Base Class: Blood Hunter (archived)
The Far Realm exists as a total enigma. Even the most dedicated arcanists will learn nearly nothing of it. Warlocks in service to its denizens seldom even learn what their patrons want of them, let alone grasp what the world they inhabit is like. It exists entirely separate from the inner and outer Planes. A few blood hunters, nonetheless, have taken it upon themselves to draw power from it in an attempt to combat the relatively mundane threats found in the abyss and the nine hells. This power never leaves its users unscathed. It twists the mind, warps the body, and tears the soul.
Rite of the Bizzare
When you join this order at 3rd level, you learn the esoteric rite Rite of the Bizzare (detailed below).
Rite of the Bizarre. Your rite damage is psychic type.
This rite deals half the damage rolled on your rite die, but it forces the target to make an intelligence saving throw contested by your Wisdom (insight) check or roll 1d4. On a 1, it becomes stunned, 2, it becomes frightened of you, 3, it becomes charmed by you, and 4, it becomes confused. These effects last until the end of its next turn.
Upon reaching 11th level, any creature you hit with your Rite of the Bizarre suffers this additional Psychic damage equal to its intelligence modifier, assuming it is positive.
Extra Limb
Beginning at 7th level, your physical form twists from exposure to the eldritch power of the Far Realm.
You gain an extra limb you can use to hold a weapon or shield. This may be a new hand, a tentacle a set of pincers, an amorphous pseudopod, or any thing else You can think of. You may hold as many weapons as you have limbs, but you may only benefit from one shield. When you use your Multiattack, each attack may be with a different weapon.
You gain another at 13th level, which gives you a third attack when you take the attack action.
Twisted Mind
Upon reaching 11th level, your mind has been permanently warped by the horrors you have delved into in your quest for power. You gain resistance to psychic damage, and whenever a creature uses magic to try to influence your mind, including charming or frightening you, must make an intelligence (arcana) check contested by your Wisdom save. If they win the contest, the effect continues as normal. If they lose, the effect is prevented, and they take 2d8 psychic damage.
Absentee soul
At 15th level, your soul feels no special connection to you body. While you rest, your soul can leave for up to 8 hours. Your soul is invisible, has a movement speed equal to yours, has truesight to 60ft, and the only action it can take is to return to your body. Your body while your soul is absent is incapacitated and has an AC of 0.
Flayed Mind
Upon reaching 18th level, your mind has twisted to the extent you can fully understand the power of the Old Ones. Choose a spell of each level up to 5th from the warlock spell list. You may cast them at base level at will without any material components.
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Posted Aug 6, 2018Don't worry, I didn't. I just felt the need to respond because you were the first person to comment on anything I made.
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Posted Aug 5, 2018I hope you didn't read my comment as me hating your subclass, I just thought I would give you my observation. Looking forward to future stuff from you and happy homebrewing friend.
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Posted Aug 5, 2018I thought about that too, but when you think about it, the Warlock spell list doesn't contain any really good 3rd-5th level spells, and by 18th level 1st and 2nd level spells aren't doing noteworthy damage, especially when compared to the improved Multiattack I gave this class at 13th level. Admittedly, I can think of many ways to make this overpowered, but that's true of several official classes too. I might make a new version of this class anyway if I can think of something to replace that effect with. Honestly, I was just really proud of the name.
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Posted Aug 5, 2018I feel that Flayed mind is over powered if you compare it to the profane soul subclass for Blood hunter. At most profane soul only get 2 spell slots and the spells they get to chose from can only be as high as a 4th level spell. Granted you only get this for the Madman subclass at 18th level, but I don't think they should out shine the subclass that has been working on spell craft from the beginning. I like the idea of getting extra limbs though and making it so the player has a choice of what it looks like is awesome. Also the soul leaving their bodies seems fun as long as you still benefit from a long rest as a result, it would be valuable to have them stand watch during long rests if so.