Blood Hunter
Base Class: Blood Hunter

Members of the Order of the Fae Stalker undergo a grueling proving ritual to join their ranks. To prove their mettle, they venture into the Feywilds alone, tasked with hunting and slaying a fae creature. Once victorious, they perform a unique hemocraft ritual that binds the blood of the fallen fae to their own. As a result, their veins glow with an otherworldly radiance, a color of their choice, and a deformity signifying their connection to the Feywild.

  • Fairy Hunter: Those who slay fairies bear a grotesque deformity—a single tattered and useless fairy wing that sprouts from their shoulder. This deformed wing is a constant reminder of their act and their connection to the world of fairies.
  • Hag Slayer: Defeating hags leaves a permanent mark—a gnarled and withered hand, resembling that of a hag, which can never be concealed or healed.
  • Eladrin Vanquisher: Those who best Eladrin opponents develop a peculiar and unsettling dual-toned eye, one reflecting the hues of the Material Plane, and the other, the vivid colors of the Feywild.

Two-Bound Rite

When you join this order at 3rd level, you learn the Two-Bound Rite as part of your Crimson Rite features. When you activate it, you gain the following benefits:

  • Your connection to the Feywilds elemental magics allows you to bind two rites of different elemental properties to your weapons at the same time.
  • Whenever you are using two rites on the same weapon, you have disadvantage on Intelligence, Wisdom, and Charisma saving throws, as your mind and spirit become entwined with the unpredictable fae energies.

Beguiling Strikes

Starting at 7th level, you can weave the enchanting magic of the fae into your attacks. When you hit a creature with a weapon attack, you can choose to expend one use of your Blood Maledict feature to attempt to charm the target. The target must succeed on a Wisdom saving throw against your Blood Hunter spell save DC or be charmed by you for 3 turns.

Starting at 15th level,  your beguiling strikes give you advantage when attacking fae and your beguiling strikes can charm creatures regardless of their fey ancestry or ability that would otherwise make them immune to being charmed.

Fae's Veil

At 11th level, your connection to the fae allows you to become invisible like the creatures of the Feywild. You can cast the Invisibility spell once using a bonus action. You regain the ability to do so after a short or long rest.

At 17th level, your next attack or spell cast does not end your invisibility until the end of your target's next turn. If your target is killed by your attack your invisibility remains as if you never attacked in the first place.

Unseelie Resilience

At 15th level, your association with the unseelie fae has granted you enhanced resilience. You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

Blood Curse: Feyweave Shackles

At 18th level, you've mastered the dark art of binding fae essence with your blood magic. You can unleash the power of the Feyweave Shackles as a curse upon your foes. As a bonus action, you can target a creature you can see within 30 feet. The creature must make a Wisdom saving throw against your Blood Hunter spell save DC.

On a failed save, the creature is bound by ethereal, glowing chains made of fae energy. While affected, the target's speed is halved, it has disadvantage on Dexterity saving throws, and it can't teleport or use any form of magical mobility. The creature can repeat the saving throw at the end of each of its turns to break free from the shackles.

You can use this Blood Curse a number of times equal to your proficiency bonus. You regain all expended uses after finishing a long rest. Additionally, when you activate this Blood Curse, your veins glow even brighter with the radiant hues of the Feywild, creating an eerie and unsettling visual effect.

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