the Material plane performing this "skip", however everything is a shade of blue and speckled with stars so fine details are impossible to see.
You can only do this once per Long Rest.
Brand of Knowledge
Beginning at 11th level, your Brand of Castigation now exposes a fragment of your foe’s defenses, leaving them vulnerable to your adaptations. Whenever you damage a branded creature with your Crimson Rite, you learn one immunity, vulnerability, or resistance it has.
Blood Curse of the Prophet's Burden
At 15th level, you’ve honed your hemocraft to tear wicked influence from your allies, punishing those who would infiltrate their body and mind. You gain the Blood Curse of the Prophet's Burden for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Prophet's Trace
Upon reaching 18th level, you learn to protect your life with mystical prophetical power. As an action you can enter a trance for one minute. While in this trace you:
- Have immunity to psychic damage
- Heal for half the value of any psychic damage you deal
- Have advantage on any Dexterity or Strength saving throws as immediate foresight allows you to prepare yourself, and suffer only half damage on a failed save or none on a passed save for both Dex and Str saves as if you had Evasion
You can do this twice per short or long rest.
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