Base Class: Blood Hunter
Order of the Astral Blade offers Blood Hunters a unique blend of ethereal power and martial powers. As members of this order, these hunters tap into the mysterious energies of the Astral Plane, blending their traditional blood magic with celestial insights. They wield astral energy to create wepons, portals and move around the battle field with ease.
Astral Armament
Upon reaching 3rd level, you form an unbreakable bond with your weapon, making it an extension of your astral self. You gain proficient with your Astral Armament, regardless of its type. You can use your hemocraft modifier for attack and damage rolls made with this weapon. Your Astral Armament cannot be disarmed. As a bonus action, you can summon this weapon to your hand or dismiss it to an astral pocket dimension
Astral Style
Upon reaching 3rd level, your bond with your Astral Armament deepens , enhancing your fighting style with astral powers.
Astral Archery
Wen you hit with a ranged weapon attack, you can impose disadvantage on the target's next attack roll or savig throw before the end of its next turn. This can be used once per turn
Astral Duelist
After hitting a creature with a melee attack while using the Dueling style, you can shove the target 5 feet away or knock it prone as a part of the attack. This can be used once per tun
Astral Fury
After hitting with your primary weapon in two-weapon fighting, make an additional attack with your off-hand weapon against a different creature within 5 feet. This can be used once per turn
Astral Might
When you hit with a two-handed or versatile weapon, deal additional force damage equal to twice your Hemocraft die. This can be used once per turn
Phantom Charge
At 7th level, as a bonus action, double your movement speed and move through creatures without provoking opportunity attacks. You have advantage on any attacks made against a creature you moved through until the start of your next turn. You can use this feature a number of times equal to half your proficiency bonus(round down) per long rest
you also gain resistance to bludgeoning, slashing and piercing damage permanently
Astral Evasion
Atarting at 11th level, use your bonus action to teleport up to 30 feet, leaving a portal for allies to follow and appear within 5 feet of your new location. You can also use this as a reaction to taking damage. Once you use this feature you can't do so again until a short rest
Astral Fervor
At 15th level, you can use a bonus action to gain flying speed equal to your movement speed and resistance to all but psychic damage for 1 minute. Once you use this feature, you can't do so again until you finish a short rest
Astral Ascendance
At 18th level, you permanently gain flying speed equal to your movement speed and resistance to al but psychic
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