Blood Hunter
Base Class: Blood Hunter

The Order of Shadow was established as a way to safely hide and protect beings of the dark that normally would be hunted by blood hunters in large. Those protected were usually victims of higher beings such as vampire lord's, and now had to contend with their new state of being. The order protected them, gave them help, new homes, identities, and if they could, cured them of their ailments. Due to the orders secrecy most individuals do not know of its existence, and members are hand picked from the ranks of the blood hunter apprentices. If an apprentice declines to join their memory of the conversation is erased. 

The Order of Shadow prides itself on its acceptance of the supernatural, taking what it can learn from those it protects. This has allowed them to tap into sources of power unavailable to other blood hunters, whether that be studying the magical secrets of those they hunt or protect, or learning how to tap into ley lines and the weave itself. Their spell casting attribute is intelligence. 

 

Inhabit The Dark

When you join this order at 3rd level, you become accustom to the nature of working in the shadows. 

  • You gain Darkvision out to 60ft if your do not already have it. 
  • You gain resistance to Necrotic damage.
  • You gain proficiency in stealth.  

Curse Specialist

Starting at 3rd level, you learn to master blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.

Shadow Step

Upon reaching 7th level, you have furthered your studies on the creatures you hunt learning how to manipulate the shadows in your favor. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You may bring one humanoid or creature with you. If done at the end of your turn, you and those teleported with you, count as hidden, as if you took an action to hide. 

Spellcasting

Grants spellcasting to this subclass.

Blood hunter level Cantrips Known Spells known Spell Slots Slot Level
3rd 2 2 1 1st
4th 2 2 1 1st
5th 2 3 2 1st
6th 2 3 2 1st
7th 2 4 2 2nd
8th 2 4 2 2nd
9th 2 5 2 2nd
10th 3 5 2 2nd
11th 3 6 2 2nd
12th 3 6 2 2nd
13th 3 7 2 3rd
14th 3 7 2 3rd
15th 3 8 2 3rd
16th 3 8 2 3rd
17th 3 9 2 3rd
18th 3 9 2 3rd
19th 3 10 2 4th
20th 3 11 2 4th

Brand of Isolation

Starting at 11th level, your Brand of Castigation sears into the soul of the creature giving you insight to their weaknesses and marring the creatures connection to their source of power. You become aware of any weakness the creature has. The seared creature has disadvantage on saving throws against your blood hunter spells. 

Blood Curse of the Exorcist

At 15th level, you hone your hemocraft to tear corruption from the minds and bodies of your allies—and to punish those responsible for it. You gain the Blood Curse of the Exorcist for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of the Exorcist

As a bonus action, you choose one creature you can see within 30 feet of you that is charmed or frightened, or which is under a possession effect. The target creature is no longer charmed, frightened, or possessed.

Amplify. A creature that charmed, frightened, or possessed the target of your curse takes 3d6 psychic damage and must succeed on a Wisdom saving throw or be stunned until the end of your next turn.

Harnessed Knowledge

Upon reaching 18th level, you may choose to end your active crimson rites early, pulling magic out of your foes or causing a burst of magic to erupt from them.

Magic Siphon: You may regain 1 spell slot.

Magic Burst: You may cause a burst of 4d10 rite damage + your intelligence modifier, on the last enemy damaged by you.

You can only use this feature once per long rest. 

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