Blood Hunter
Base Class: Blood Hunter

Blood Hunters of the Order of the Puppeteer are pragmatic warriors, driven hunters with a deep understanding of psionics. They scour intricately the corners of the mind and with the knowledge obtained through studying it are able to wield binding threads of blood and magic that reach to the deepest of their confines foes’ psyche. 

If you are part of an organization of Blood Hunters, you aren’t there to deal final blows to monsters, or to support your allies, you are there to make the life of the beasts you hunt absolute misery: controlling their movements and subjugating their wills, forcing them to act in ways they do not want to, attacking their own allies or seizing to put any defense at all. Cocooned in your weave of psionics and blood, your foes aren’t even free to scream.

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.

Puppeteer’s Grasp. You can puppeteer the actions of your foes through your psionic prowess and Hemocraft mastery. As an attack or an Action on your turn, you choose a creature within 10 feet of you, or a creature that you can see that you’ve dealt damage to with a weapon with an active Crimson Rite on it since the beginning of your last turn. It must succeed on a Wisdom saving throw against your Hemocraft save DC or be forced to do your bidding on its next turn. Your orders can’t be longer than one word, as described in the command spell. 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.

Charmed Marionette. You can control the mind of your opponents as if they are your puppet. As an action, choose a creature you can see within 60 feet of you, rolling  a Psionic Energy die. They must succeed on a Wisdom saving throw against your Hemocraft save DC or become charmed for a number of minutes equal to five times the number rolled. For the duration, the creature also treats you as a friendly acquaintance.

Blood Puppet

Also at 3rd level, you can control not only your foes with your threads of psionics and blood, but your allies as well. Whenever you activate your Crimson Rite, you may choose to wrap your threads around an ally, as they become your Blood Puppet. Your threaded connection to your ally lasts for 10 minutes, and you can only have one Blood Puppet at a time.

For the duration, as a bonus action on your turn, you can control your ally into taking the Dash, Disengage or Dodge action, either when you take this bonus action or at the beginning of their next turn (no action required on their end, and your choice each time you activate this feature).

You can control an ally this way a  number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, or regaining one use by expending a use of your Blood Maledict.

Subjugated Mind

Starting at 7th level, you can use your puppeteering ways to strike at a creature’s mind. As an action, choose a creature you can see within 30 feet of you. It must succeed on a Charisma saving throw or, for the next 10 minutes, 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. 

Alternatively, you can use this feature to break a creature out of another’s control, using your reaction to grant a single creature advantage on a Charisma or Wisdom saving throw. 

You can use this feature once, regaining the ability to do so again when you finish a long rest, or by expending a use of your a Psionic Energy die.

Brand of Binding

When you reach 11th level, your Brand of Castigation now spawns threads of psionics and blood at all creatures near them. Branded creatures now emit an aura, in a 20-foot radius sphere centred on themselves. 

Within the aura, any hostile creature’s speed is reduced by 10 feet, and whenever they start moving, you can lash out with the threads, as they take psychic damage equal to one roll of your Hemocraft die + your Hemocraft ability modifier.

Blood Curse of the Cocooned Will

At 15th level, you’ve honed your Hemocraft to meld together with your Psionic Power and control the mind of your enemies. You gain the Blood Curse of the Cocooned Will for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of the Cocooned Will

Prerequisite: 15th level, Order of the Puppeteer
As a bonus action on your turn, you can extend your weaving threads at a creature within 60 feet of you, which must succeed on a Wisdom saving throw against your spell save DC or become incapacitated and have a speed of 0 for 1 minute, as it is cocooned in your strings of blood. The effect ends for an affected creature if it takes any damage or if someone else uses an action to break the cocoon apart.
Amplify. If the saving throw is successful, the threads crawl at another creature within 15 feet of the original creature, who must succeed on a Wisdom saving throw or suffer the same effects.

Grand Puppeteer

Upon reaching 18th level, the magic and psionic power behind your strings is at its most powerful. Whenever you activate your Blood Puppet feature, you may control two allies instead of one with the same bonus action.

In addition, as long as an ally has been affected by your Blood Puppet feature since the end of your last short or long rest, you can activate your Blood Curses, your Charmed Marionette, Puppeteer’s Grasp and Subjugated Mind features as if you were in their space.

Finally, whenever a creature becomes affected by your Charmed Marionette, Subjugated Mind or Puppeteer’s Grasp feature, threads extend from them to a different creature within 20 feet of them. That creature must succeed on a Dexterity saving throw against your Hemocraft save DC or become restrained until the end of their next turn. Once a creature fails this saving throw, you can’t use this feature again until you finish a short or long rest. 

Previous Versions

Name Date Modified Views Adds Version Actions
7/10/2023 9:52:43 PM
5
2
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes