Blood Hunter
Base Class: Blood Hunter

Fey are a bewildering bunch, tricking individuals into revealing their names so they may steal the identities of various people for fun. The Order of the Nameless is a lesser known blood hunter order that's made to keep the fey at bay and out-swindle them. They study the art of speechcraft to a theoretical level so they may more easily gather information and undergo a ritual to rid themselves of their name. After ridding themselves of the name that once made them vulnerable against the feywild's most dangerous creatures, they use the same magics they fey do to twist gathered names into power.

Name Erasure

When you choose this archetype at 3rd level, you undergo a ritual to rid yourself of your true name, choosing a nickname to use now instead. A fey or other creature can no longer take your name and use it against you. You advantage on saving throws against divination spells and gain a bonus on Wisdom (Insight) checks equal to your hemocraft modifier.

 

Hemocraft Modifier: Intelligence

Your Hemocraft modifier is Intelligence.

Hemocraft Modifier: Wisdom

Your Hemocraft modifier is Wisdom.

Bewitched Shortlist

Also at 3rd level, you can make a list of names equal to your proficiency bonus to use in various ways. As a bonus action, you can target a creature within 30 ft. of you and roll a Wisdom (Insight) check against a DC equal to 8 + the target' proficiency bonus + Charisma modifier to try and learn the creature's true name through a prying utterance.  On a successful save you take necrotic damage equal to a roll of your Crimson Rite die and have he name added to your shortlist which is a list of names that you know and cannot forget. Whenever a creature willingly tells you it's name or you overhear it being repeated in a clear manner, you can automatically take the necrotic damage and add the name to your shortlist (no action needed). When a creature dies, it is automatically removed from the shortlist. When you take a short or long rest, you can remove any number of the names from the shortlist.

 

 You can write down the names of those on your shortlist, or simply put what creature they are.

Bewitched Shortlist Features

While a creature is on your shortlist, they confer the following debuffs:

In the Faerielight. When you have an active crimson rite and attack a creature, your crimson rite deals extra damage equal to your Hemocraft modifier (minimum of 1). At 11th level you get a bonus to your attack roll a equal to your Hemocraft modifier as well.

Easy Sway. You cause a creature to have disadvantage on all Charisma checks against it. Additionally, a creature that is immune or resistant to being charmed or frightened is now susceptible to such effects.

Photographic Recollection. You can perfectly recognize every physical detail that the creature holds and how they act. You automatically succeed on checks made to describe or remember what a creature on your shortlist looks like.

 

Influential Strikes

At 7th level, your hunt against those on your list becomes relentless. Once per turn, you can apply one of the following to your attacks against a creature on your shortlist. You can use one of these a number of times equal to twice your proficiency bonus. You regain all expended uses of this feature on a short or long rest.

Startled Strike. You concoct fear within the heart of you opponent, forcing them to roll a Charisma saving throw or become frightened by you until the start of your next turn. If they succeed on the save, they're immune to this affect until a short or long rest or they've been re-added to the shortlist.

Enthralling Strike. An attack against your opponent instead invites revelry among their assailant for a moment, forcing them to roll a Charisma saving throw or become charmed by you until the start of your next turn. If they succeed on the save, they're immune to this affect until a short or long rest or they've been re-added to the shortlist.

Unbinding Strike. You may attempt to risk the bind that you have on your target for a powerful attack, forcing them to roll a Charisma saving throw or take an extra 2d8 psychic damage while removing them from your Bewitched Shortlist. On a successful save they're removed form your shortlist and take half damage. At 11th level the damage increases to 3d8 and 4d8 at 18th.

Brand of Dominion

At 11th level, you alter your Brand of Castigation to force your target into a position of weakness, making them more susceptible to your curses and other effects. Creatures now roll with disadvantage against your saving throws.

As an action, you can make a branded target on your shortlist roll a Charisma saving throw or else become [condition]charmed[/condition} by you for the next 1 minute, acting as if they were under the effects of dominate monster. Once this feature is used, you must complete a long rest before you can use it again.

Whimsy Sense

Additionally at 11th level, your ability to track creatures is honed to better sense the residual oddities of the Fey and anything that they might have touched. You can sense any Fey within 30 feet of you as if you were under the effects of detect evil and good. Whenever you make an Intelligence (History) check with your Grim Psychometry feature, you automatically succeed if the creature that was at the location or touched an object was a Fey.

Blinkstrike

Upon reaching 15th level, you can learn how to shift between your current plane and the Feywild when near a person who's name you've stolen.

Blinkstrike. As a bonus action, when within 60 ft of someone on your Bewitched Shortlist you can teleport yourself to a space within 10 feet of them and make a weapon attack against them.

Lucid Domainwright

At 18th level, you understand the true power that a name can hold and thrust those who's names you hold into an everlasting slumber. As an action, you can target a creature on your Bewitched Shortlist within 30 feet of you and spend 1 minute reciting a fey lullaby to them. Once you finish reciting the lullaby, the creature falls unconscious even if they're immune to magical sleep or being unconscious. They cannot be woken up until they are removed from your shortlist, woken up using a wish, or a different person falls unconscious using this feature. While reciting the lullaby, you're unaffected by effects or spells like silence that affect your verbal component. The chanting ends early if you're incapacitated or end it early at the start of your turn. Once you use this feature, you can't use it again until you finish a long rest.

You also gain the Blood Curse of the Faeriedream for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of the Faeriedream

As a bonus action, you thrust a person into a quagmire of their own mind. A creature within 30 ft. that you can see must succeed on a Charisma saving throw or fall unconscious until the end of your next turn. If a creature fails its saving throw by 5 or more, it is unconscious for 1 minute and must repeat the saving throw end of their turn.

Amplify. The range is extended to 60 feet. Creatures immune to magical sleep or the unconscious condition are not immune to this.

Activating a Blood Curse requires a use of your Blood Maledict feature.

Blood Curse of the Faeriedream

As a bonus action, you thrust a person into a quagmire of their own mind. A creature within 30 ft. that you can see must succeed on a Charisma saving throw or fall unconscious until the end of your next turn. If a creature fails its saving throw by 5 or more, it is unconscious for 1 minute and must repeat the saving throw end of their turn.

Amplify. The range is extended to 60 feet. Creatures immune to magical sleep are not immune to this.

Activating a Blood Curse requires a use of your Blood Maledict feature.

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