Base Class: Blood Hunter
The Order of the Aberrant Mind was formed by Hunter’s who delved deep into both the Underdark and the current's of the Phlogiston hunting and dissecting aberrations and infusing their bodies with the distilled essence of these psychic slavers. The transformation has made them powerful but cost them some of their Humanity their skin becoming more slick and eyes take on a slaad like appearance.
Bane of the Aberrant
At 3rd level, the effects of the use of aberrant elements in your Hunter’s Bane Ritual manifests. You now include Aberration’s in the list of Creatures affected by your Hunter’s Bane feature. You also have Advantage against Charm abilities
Rite of the Psion
When you join this order at 3rd level, you learn the Rite of the Psion as part of your Crimson Rite feature. When you activate the Rite of the Psion, the extra damage dealt by your rite is psychic damage. Additionally, while that rite is active on your weapon, you gain the following benefits:
- Your weapon sheds dim light out to a range of 10 feet.
- You have resistance to psychic damage.
- When you hit a creature with a weapon for which the Rite of the Psion is active, target rolls a wisdom saving throw vs Hemocraft Save or is frightened.
Telepathic Bond
Starting at 3rd level, you learn to master blood curses.You gain an additional use of your Blood Maledict feature. In addition you can communicate telepathically with anyone who you can see within 60 ft and cast the detect thoughts spell without components a number of times equal to Hemocraft modifier minimum 1.
Mind-Walker’s Grace
Upon reaching 7th level, you aren’t affected by difficult terrain and have a climbing speed equivalent to your walking speed as long as you aren’t incapacitated.
In addition as a reaction you can use this feature to avoid being knocked prone. If you fail any Save to be knocked prone you may choose to automatically succeed by expending this feature. After using Mind-Walker’s Grace you hover until the beginning of your next turn.
Once you use this feature, you must finish a short or long rest before you can use it again. You can use Mind-Walker’s Grace twice between rests starting at 15th level.
Brand of Beguiling
Starting at 11th level, your Brand of Castigation exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite. Additionally, as an bonus action you can attempt to charm the branded creature. Save is Wisdom Vs DC(8+Hemocraft Modifier+proficiency).
Blood Curse of the Burdened Mind
At 15th level, you hone your hemocraft to tear into the mind of your enemies and fill them with dread You gain the Blood Curse of the Burdened Mind for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Burdened Mind
As an action, you emit psychic energy to all hostile creatures within 30 Ft. affected creatures make an intelligence save vs Hemocraft Save, on a failed save targets take 4d10 Psychic damage and are stunned till the end of their next turn, or half as much on a successful one
Amplify. The targets are stunned for a full minute the effect ends if they make a successful save vs Hemocraft Save.
Psionic Manifestation
Upon reaching 18th level, you can summon a clone of yourself formed from concentrated psychic energy this manifestation shares your stat’s and acts on its own initiative this feature lasts a number of minutes equal to your hemocraft modifier. In addition as long as it is active you can use your reaction to swap places when you or your double are hit or take damage.
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