Base Class: Blood Hunter
Abducted by mindflayers.
Telepath
Your psychic energy has allowed you to freely transmit your thoughts mentally with willing creatures within 120 feet of yourself that you can see. A contacted creature doesn’t need to share a language with you to understand your thoughts, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required).
Psionics
You learn the Rite of Oracle as part of your Crimson Rite feature when you gain this subclass. While active you gain the following benefits:
- You can telepathically speak to any willing creature you can see within 60 feet of you. You don’t need to share a language with the creature, but the creature must be able to understand at least one language.
- You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. The hand can perform the shove action, the target must succeed on an athletics or acrobatics check against your hemocraft save. If you already know this spell, its range increases by 30 feet when you cast it.
- You have resistance to psychic damage.
At level 11 you learn Wall of Force and at level 18 Telekinesis. You can cast them without verbal or somatic components. Each can only be used once per long rest.
Trained Mind
Upon reaching the 7th level, you can use intelligence as substitute for any Wisdom or Charisma ability checks you make. You learn the Blind Fighting - fighting style.
Enslaved Mind
Starting at 11th level, a branded creature has disadvantage on Intelligence saving throws. While within 30 feet of you they have the amplified effects of the Blood Curse of the Muddled Mind on them. If a sentient creature is branded, their surface thoughts are also revealed to you.
Blood Curse of the Tadpole
At 15th level, you hone your hemocraft to corrupt the minds and bodies. You gain the Blood Curse of the Tadpole for your Blood Maledict feature. This doesn’t count against your number of blood curses known. A creature reduced to 0 Intelligence or 0 hit points while under the effects of this blood curse becomes a Thrall under your control.
Blood Curse of the Tadpole: You infest the mind of a creature with a tadpole. The creature becomes diseased. It last until the disease is cured, you end the effect or until you fall unconscious. Each round the creature receives psychic damage, at the end it loses 1 from its Intelligence score. When a creature hits 0 it becomes stunned until it gains 1 Intelligence score.
Amplify: The cursed creature takes 4d6 psychic damage when you inflict this curse.
Hivemind
Upon reaching level 18, a willing creature can join a neural network with you as the core. Up to 8 creatures are able to telepathically communicate with you as long as you are in the same plane existence. You have immunity to being stunned, as well as advantage on saves from being charmed or frightened. When a creature is making a save against being charmed or frightened: You can use your reaction to roll your hemocraft die and add the results to their save; this feature can only be used before you know whether the succeeded or failed their save. You can use this feature as many times as your proficiency modifier. You regain all uses after a long rest.
Previous Versions
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