Base Class: Blood Hunter
For most, the process of the Hunter's Bane is a very public affair, used as a testament to a blood hunter's skill and ferocity. These showmen rely on the ritual to prove to other hunters exactly why they should be feared. Considerably less often, a blood hunter will endure the horrors of the Bane alone. This may happen if they are cursed, experience extreme emotional stress, or are exposed to unstable hag's magic. While this initially is a solemn and isolating endeavor, suffering through the Hunter's Bane unaccompanied allows for deep introspection and. Feelings, emotions, and fears become tangible weapons of war. Swift, decisive, and intensely aware of their own emotional state, Silent Survivors look inward for their strength and develop an afinity for mental and physical diagnosis. This makes a Silent Survivor a very disciplined and efficient caretaker or healer.
Manifest
3rd level Order of the Silent Survivor feature
When you join this order at 3rd level, you develop a profound control over your emotional state and can manifest the benefits of your emotions. As a bonus action, you manifest an emotion, gaining it's effects and side effects until you finish a short or long rest unless otherwise specified. While manifesting, you can use a bonus action to clear your mind and end your heightened emotional state, ending its effects and side effects. Each emotion you are able to manifest can be used once per short rest.
At 3rd level, you can choose two of the emotions listed below to manifest. You can choose an additional emotion at 7th level, 11th level, and 15th level. At 18th level, you become immune to all emotional side effects.
Anger
(must be level 7)
You harness your anger. When you take an attack action, you may choose to take an additional attack action in place of your bonus action. However, you have disadvantage on Intelligence and Wisdom saving throws.
Anticipation
(must be level 7)
You become hyper-focused as you lay in wait. You gain +2 to initiative rolls and can't be surprised if you are conscious. Additionally, you may choose to hold both an action and a bonus action to be released by the same trigger. However, you have disadvantage on Strength and Charisma saving throws.
Anxiety
You allow yourself to dwell in self-doubt and find yourself on edge. Your speed increases by 10 feet. However, you have disadvantage on Intelligence checks. At 15th level, your speed increases by an additional 5 feet.
Joy
You bask in the warmth of joy. If you heal yourself or a companion in any way, you may increase the amount of HP healed by an additional 25%. However, your passive senses are all reduced by 2 points.
Sadness
You allow yourself to dwell in sadness. You become immune to the charmed condition and have advantage on all Persuasion and Deception skill checks. However, you must subtract three(3) from all death saving throws.
Trust
(must be level 7)
You choose to galvanize your trust in an ally, incorporating their emotional strength into your own. Upon manifesting trust, you may touch one creature with which you carry mutual respect. For the duration of the manifestation, you may use your reaction to add 1d6 to any ability check or attack roll so long as you are within five feet of your trusted ally. Once a creature is selected to be your trusted ally, you may not choose another until the emotion has been dispelled and you elect to manifest trust again. You must subtract 2 from all ability checks and attack rolls whenever you are positioned more than 20 feet away from your trusted ally.
Of Mind and Body
3rd level Order of the Silent Survivor feature
You become more acutely aware of your own mental and physical well-being and the well-being of others. You gain proficiency in the medicine skill. At 11th level, your proficiency bonus is doubled.
Forced Empathy
7th level Order of the Silent Survivor feature
While manifesting, you can choose to project an emotion onto another creature that you can see within 25 feet of your position as a bonus action. The creature must succeed on an Intelligence saving throw or take 1d8 psychic damage and succumb to one of the following corresponding effects:
- Hysterics - You must be manifesting joy. The creature becomes overwhelmed with laughter. The target is incapacitated for one minute and all creatures within fifteen feet of them have advantage on stealth checks.
- Apathy - You must be manifesting anticipation. The creature becomes unconcerned with current events and will not take any action whatsoever until the end of your next turn.
- Ferocity - You must be manifesting anger. The creature's blood pressure rises to unsafe levels and becomes blinded until the end of your next turn.
- Tragedy - You must be manifesting sadness. The creature immediately recalls a tragic memory, becoming paralyzed until the end of your next turn.
- Terror - You must be manifesting anxiety. The creature is frightened of you until the end of your next turn.
- Envy - You must be manifesting trust. The creature becomes envious your friendship and tries to win your favor, becoming charmed by you until the end of your next turn.
The save DC equals your Intelligence modifier + your Blood Hunter level. You can force empathy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. After a projected emotion's effect has subsided, the target creature has full knowledge of what happened to them and may act adversely. Creatures with an Intelligence score of 4 or lower are unaffected.
Damage is increased to 2d8 at level 13 and to 3d8 at level 17.
Stifling Brand
11th level Order of the Silent Survivor feature
Your Brand of Castigation can alter how a creature's blood responds to revitalization. If a creature is branded by you, it is unable to be magically healed. This effect lasts until your brand is dismissed or otherwise dispelled.
Manifest Push
15th level Order of the Silent Survivor feature
When you are hit by a melee attack, you can use your reaction to lock eyes with and deal psychic damage to the attacker. The damage equals your Blood Hunter level. The attacker must also make a DC 15 Intelligence saving throw. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you. On a success, the attacker takes half damage and is not pushed. If the creature collides with a wall or otherwise immovable object, they suffer 1d6 bludgeoning damage for every 5 feet they are unable to travel.
Blood Revival
18th level Order of the Silent Survivor feature
The healing properties of your blood magic greatly increase. You are immune to psychic damage and gain the Blood Revival ability:
Blood Revival: When an ally you can see drops to 0 hit points or dies, you can use your reaction to trade fates with them. Taking healthy, nourishing blood from yourself and transferring it to your ally, you heal them to your current number of hit points. You then are reduced to 0 hit points. Until you die or become conscious again, death requires four saving throw failures and stabilization requires only two successes.
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