Blood Hunter
Base Class: Blood Hunter

The Order of the Ethereal Blade is one of the more recent order of blood hunters. The Order of the Ethereal can be traced back to the Order of Ghostslayer, some members of which started to experiment by improving their hemocraft. This experimentation led to the discovery of soul manipulation and the secrets on how to tear an opening into the ethereal. Over time these groups splintered off of the Ghostslayers to eventually create their own order.

Rite of the Soul Binding

When you join this order at 3rd level, you learn the Rite of the Soul Binding as part of your Crimson Rite feature, allowing you to bind a part of your soul to a weapon. When you activate the Rite of the Soul Binding, the extra damage dealt by your rite is force damage. Additionally, while that rite is active on your weapon, you gain the following benefits:

  • You are proficient with the weapon you use your soul binding on
  • Your attack and damage modifier with your bound weapon is the same as your Hemocraft modifier
  • Your bound weapon cannot be disarmed
  • You can affect creatures in the Ethereal plane with your bound weapon
  • Your bound weapon can be used as a spell casting focus

Ethereal Fighting Style

At level 3. your connection to your weapon has allows you to surpass your normal fighting style. While using a weapon bound be the Rite of Soul Binding gain access to an improved fighting style based on the fighting style you chose from the base class:

  • Archery: Attacks made with a ranged weapon allow you to treat targets in total cover as if they were in 3/4 cover. Features that affect rolls made against 3/4 cover does not effect this feature.
  • Dueling: Once per tern when you succeed an attack role with a melee weapon in one hand and no other weapons, you can attempt to knock the target prone and the target must make a Dexterity save against your Hemocraft save DC or be knocked prone.
  • Great Weapon Fighting: When wielding a weapon with the Two-Handed or Versatile properties, you can re-roll a 1 or a 2 on any damage die and choose the roll with the higher value.
  • Two-Weapon Fighting: When using Two-Weapon Fighting, both weapons receive the benefits of a single Rite of Soul Binding.

Ethereal Tear

Upon reaching 7th level, as a bonus action, you can create a tear into the veil between the planes and enter the ethereal plane. While in the ethereal plane you can move in a straight line in any direction up to your movement speed, which it does not consume. You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You gain advantage on the first attack made against any targets you move through.

This feature ends when its movement is used up, at the end of your turn, or if you choose to exit early. If you are inside an object when it ends, you are immediately shunted to the nearest unoccupied space and you take force damage equal to twice the number of feet you moved.

You can use this feature a number of times equal to your proficiency bonus and regain all uses on a long rest.

Once you reach 18th level in this subclass you gain the ability to change direction while using your Ethereal Tear and continue in a different direction using the remaining movement speed.

Brand of Shifting

Starting at 11th level, your Ethereal Tear can now effect a target effected by your Brand of Castigation. When you use your Ethereal Tear and a target is effected by your Brand of Castigation, you can instead choose to have the banded target move through the ethereal plane an any direction you choose up to your movement speed. The target must make a Wisdom save against your hemocraft save DC, on a successful save the target is unaffected and your Ethereal Tear does not go into effect. After a branded target is moved in this way, you gain advantage on all attacks made against them until the end of your turn and any targets the enemy passed through take force damage equal to a roll of your hemocraft die.

Blood Curse of the Banisher

At 15th level, your ethereal connection allows you to use your hemocraft to banish others to the ethereal plane. You gain the Blood Curse of the Banisher for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of the Banisher:

As a bonus action, you attempt to banish a creature to the ethereal plane. The target of the curse makes a Wisdom saving throw, on a failed save the creature is banished to the ethereal plane where it can only interact with the caster until the end of your next turn.

Amplify. This curse lasts until the caster looses concentration. The creature also has disadvantage on attack rolls made against the caster

One with the Ethereal

Upon reaching 18th level, Your connection has made you one with the ethereal. You learn to peer into the ethereal, gaining true sight up to 60ft. You also are able to remain in the ethereal plane for longer. You can cast a special version of Eternalness once per long rest that lasts 1 hour or until you end the effect early. While in the ethereal plane from using this feature, enemies that do not have true sight have disadvantage when attacking you and you have advantage when attacking them.

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