Base Class: Blood Hunter
"In the face of aberrant horrors, we find strength in knowledge and unwavering resolve. To take down these twisted beings, one must first understand their nature. Study their aberrant anatomy, their unnatural abilities, and their insidious tactics. Identify their weaknesses and exploit them with precision and tenacity. But remember, it is not only physical prowess that brings them to their knees; it is the strength of our will and unyielding determination that grants us victory." - Unnamed Blood Hunter
The Order of the Star-Filled Sea is a Blood Hunter subclass focused on combating aberrations and protecting the realms from their malevolent influence. Blood Hunters of this order are trained extensively in detecting and countering aberrant creatures, utilizing their unique abilities to engage in relentless battles against these otherworldly horrors.
In combat, a Blood Hunter of the Order of the Star-Filled Sea excels at identifying aberrations and dealing devastating blows to them. Their Aberrant Hunter ability allows them to sense the presence of aberrations, granting them an advantage in detecting and locating these creatures. When engaging in combat, their Aberrant Strikes imbue their attacks with additional damage, enabling them to strike true against the otherworldly foes. This subclass enhances the Blood Hunter's effectiveness against aberrations, making them a formidable force in battles against these unnatural beings.
Aberrant Hunter
Starting at 3rd level, you gain the ability to detect the presence of aberrations. As an action, you can focus your senses and detect aberrant creatures within 60 feet of you. You gain advantage on Wisdom (Perception) checks to detect aberrations, and you can discern their approximate location and number. This ability lasts for 1 minute or until you use it again. This feature can be used a number of times equal to your Wisdom modifier (minimum of once).
Aberrant Strikes
At 3rd level, your blood pulses with an otherworldly energy that enhances your attacks against aberrations. Whenever you hit an aberration with a weapon attack, it takes an additional 1d8 damage of the weapon's type. Additionally, your weapon attacks are considered magical for the purpose of overcoming resistances and immunities of aberrations.
Eldritch Resilience
At 7th level, your connection to the twisted energies of aberrations grants you enhanced resilience. You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened. Additionally, you can use your bonus action to expend a use of your Blood Maledict feature to regain hit points equal to your Wisdom modifier + your Blood Hunter level. Once you use this feature, you must finish a long rest before you can use it again.
Ward of the Star-Filled Sea
At 11th level, you have learned to harness the protective power of the star-filled sea against aberrant forces. As an action, you can create an aura of protective energy with a 30-foot radius centered on yourself. This aura lasts for 1 minute or until you are incapacitated. While within the aura, you and friendly creatures gain advantage on saving throws against the abilities and attacks of aberrations. Additionally, when an aberration makes an attack against you or a friendly creature within the aura, you can use your reaction to impose disadvantage on the attack roll.
Brand of Censure
At 15th Level, Your Brand of Castigation becomes even more potent. When you activate your Brand of Castigation feature, you can choose to imbue it with the power of censure against aberrations. Any aberration affected by your Brand of Castigation takes an additional 1d6 radiant damage at the start of its turn. Additionally, if the aberration attempts to teleport or use any form of dimensional travel while branded, it must make a Wisdom saving throw against your Blood Hunter spell save DC. On a failed save, the attempt fails, and the aberration takes 2d6 radiant damage as the unstable energies disrupt its escape. Once you use this modification, you must finish a short or long rest before you can use it again.
Starfall Fury
At 18th level, you can tap into the immense power of the star-filled sea to unleash a devastating assault against aberrations. As an action, you can expend a use of your Crimson Rite feature to make a special attack called Starfall Fury. Make a melee weapon attack against an aberration within your reach. On a hit, the target takes damage equal to your Hemocraft die plus your Blood Hunter level. Additionally, the target must make a Constitution saving throw against your Blood Hunter spell save DC. On a failed save, the target is stunned until the end of its next turn.
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