Base Class: Blood Hunter
The Order of the Weyward is, what some may consider, a branch of evil that has diverged from older orders; its members are believed to pervert and corrupt rites to test their limits, prophecy the future, and gain powerful favors. The Order of the Weyward are agents of conflict and treason, this is true, but regardless of their warped sense of morality, they still seek to destroy their definition of evil, may it be free will, corporations, or kingdoms. The Weyward seek out cursed items, they make petty deals and ruin lives, and they willingly embrace the powers that make the undead. Other blood hunters will sometimes fight against the Weyward and their rituals, seeing this order's hemocraft as a step towards the corruption of all life.
Rite of the Witness
When you join this order at 3rd level, you learn the Rite of the Witness as part of your Crimson Rite feature. When you activate the Rite of the Witness, the extra damage dealt by your rite is psychic damage. Additionally, while that rite is active on your weapon, you gain the following benefits:
- A beast, humanoid, or fey that take psychic damage from your rite infused weapon must make a Wisdom saving throw against your Hemocraft save. On a fail, they have a vision of themselves being brutally killed/murdered and become Frightened of your rite infused weapon until the beginning of your next turn.
- You have resistance to psychic damage.
Ominous Curse
Starting at 3rd level, you learn to master curses towards mortal men. While invoking a blood curse that targets a humanoid, you may amplify the curse without taking the amplified necrotic damage.
You learn the Blood Curse of Foul Oaths for your Blood Maledict feature.
This doesn't count against your number of blood curses known.
Blood Curse of Foul Oaths. As an action, you seal a deal, shaking hands and making a pact with a willing creature within 5 feet of you. You must get a verbal confirmation of the deal with a creature that understands you before using the Blood Curse of Foul Oaths. You must put forward the terms, and the creature must accept those terms before you shake hands. The terms you put forward must be a simple course of activity (limited to a sentence or two), must be worded in a manner to make the terms seem reasonable and must not directly harm the creature, additionally, their course of action must follow after an exchange that the creature sees as equal value. For example you may say, "I will seek out and bring you the head of the Duke if you pay me 200 gp and let me go on my way unharmed" or "If I escort you to the safehouse, you must remain there until I say you can leave." Their action must always follow your payment on the terms, you must first do something for them for the curse to take effect. On acceptance, the creature pursues the course of action you described to the best of its ability as if under the suggestion spell. They continue the course of action until completion, however you are not under any magic to force you to uphold your end. Creatures that can't be Charmed are immune to this effect. If no exchange is made within 48 hours, the curse ends.
Amplify. Instead of 48 hours, you may choose if the duration of the agreement is extended. Choose 28 days duration or duration until the next blood moon.
Glance Within
Upon reaching 7th level, you can use your bonus action to make a Wisdom (Insight) check into a target creature's past. On the listed DC, you learn the following:
- DC 14: You learn the creatures hidden emotions, and you learn which inner emotions are limiting the creature's happiness, whether it be pain, depression, guilt, despair, insecurity, on loneliness.
- DC 17: You learn two of the following, you choose which two points you learn: (1) The origin and location of a creature's pain, whether it be a new wound or old. (2) You learn several details of a recent activity or crime that has made them feel guilt, remorse, or shame. (3) You learn with which creature types the target has been associating with in the past week. You if they have made any deals with fiends or celestials (if any) and you learn the identity of any gods they may worship, whether in the open or secretly. (4) You learn the names or faces of which persons in their life victimize them, bully them, or which they feel inferior to. You learn which activities or actions specifically make them feel like a victim. (5) You learn their phobias and philias, you learn how often their specific phobias or philias affect their lives and the details of the last time they were gratified by their philia.
- DC 21: You learn all of the above and you learn the creature's true name and learn their original appearance before any alterations, whether they be magical or physical. You see them as they truly were before any tattoos, scarring, disguises, illusions or the like. In addition, you learn the details and the reason for their deception, and the meaning behind any tattoos or scarring. If their tattoos or disguises are magical, you learn their purpose as if through the identify spell.
You can use this feature once per short rest.
Brand of the Witch
Starting at 11th level, your Brand of Castigation exposes a fragment of your foe’s soul, leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a weapon for which you have an active crimson rite, you may use your reaction to end any spell of 3rd level or lower that effects the creature.
If a creature attempts to use dispel magic on your Brand of Castigation, they make their ability check with disadvantage; However, if they cast dispel magic at 3rd level, the spell automatically fails.
Learn Curse
At 15th level, you hone your hemocraft to identify power and evil. You may use one use of your Blood Maledict feature as an action to touch a magic item and learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. You learn if there are any Curses that affect the item, you learn the full details of what the curse does. You dispel the nondetection if it effects the target.
Bleeding Thrall
Upon reaching 18th level, you direct an evil force of will into your wounded enemies. If you would reduce a medium or smaller creature to 0 hit points, you can instead use your reaction to turn the creature into a thrall to your whims. The creature regains hit points equal to your Proficiency bonus + your Intelligence score and temporarily loses all previous personalities, desires, memories, and instructions, The creature's Intelligence, Wisdom, and Charisma scores all temporarily decrease by 5 (to a minimum of 1), but otherwise retains all of its stats, features, and abilities.
While the thrall is within 100 feet of you, you can communicate with it telepathically, and it always obeys your commands. In combat, it rolls its own Initiative and acts on its own turn, however it cannot act independently without your commands. You can use your bonus action to issue it commands, however if it moves further than 100 feet away from you, it forgets those commands. As an action you can dismiss your effect, killing the thrall. You can only have two thralls active from this feature at a time and all of your thralls die when you complete a long rest.
The original stats, memories, and personalities return when the thrall dies. Constructs are immune to the Bleeding Thrall feature.
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