Base Class: Blood Hunter
There are little to no creatures in the Vicarious Realms that can survive the endless void that is The Empty One. It takes an extraordinary soul and a large amount of willpower to navigate your way through the darkness it imposes. Blood Hunters who deal with this accursed entity find themselves bending more than just blood. This hollow being takes the idea of bending the fundamental building block of life and perverts it. Allowing them to do the unspeakable, bending the soul. Because of this, many possessed Blood Hunters must learn to walk the line between Will and Chaos, honing each as their own. It is the path one must follow to escape the abyssal void, which is extremely easy to get lost in. Delving into one person's soul is never easy, as there may be a lot of pain and experience. Unfortunately, many fall too far into the depths and are driven mad. What is by far the biggest tragedy is that The Abyss Walker soon figures out that the Empty One has no interest in the preservation of its victims. Their power almost always leads to the absolute destruction of both vessel and spirit, user and target.
Pact Magic
At 3rd level, you augment your combat techniques with the ability to cast spells from the Dark Weave. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the warlock spell list.
Cantrips. You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
Spell Slots. The Abyss Walker Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of 1st Level and Higher. At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Abyss Walker Spellcasting table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 13th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability. Your chosen Hemocraft ability (Intelligence or Wisdom) is your spellcasting ability for your warlock spells, so you use your Hemocraft ability whenever a spell refers to your spellcasting ability. In addition, you use your Hemocraft modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Hemocraft modifier
Spell attack modifier = your proficiency bonus + your Hemocraft modifier
Abyss Walker Spellcasting
| BLOOD HUNTER LEVEL |
CANTRIPS KNOWN |
SPELLS KNOWN |
SPELL SLOTS |
SLOT LEVEL |
|---|---|---|---|---|
| 3rd | 2 | 2 | 1 | 1st |
| 4th | 2 | 2 | 1 | 1st |
| 5th | 2 | 3 | 1 | 1st |
| 6th | 2 | 3 | 2 | 1st |
| 7th | 2 | 4 | 2 | 2nd |
| 8th | 2 | 4 | 2 | 2nd |
| 9th | 2 | 5 | 2 | 2nd |
| 10th | 3 | 5 | 2 | 2nd |
| 11th | 3 | 6 | 2 | 2nd |
| 12th | 3 | 6 | 2 | 2nd |
| 13th | 3 | 7 | 2 | 3rd |
| 14th | 3 | 7 | 2 | 3rd |
| 15th | 3 | 8 | 2 | 3rd |
| 16th | 3 | 8 | 2 | 3rd |
| 17th | 3 | 9 | 2 | 3rd |
| 18th | 3 | 9 | 2 | 3rd |
| 19th | 3 | 10 | 2 | 4th |
| 20th | 3 | 11 | 2 | 4th |
Insatiable Hunger
A deal has been struck, and power is bestowed. Starting at 3rd level, the tole of your journey into the depths grows beyond your control. Sleep becomes impossible and you can no longer benefit from the effects of a long rest, additionally, you can no longer be affected by magic that puts you to sleep. This means that you are now subject to a constant stream of exhaustion. Every 14 hours or so, or roughly a full day of adventure, you must roll 1d20. If you fail a DC of 10, you gain one exhaustion point. On a success there is no exhaustion point to be gained and the DC increases by 4 for the following roles until a failure is made. The DC resets when you die or rid yourself of any existing exhaustion points.
Your connection with The Empty One allows you to sap the power from others and use it for your own benefit. Therefore, you are given an opportunity to rejuvenate yourself but at a steep price. When any creature is reduced to 0 hitpoints due to your own magic or Scarlet Intent, you gain temporary hit points equal to your Hemocraft modifier times two plus half your Blood Hunter level (minimum of 1). Additionally, you are cured of 1 exhaustion point. Additionally, If the creature is killed when dropped to 0 hitpoints and has a Soul, then one 1 Soul Point is gained. If the creature has Blood, 1 Blood Point is gained. These points can be spent to cast several different abilities the Abyss Walker possesses. However, unused points are lost whenever a roll is made for exhaustion, or a point of it is gained.
If 6 points of exhaustion are gained then the DM must assume control of the character and immediately seek out life to consume. Anything is a target at this point, nothing is exempt. If nothing is consumed within the next 3 hours, you die.
Scarlet Intent
Starting at 3rd level, you can now conjure weapons, apparitions, and other things by bending the soul of others or your own blood, sometimes resulting in a severe physical cost. The following is a list, in alphabetical order, of all the Intents.
Shield of Thorns
Blood
Cost: 1
As a reaction, you cast a translucent barrier of blood with spikes to protect you. Until the start of your next turn, you have a +3 bonus to AC, including against the triggering attack. Any creature who successfully lands a melee attack takes 1d6 bludgeoning damage + homecraft modifier.
Using more points. When this ability is cast using multiple points, the AC increases by 1, and a damage die is added for each point used.
Monstrosity
Prerequisite: 5th level
Blood
Cost: 4. HP
As a bonus action, call forth the blood of your victims and your own to unleash havoc. For up to a minute, blood snakes up your arms and solidifies itself into two large hammers or blades. As an action, you may make a melee attack with a range of 10ft and proficiency that deals 4d10 bludgeoning damage or 6d6 slashing damage on a hit. During this time, you cannot hold and, therefore, use any other weapons; your speed is slowed by 10, and you lose an amount of health equal to 4 rolls of your hemocraft die. You may deactivate this ability at any given moment.
At Higher Levels. Starting at the 11th level, the damages increase to 7d10 and 8d6. At 17th level, the ability now lasts for an hour. Additionally, you can activate it once per long rest, at will.
Martial Blood
Blood
Cost: 1-2
As a bonus action, you may create a Martial Melee Weapon that you have seen before, from your blood or someone else's, within one of your hands. However, any Martial Weapon that weighs 6 or more lbs. needs 2 points to conjure. This includes ranged weapons of this class and their ammo. To create 10 bolts or 10 arrows costs 1 point.
Simple Blood
Blood
As a bonus action, you may create a Simple Melee Weapon that you have seen before, from your blood or someone else's, within one of your hands. This includes ranged weapons of this class and their ammo. To create 10 bolts or 10 arrows costs 1 point.
Partitioner
Soul
Cost: 1, HP
As an action, you may summon a spectral version of yourself by using any amount of HP you'd like. You may use your bonus action to control this new apparition, and its health is equal to how much you used. It's abilities, gear, and personality mirror your own. You may dissipate the clone at any moment and regain its remaining health.
Lesser Moral Cloak
Soul
You can mask your alignment with another for up to 5 minutes as a bonus action. After activating this ability, anything attempting to read your current alignment must succeed against your spell save DC to see past the illusion. This only applies to sentient entities and objects.
Greater Moral Cloak
Prerequisite: 5th level
Soul
Cost: 2
As an action, you can temporarily alter the state of your soul and change your alignment, changing your behavior and intent. Any object or entity, sentient or not, is convinced that your alignment is what it is now unless the in-game situation doesn't permit this. This shift lasts for 1 hour, and at any moment, you can choose to revert to your original alignment unless the in-game situation does not permit this.
e.x. A character would not believe you are genuinely Evil if they know who you really are. Furthermore, if you engage in an evil scheme and staying evil is the only way to accomplish it, your character may not want to switch back, for corruption may sink in.
At Higher Levels. Starting at 7th level, the time increases by 2 hours. 9th level, 3 hours. 11th level, 5 hours, and at 17th level, 24 hours is achievable.
Supreme Moral Transfiguration
Prerequisite: 11th level
Soul
Cost: 10
There is something innately wrong with every aspect of this ability. It comes from the absolute depths of The Oblivion. As a reaction, once per long rest, you may touch one creature within 5ft. with a soul, which is reduced to 0 hitpoints. When doing so, they must succeed on a DC wisdom save equal to your spell save; if they fail, you may permanently alter their alignment.
At Higher Levels. Starting at level 20, you may do this at will, with no points needed. So long as you can touch them and the target is at 0 hitpoints or is incapacitated. However, they must still fail the save.
Turn Away
Soul
Cost: 2
As a bonus action, you may cast a special boon on one of your weapons for up to a minute, allowing it to cause more damage to those who are oppositely aligned from you. Add an extra damage dice to each of your successful attacks.
At Higher Levels. Starting at 7th level, the boon grants two extra damage dice. At 9th level, three, and at 11th level, this effect lasts up to an hour. At level 20, the effect is permanent. Additionally, you also have advantage on all attack rolls against anything of the opposite alignment.
e.x. If you are Neutral, you must pick an alignment to target, and it must stay this way.
Threads of Oblivion
Starting at level 7, you can now take hold of the slivers that seep from the distant Oblivion—finding yourself able to send your soul flying through the delicate fibers of space around you. As a bonus action, you may teleport yourself and anyone you're touching up to 20ft in sight. Additionally, twice per day, you may use a reaction to take half damage from any attack and must teleport up to a range of 45 ft in sight.
At Higher Levels. At 13th level, the range of the reaction increases to 100ft. For the bonus actions, 50ft. At level 17, your reaction is no longer bound to twice per day but is now entirely passive.
Hollowing Brace
The need to fill the void within in order to maintain balance grows ever so more vital. Starting at level 11, once per day, as an action, you may successfully grapple a creature of your choosing, binding their body with blood and tying your souls together. The target mustn't be larger than a size above your own. The target then takes 10d6 + 35 Necrotic damage, and you gain the following benefits. Your lifespan increases by a day, you gain temporary hit points equal to half the damage done, you gain 3 blood and soul points, and you are cured of one point of exhaustion.
Sanguine Expertise
Upon reaching level 15, you gain complete control over 2 Scarlet Intents of your choice, constantly storing up a repository of Blood and Soul to cast these at will. You may cast these chosen abilities once each, regardless of your blood or soul points. When you do so, you can't do so again until you've completed a short rest or until 16 hours have passed.
Ethereal Impersonation
It's quite simple: your walk amongst the line between Will and Chaos has taught you to take hold and to manifest your resolve. Finally, you can reach the precipice of that enlightening power. Starting at 18th level, whenever you grapple anything with a soul, you may forcefully take a temporary hold of their soul and analyze it—allowing you to reshape your will to mirror that of your victim. This allows you to copy one power from another or mold a new ability based on the chosen target. These abilities can be created by both the player and or the DM. They must be passive abilities, actions, or bonus actions. This power sticks with you forever until you take another soul's ability.
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