Blood Hunter
Base Class: Blood Hunter

Loss of sanity, seeing that which isn't there, hearing voices that never existed. Symptoms of one who has asked too many of the wrong questions. And searched for answers in the worst of places. Via visions of that which is yet to happen, contact with the blood of a fallen, otherworldly creature, or some other form of contact with the twisted and warped. You have gained knowledge and power. Kinds that no sane person would ever hope to have wanted. Powers that mimic creatures from beyond reality. Knowledge of creatures older than the concept of time itself. Whether on your own or with a convent of similarly burdened hunters, you have learned to harness the mind shattering and sanity crushing powers of the Far Realms. Seeing things that are invisible to the naked eye, inflicting the primal fear you yourself feel constantly onto your foes, and even splintering the mind of  whatever poor soul comes in contact with your blade. Blood Hunters following the Order of the Frenzied Mind gain powers from the farthest reaches of time and space. Invoking abilities seen in various Aberrations such as Mind Flayers, Aboleths, Beholders, Star Spawn, and countless other aberrant beasts that plague and invade your mind at every possible moment. Whether you are awake or dreaming.

Eyes of the Unperceivable

Due to your newfound connection with the outer beings. You have gained the ability to see that which is not meant to be seen. Along with the ability to hear that which is not meant to be heard. Your eldritch mind is able to process many more things than the average person. When you join this order at 3rd level, you gain proficiency in the perception (wisdom) skill. If you are already proficient in Perception, you gain advantage on all Perception checks involving sight. As well as learning how to read, speak, and write Deep Speech.

Additionally, any wisdom save you make against and aberration, you have advantage on.

Aberrant Inflictions

Along with your increased senses from your insight into the aberrant worlds, you have gained a greater knowledge of how they fight. At 3rd level,  you learn the Rite of the Cosmos as a part of your Crimson Rite feature. When you activate this rite, your chosen weapon does an additional hemocraft die of psychic damage to whomever you hit. Additionally, when this rite is active, you gain resistance to psychic damage, and when you land a critical hit on a creature, it and any creature within 10 ft. of your choosing must make a wisdom saving throw against your hemocraft save DC.

Endless and Boundless Thoughts

At 7th level, the deterioration your mind has suffered from you delving into such archaic and boundless places has turned your mind into a constant torrent of thoughts. Including those of the being you have been subjected to studying. You are immune to spells and abilities that attempt to read your thoughts. Spells and abilities equivalent to a 4th level spell slot or higher may make an attempt to read your thoughts anyways, making a wisdom saving throw against your homecraft save. If the save fails, the spell fails and they take 1d6 psychic damage. Upon a successful save, the ability and spell works. Each time the same caster casts a spell or ability on you, they must make the save again.

Brand of Insanity

By 11th level, you gain the ability to force your knowledge onto the unwilling. When applying your Brand of Castigation, your eldritch knowledge floods into their mind. Whenever your strike the branded creature with a weapon you have applied the Rite of the Cosmos to, you roll an additional hemocraft die when calculating damage. Additionally, using the eyes and nature of creatures from incomprehensible planes, you may better track targets. If your branded target moves to a different plane, you know what plane they are on at all times, but not where on said plane if you are not also on that plane.

Blood Curse of Limited Infinity

You are able to harness the lack of time and space in the Far realms, and fuel that idea into an ability. At 15th level you learn the Blood Curse of Limited Infinity. This does not count against your amount of known Blood Curses.

Blood Curse of Limited Infinity: As a bonus action, you flood a target creatures mind with the concept of the Far Lands time, or lack there of. You gain advantage on the first attack made this turn against this target each turn. The cursed creature is also frightened of you. The creature may make a wisdom saving throw to end the curse at the start of each of its turns

Amplify: The cursed creature becomes stunned until saving throw is succeeded. However even if saving throw is succeeded, the first turn after being cursed, the target remains stunned. Additionally, all attacks you make on the first turn after cursing the target are made with advantage.

The Illusion of Choice

In the grand scheme of it all, we are but pawns to be whisked around by those who know and see more than we ever could. You have learned and understood that since beginning this journey of understanding the unknowable. But that does not mean we are powerless. You have found a way to subvert the status quo, and bend it to your own will. Grasping at the outer worldly abilities you have gained you can take the reigns and control the simple folk on your own level in the greater food chain. At 18th level, you gain the power to manipulate the strings of beings around you. On reaction, you may force a creature within 60 ft. of you to reroll any dice roll. You may use this feature a number of times equal to your proficiency modifier. You regain all uses after a long rest

Comments

Posts Quoted:
Reply
Clear All Quotes