Base Class: Blood Hunter (archived)
The Order of the Shadowhunter is for blood hunters who want to become one with the Shadowfell and completely become the master of the shadows. A Shadowhunter blood hunters has the powers of the Shadowfell and hunt as a shadow., to the Shadowfell. These blood hunters undergo terrible rituals made to give them full access to their dark potential. What they did not know was that their souls cannot handle the power, so the Blood Hunter’s souls are in a state of between two realms. Once like this, a blood hunter can never go back, and forever must live with their souls halfway between the shadowfell and the mortal Plane.
Umbral Sight
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Shadow Step
When you choose this archetype at 3rd level, you become one with the shadows and came move through them with ease.
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When you choose this archetype at 3rd level, you become one with the shadows and came move through them with ease. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait, number of times equal your wisdom modifier you can't do before you must finish a short or long rest.
Shadow Assault
Beginning at 7th level, you’ve learned to use the shadows to make a deadly strike to all those around you. You can use an Attack action on your turn, to expend a use of this feature to make an area attack and Each enemy creature in a 10-foot-radius around you must make a Dexterity saving throw DC 8 + (your proficiency bonus) + (your Wisdom Modifier). A target takes 2d10 Necrotic damage on a failed save or half as much damage on a successful one and is pushed back 10ft.
You can use this feature two time. You regain all expended uses when you finish a short or long rest. The your uses and its damage increases as you level when you reach 11th level you have three uses (3d10), and 17th level you have four uses (4d10).
Shadow Meld
At 11th level, you’ve learned embrace your connection to the Shadowfell, enabling you to bend into darkness to your will. As an action, you can assume a wraith form. In this form, you are tough allowing you to absorb damage and move unimpeded. This form goes away if you are reduced to zero hit points or rendered unconscious. You can revert back to your original form whenever you choose (requires no action).
This form lasts for 1 minutes. You can use this feature twice per long rest. This form grants the following abilities
- Incorporeal Body
While in wraith form, you gain resistance to all damage except psychic and radiant damage. Additionally, your AC decreases by your 1 while in this form and you are vulnerable to radiant damage.
- Incorporeal Movement
While in wraith form, you can move a distance 10 more than your speed through any objects or creatures around you. Creatures and objects, you move through are considered rough terrain. If you end your movement inside any solid object or creature, you take 1d10 force damage.
- Stealth Mastery
While in Wraith form and inside of a creature or object, you gain advantage on all stealth checks.
Darker Wraith
At 15th level, you forge a deeper connection with the darkness inside of you. You can change into your wraith form as a bonus action. Also, you can see through magical darkness up to 30 feet, as well as see invisible creatures and objects up to 30 feet. Additionally, while in wraith form you emit an aura of shadow 30 feet around yourself, this aura is considered as if you had Darkness spell cast on you.
Dark Ressurection
At 18th level, your body has completely transformed into shadows. You can assume the wraith form at any time (no action required). Additionally, all damage dealt by you, whether or not you are in wraith form, is considered magical necrotic damage for the purpose of overcoming resistances. You again this feature:
- Shadow Life
When you are reduced to zero hit points or are knocked unconscious, you can choose to shift into a shadow form instead. While in this form, you are immune to all damage and cannot attack. If any creatures move into a five-foot radius from you, they make a constitution saving throw and take 4d10 cold damage, or half on a successful saving throw (DC of 8 + proficiency bonus + wisdom modifier). While in this form you can receive healing, and if you receive healing that brings you to 1 hit point or more, this form ends instantly, and you revert back to your original form alive again.
This feature can be used once per long rest.
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