The first members belonging to the Order of the Raven did not have their start as blood hunters, but as followers of the Raven Queen. These worshipers went on a pilgrimage to kneel in the presence of their deity, but found themselves alone in the colorless torn landscape of the Shadowfell. The followers wandered without a clear path, racked with fear and despair. Most of the followers fell to madness and lost their sense of self. It was months until members of other Blood Hunter orders found them among the ruins of the degraded landscape. Those followers that had any shred of motivation left, pushed forward under the care of the steadfast hunters, fighting the sense of hopelessness. It wasn't until they had made it past the veil into the Material plane that the hunters made the terrible discovery. It was far to late for the survivors and they noticed that there was a significant change made. The hunters had tried to find a way to fill the emptiness that had rooted itself into the poor souls, but the final decision was made to give them the Hunter's bane in hopes to reverse some of the damage. It was a shocking revelation when every rescued individual had survived the deadly imbibing of the poisonous concoction. It seemed to give them back some clarity and focus which they payed back in full pledging to aid in the fight against the dark forces.

The order of the Raven often seeks the companionship of adventurers, because of the pure emotion that kind of company brings. It is because of the emotion draining properties of the Shadowfell that the Ravens have insight to the wonderful nature of emotion, and they often express themselves unwilling to become unfeeling husks once again. The leaders to the Order of the Raven continue to pray to the Raven Queen for guidance despite their past ordeals and when new members seek to join the order they venture once more into the Shadowfell on a holy pilgrimage to test if they have what it takes to rebuild themselves back from nothing.

Change log (1.2)

Added in snippet codes where needed.

Changed Shadow Slide so you have to use a bonus action to make the melee attack after the movement.

Ravenous Hunger

At 3rd level, Whenever you regain hit points, the dice for determining how many hit points you receive can be rolled again and you take the higher result. In addition, when a target regains hit points within line of sight of you, you deal max crimson rite damage to that target until the end of your next turn.

At 18th level, Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.

Lethargic Feathers

When you reach 7th level, as an action, you can shed black raven feathers that swirl in the air in a 20-foot-radius sphere centered on a point within 30 feet of you and turns it into difficult terrain for 1 minute. In addition, all effected creatures in the 20-foot-radius sphere feels lethargic and at the start of their turn they must succeed on a charisma saving throw (DC 8 + your proficiency modifier + your wisdom modifier) or they can't use their reactions. You can pick a number of creatures equal to your wisdom modifier that are immune to the effects.

You can’t do so again until you finish a long rest.

Soul Purge

Upon reaching 11th level,  you drain soul energies from foes slain around you to grant you a burst of power. When you are within 30ft of a target that has their hit points reduced to zero your movement speed is doubled until the end of your next turn and your next melee attack has advantage.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Shadow Slide

At 15th level, As your movement, you can chose to merge with your shadow and slide across the ground up to a target within 30ft. After emerging from your shadow you can make a melee attack against that target as a bonus action. This movement does not provoke attacks of opportunity.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

Resist the Veil

At 15th level, you resist the call of the afterlife. When your hit points reach 0 you can roll death saving throws with advantage. Once per long rest, after 3 successful death saving throws you can then return to 1 hit point.

Shadowfell Despair

Upon reaching 18th level, you channel the emotion draining properties of the Shadowfell to render a target empty. As an action, you can force a creature within 30ft to make a Charisma saving throw (DC 8 + your proficiency modifier + your Wisdom modifier)or take 5d8 psychic damage and you pick one of the creature's saving throws to impose disadvantage on for the next 1 minute. On a successful save the creature only takes half damage.

You can’t do so again until you finish a long rest.

 

Previous Versions

Name Date Modified Views Adds Version Actions
10/15/2018 1:40:00 AM
137
2
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Coming Soon
3/21/2019 5:55:08 AM
1123
50
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Coming Soon

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