Base Class: Blood Hunter
While some Blood Hunter sects dedicate themselves to becoming a specific type of monster to better hunt the foul monstrosities of the world, those of the Order of Terrorspawn take a more refined approach. Rather than recklessly compromising their own existence, those belonging to this order harness the raw power of their own mind and their prowess with blood magic to create a companion, mixing Hemocraft and Psionics to form a pet, the Terrorspawn.
Aside from the relationship to what is their parent, owner or simple creator, the Terrorspawn are made with and for the same purpose as all humanoid members of the order. They are a tool to kill monsters and feed off their fear, to extract the truth from others through psychic haunting and to freeze monstrosities in terror, priming them open for annihilation.
Blood Hunters of this order can have a conflicting view of the mind in general: unlocking the power of their own, creating a new one in their Terrorspawn, and inflicting nothing but fear on their foes. It can be complicated, but whatever the case may be, one thing's for sure: these blood hunters are never alone, and the dreams of their surviving foes, never pleasant.
Psionic Power
Beginning when you choose this order at 3rd level, you have trained to harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.
Psychic Rupture. Your psychic abilities lets you harness their power to best hurt your foes and strike their minds. Whenever you or your Terrorspawn hit with an attack, you may roll a Psionic Energy die. The attack deals additional psychic damage equal to the result. If it was an attack made by your Terrorspawn, the Psionic Energy die damage is doubled. In addition, the creature becomes frightened for a number of rounds equal to your proficiency bonus.
Inflict Terror. Your refined control over psionics lets you cause nightmares in others. As an action, choose a creature you can see within 15 feet of you. It must succeed on a Wisdom saving throw against your Hemocraft save DC or become frightened of you. The target is frightened this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. While frightened this way, you have advantage on any Charisma (Persuasion), Charisma (Intimidation), Wisdom (Insight) or Wisdom (Survival) checks against it. If the target succeeds on its saving throw and at the end of the hour, the target has no hint that you magically frightened it, though it still recalls feeling afraid of you. You can use this feature once, regaining the ability to use it again when you finish a long rest, or by expending a Psionic Energy die to use it again.
Terrorspawn
Also at 3rd level, you have learnt to mix your talent for Hemocraft and your prowess for psionics, to create a companion. A pet, borne out of your own mind and trained, like yourself, to inflict fear on the monsters of the world, a Terrospawn. You may summon it at the end of a short or long rest. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Terrorspawn stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics.
In combat, the terrorspawn shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge. You can expend a use of your Blood Maledict feature to your Terrospawn regain hit points equal to 2d8 + your Intelligence modifier. If it has died within the last hour, you can expend a use of your Psionic Energy die as an Action to revive it, provided you are within 5 feet of it. The terrorspawn returns to life after 1 minute with all its hit points restored.
Terrorspawn
Medium/Large aberration
Armor Class 13 + PB (natural armor)
Hit Points 2 + your Intelligence modifier + five times your blood hunter level (the terrorspawn has a number of Hit Dice [d8s] equal to your blood hunter level)
Speed 40 ft.
Saving Throws Dex +1 plus PB, Con +2 plus PB
Skills Athletics +2 plus PB, Insight +0 plus PB × 2, Survival +0 plus PB
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft.
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Inquisitive. The Terrorspawn has advantage on any Insight or Survival check against a creature that has been frightened by you or it in the last 24 hours.
Actions
Psi-Empowered Bite. Melee Weapon Attack: your Int modifier + your PB to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB psychic damage.
Terror Stare (3/Day). The Terrorspawn chooses a point within 60 feet of it. Creatures within a 5 foot radius sphere centred on it must succeed on Wisdom saving throw against your Hemocraft save DC or become frightened until the end of your next turn.
Reaction
Psionic Deflection. As a reaction to an attack roll being made against a creature it can see within 5 feet of it, the Terrorspawn can force the attacker to make a Wisdom saving throw against your Hemocraft save DC. On a failed save, it becomes frightened until the end of the beginning of your next turn.
Improved Psionic Power
Starting at 7th level, your psychic abilities become more powerful, and you have mastered new ways to use your psionic abilities, detailed below.
Hemocraftic Bond. Whenever you activate your Crimson Rite feature, you may share its power with your Terrorspawn, expending a Psionic Energy die. Your Terrorspawn also becomes affected by your Crimson Rite, and it gains temporary hit points equal to one roll of your Hemocraft die.
Psionic Interrogation. As an action, you can choose a creature within 30 feet of you, marking it for psychic interrogation. Roll a Psionic Energy die, it is not expended. The creature must succeed on a Charisma saving throw, substracting the roll from the result. On a failed save, it can't speak a deliberate lie for 10 minutes. A creature is not aware of the effect, at least immediately, but it can't be forced to speak a truth if it normally wouldn't through this effect, it would just notice it can't speak a lie. A creature can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth. On a successful save, the creature has no idea you attempted this on them. You can use this feature once, regaining the ability to use it again when you finish a long rest.
Brand of Dread
When you reach 11th level, your Brand of Castigation now weakens the defenses of your enemies. Branded creatures now emit an aura, in a 20-foot radius sphere centred on themselves.
Within the aura, if a creature is frightened of you or your Terrorspawn, its speed is reduced to 0, and that creature takes psychic damage equal to half your blood hunter level if it starts its turn there.
Blood Curse of the Draining Mind
At 15th level, you’ve honed your Hemocraft to meld together with your Psionic Power and drain the mind of your enemies. You gain the Blood Curse of the Draining Mind for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Draining Mind
Prerequisite: 15th level, Order of the Terrorspawn
As a bonus action on your turn, you may choose to activate this blood curse and force a creature you can see within 60 feet of you to succeed on a Constitution saving throw. On a failed save, they gain 2 levels of exhaustion and have vulnerability to psychic damage until the end of your next turn. On a successful save, they only gain vulnerability to psyshic until the end of your next turn.
Amplify. Whether the saving throw is successful or not, the creature gains vulnerability to all attacks made by your Terrorspawn until the end of your next turn.
Symbiotic Terror
Upon reaching 18th level, your connection to your Terrorspawn and the minds of others is at its most powerful. You gain the following benefits:
- As long as you are within 5 feet of your Terrorspawn, it has resistance to all damage.
- Whenever you or your Terrorspawn reduce a creature to 0 hit points, you regain an expended Psionic Energy die.
- If a creature were to make a saving throw against one of your subclass features or Blood Curses, you may use your reaction and expend a Psionic Energy die to impose disadvantage on the roll.
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Posted Dec 29, 2024This is cool, have you made one that can be used as a ranger class?