Faceless merge themselves with the blood and matter of other creatures. Some choose to study their creatures in the comforts of their home, with a book and a cup of tea; while others prefer to get up close and personal, seeing the creatures in action, studying their mannerisms, and gaining samples.

Order of the Faceless

The Faceless use matter from enemies to assume their forms, for example if the enemy has no tangible body parts a Faceless cannot turn into them. This however can only be done after some inspection of the creature they want to turn into.

A hunter can turn into a creature if one these requirements are met, along with having physical matter of the creature

  • A Hunter has slain 3 of the creatures
  • A Hunter has encountered the creature, and seen its kind kill 10 other creatures
  • A Hunter spends 1 week studying the anatomy of the creature through books and rumors

Alternatively a hunter can take 6 hours to study the movements and habits of their prey, giving them the ability to turn into the creature granted they have physical matter

The amount of times a hunter can turn into another creature per day equals your Blood Hunter level divided by 4 plus half of your wisdom modifier (rounded up). Your dungeon master may choose to put limitations on the creatures you can turn into. You must have a sample of the creature to perform this transformation, the sample is consumed after this transformation but your dungeon master decided how much is needed, or if it is even consumed at all. Regardless if it is consumed or not, a sample is needed to shift.

The transformation process is grueling, leaving the hunter with an already injured version of this creature. Any creature you turn into loses hit points equal to twice your blood hunter level, and can make a maximum of three attacks if they have the multi attack feature.

Rite of Sacrificial Knowledge

When you join this order at 3rd level, you learn the esoteric rite Rite of the Sacrificial Knowledge (detailed below). The Rite of Sacrificial Knowledge makes your weapon glow a very dim white light, and whenever the weapon draws blood, it appears to be absorbed into it.

Rite of Sacrificial Knowledge. Your rite damage is psychic type. The damage you suffer from activating this rite is tripled.

If you kill a creature with your Rite of Sacrificial Knowledge you instantly gain the ability to turn into that creature. The first time you turn into that creature, no material components are required (i.e. the blood or hair of the creature) but during subsequent transformations these materials are required.

Upon reaching level 9, add your intelligence modifier to attacks (minimum of 1) against creatures you've "studied" (can turn into) while using this rite.

Upon reaching 11th level, the activation damage you suffer is only doubled rather than tripled.

Sharp Mind

Beginning at 7th level, your knowledge of certain creatures has given you a deadly upper hand, you may add your intelligence modifier to attacks made against "studied creatures."

In addition, you gain advantage on stealth checks against them and any check being used to track or determine their whereabouts.

You may create a pocket dimension for a number of weapons of your choice equal to your intelligence modifier (a minimum of 1) by spending 8 hours carefully examining the weapons, getting its exact measurements and weight.

Amalgamation

Upon reaching 11th level, you’ve learned to merge your form with that of the creatures you've studied. You may use a bonus action to gain one feature from any creature you've studied. For example you can gain a dragons breath weapon, a roper reel ability, or an imps flying speed. If any extra limbs are generated with this trait, you can attack with them as a bonus attack and deal half damage. This effect lasts for one minute. Magic abilities of ones that require saving throws may be made using an action.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

You may also cast disguise self at will.

Insightful

At 15th level, you can see through magical disguises and invisibility up to 60 feet. 

If you don't already have proficiency in insight, you gain proficiency in it. If you do this turns into expertise, and your proficiency bonus is doubled that skill.

Truly Faceless

Upon reaching 18th level, you may cast alter self at will and poly morph on another creature a number of times equal to your wisdom modifier.

 

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