Base Class: Blood Hunter
Older than the controlled and methodical magic created through weaving arcane equations through a scientific lens, the world of weird bend magic to an un-understandable whim. Those that consider themselves members of the Order thrive through that unknowable cosmos, prophecies conjured through nothing more than a feral emotional drive, willing themselves into existence, with magic older and more naturalistic than the studiable arcane. Forgotten poetry written to be purposefully obtuse in an old liminal language are the obsessives of the order. A Want, A Whim or something in between drives the minds of the those that follow, intention strong enough to bend the world around them into the dissonant state of perpetual weird, like a hag driven by their own hysterics alone.
(Art by Ainsworth Lin, "The Hedgewitch Project")
Aaraafic Blessings
When you join this order at 3rd level, you have begun to brew your weird and wild effects on the world, flaring the empirical magic of those around. Whenever you or a creature within 10ft of you casts a spell that would deal damage, you may choose to deal damage to yourself equal to your Hemocraft die inorder to amplify or reduce the damage of the spell by the same amount. The type of additional damage is determined by the damage type of the spell.
At Levels 7, 11, 15 and 18 the range increases by 5ft.
Curse Specialist
Additionally 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.
By Wicked Ways
Upon reaching 7th level, you have begun to see glimpses of prophecy passed or not, as a bonus action on your turn, you may foretell the demise of a creature that can hear you. If the creature is then reduced to 0 hit points before the beginning of your next turn, you gain a number of temporary hit points equal to the maximum of your Hemocraft die.
Should the creature not be reduced to 0 before the beginning of your turn, it regains a number of hit points equal to the maximum of your Hemocraft die. You lose all remaining temporary hitpoints gained by this feature at the end of a Short or Long rest.
You may use this ability a number of times equal to your Hemocraft modifier per long rest.
Vexatious Heartbeat
Starting at 7th level, your strange nature within the supposed physical world has left others uneasy in your presence, their emotions spun in a constant state of distress or elation while sharing the same air. As an action, you may begin to unease any creature that you believe is attempting to deceive or lie to you, giving them disadvantage on their next deception check. Once you use this feature you cannot use it again until a long rest.
Additionally you have advantage on all persuasion checks directed towards creatures with hearts.
Brand of the Idiosyncratic
Starting at 11th level, your ability to direct the whims of the uncanny has grown to greater heights pushing your mind's natural shutter of insanity onto others. Creatures affected by your Brand of Castigation can be targeted once a day by your Blood Maledict feature without expending a use, the Blood Curse must only affect said creature. Additionally the psychic damage done by the brand deals additional damage equal to your proficiency bonus.
Blood Curse of the Witch
At 15th Level, you hone your Hemocraft to warp the deep subconscious emotions of those around you. You gain the Blood Curse of the Witch for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Witch |
As a bonus action, you whisper into the subconscious minds of up to 2 creatures you can see within 30 ft of you, they are immediately affected by the Confusion Spell. The cursed creature can make an Intelligence Saving Throw at the end of each of its turns, ending the curse on itself on a success.
Amplify. At the beginning of each of the cursed creatures' turns, they take 2d8 Psychic damage, taking this damage again each time they fail their Intelligence Saving Throw.
Aaraafic Sins
At 18th Level, the world of the weird and arcane has become one within the mind of the strange, you have mastered the natural order and how to change the foundations of intent of those that also try and harness the magic of the world. Whenever you would use your Aaraafic Blessings feature, you may instead make a Spellcasting Ability Check against a DC equal to 16 + Spell level. On a Success, the spell automatically does maximum possible damage, including the additional damage added from the ability.
Additionally you may do the same, instead making it do minimum possible damage. The damage dealt to you by this ability is also maximized and cannot be reduced in any way.
You may use this feature once per long rest.
Previous Versions
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3/2/2023 7:39:07 PM
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