Base Class: Blood Hunter
The Order of the True Self is the newest of the Blood Hunter orders to arise. Having thought to have been mistaken for latent magical potential or some form of possession, the members of the order were able to manifest a shadow self, a "Persona", the manifestation of their inner self. Using hemocraft and ancient knowledge, they seek to maintain control over their Personas while using them to protect people from themselves. These strong-willed blood hunters use their willpower and strength to manifest their true selves in material form to prove that they are more than the sum total of what is destined, and dealing with both threats many and few.
Aware of One's True Self
When you reach level 3, you become aware of the inner self that dwells within you, and meet your Persona. (Either roll or choose from the list below, choice matters for later features)
- The Lover Archetype
- The Chariot Archetype
- The Magician Archetype
Envoke Persona
When starting at Level 3, you have learned how to bring out your Persona through pain and the sacrificing of blood. Once it has manifested, your Persona can perform 1 of 2 actions based off the type of Persona you chose. A Persona can be called upon 3 times at this level (4 uses at level 15), per long rest, once a Persona has been called, you must wait 3 turns before calling upon it again.
Note: rolls made by player for effect determination are not under the influence of any advantage or roll bonus, unless stated otherwise by an effect of this class specifically
- Lover Archetype Persona
- Infatuate
Your Persona can charm target opponent, target must make a Wisdom save. If target fails the save, they are charmed for 3 turns then can make a wisdom save each turn after to remove the charm condition, if target succeeds the save, they are charmed for 1 turn. - Dia
Your Persona heals target ally or yourself, regaining them 1D6 HP ( [1+Wis Mod]D6 at Lv.7, [1+Wis Mod]D10 at Lv.11, [1+Wis Mod]D12 at Lv.15 and [1+Wis Mod]D20 at Lv.18 ).
- Infatuate
- Chariot Archetype Persona
- Rebellion
Your Persona can grant yourself or an ally a benefit depending on a Strength throw from the User;
- Roll of 1+ results in a +1 to your or your ally's next attack roll.
- Roll of 15+ results in a +2 to your or your ally's next attack roll and a non-natural 20 for the same attack roll lands as a critical hit.
- Roll of 20 results in your or your ally's next attack roll landing a critical hit, no matter the roll. - Vorpal Blade
Your Persona swings an invisible blade at a target within 15ft, target opponent makes a Con save. If they succeed, target opponent takes D6 slashing damage (2D6 at Lv.7, 3D6 at Lv.11, 4D6 at Lv.15 and 5D6 at Lv.18). If they fail, target opponent takes Str Mod)D8 slashing damage ( [Str Mod]D10 at Lv.7, [Str Mod]D12 at Lv.11, [Str Mod]D20 at Lv.15 and [Str Mod + Dex Mod]D20 at Lv.18 ).
- Rebellion
- Magician Archetype Persona
- Rakukaja
Your Persona can target an ally or yourself and provide them with a defensive buff, depending on a Int throw you make;
- Roll of 1+ results in the target gaining +1 to their AC till the start of their next turn.
- Roll of 15+ results in the target gaining +3 to their AC till the start of their next turn.
- Roll of 20 results in the target gaining +3 to their AC as well as no critical hits can be landed till the start of their next turn. - Megido
Your Persona makes you focus on a target opponent, make 5 consecutive Int throws adding you modifier to each, for each throw that is a 15+, target opponent takes D6 damage (D8 at Lv.7, D10 at Lv.11, D12 at Lv.15 and D20 at Lv.18)
- Rakukaja
Twilight Bonding
You have learned to harness the arcane nature of your Persona and learned how to focus it's power on another person. Once per long rest, you may choose an ally to gift a Twilight Shard to, a portion of your Persona's power.
A Twilight Shard is a consumable object that has 3 main functions;
- The holder can use the Twilight Shard to allow them to channel your Persona, any throws made must be made using the holder's stats
- If that damage would drop holder's HP to or past 0, Twilight Shards can be used to save the player and leave the holder on 1HP + their Con Modifier
- If the holder lands a critical hit against an opponent, the holder can use the Twilight Shard to release a faction of the Persona's power into the opponent, effect differs based off your Persona's archetype
- The Magician archetype adds an additional dice to the critical roll and that dice deals another damage form of holder's choice (for example; a critical hit with a long sword would result in 2D8 of slashing damage, with this effect the player rolls an D8 of "X" type of damage, such as fire or necrotic)
- The Chariot archetype doubles critical damage (for example; if the addition dice added due to a critical hit is 5, that number becomes 10)
- The Lover archetype applies a random condition onto the opponent, using a D6 to decide.
- Charmed
- Stunned
- Blinded
- Frightened
- Deafened
- Unconscious
A Twilight Shard lasts till your next long rest, and takes up a Persona use. If the holder uses any of the effects above, the Shard is consumed. Due to it's bond to the holder, it can't be used by anyone else and will fade away if not in the original holder's possession
Traverse the Shadow World
Upon reaching level 11, your studies of the arcane and the nature of Personas have allowed you to detect the aspects of the world not within visible view. This grants you advantage in perception throws involving looking for hidden or secret objects or beings.
Note: The DM does have final say on this.
Secondary Awakening
When you reach level 11, you manage to become more connected with your inner self, your Persona has awakened for a second time and has gained more power;
- Lover Archetype
- Succubus' Kiss
Your Persona grabs target opponent and drains their vitality, target opponent makes a wisdom save, if they save fails, target opponent loses half of their current HP (rounded down) and you gain half of that amount. If they succeed the save, target opponent loses a quarter of their current HP (rounded down).
- Succubus' Kiss
- Chariot Archetype
- Lucky Punch
Your Persona launches a swift attack on target opponent, you make a dexterity throw adding your dex modifier, the strike deals 2D12 bludgeoning damage ( [Dex Mod]D12 at level 15, [Dex Mod]D20 ). On a 15+, the strike incapacitates the target as well
- Lucky Punch
- Magician Archetype
- Samsara
Your Persona curses the target opponent, target opponent makes a Intelligence save unaffected by modifiers;- A roll of 20, the opponent remains unharmed
- A roll of 2+, the opponent takes 25% of their current HP as radiant damage (e.g. a roll of 2 to 19)
- A roll of 1, the opponent dies and all opponents in a 10ft radius is stunned
- Samsara
Brand of Shadows
At Level 15, if a creature dies while under the effect of your Brand of Castigation, a shadow version of the creature emerges from the corpse.
This shadow is under your control, it has 10% (rounded down) of its original HP, it gains vulnerability to radiant damage, its movement has been halved, and when you get damaged, it takes half that damage in psychic damage. You can spend a Persona use, to give the shadow 25% original HP and full movement instead.
After combat is resolved, the shadow disappears. you can only have one shadow active at a time, it takes a turn after you.
Final Awakening
Reaching level 18, your Persona has evolved beyond its limit, giving you access to an ultimate power that uses 2 Persona uses and stops you from summoning your Persona for 5 turns.
- Lovers Archetype
Cadenza
Your Persona plays a soothing harmony, healing all allies for [Wis Mod]D8 + [Con Mod]D6 - Chariot Archetype
Myriad Arrows
Your Persona summons a hail of sparkling arrows, damaging all opponents in within 30ft for [5+Str Mod]D6 piercing damage - Magician Archetype
Door of Hades
Your Persona releases a mass of untamed energy, target opponent makes 5 intelligence saves, for each save under 15, replace with the following effects (e.g. 4 failed rolls means effect 4);- Target opponent takes 2D20 radiant damage
- Target opponent takes [2+Int Mod]D20 radiant damage
- Target opponent takes [2*Int Mod]D20 radiant damage and all other beings (Ally, Unaligned or Enemy) within 15ft takes half of the original damage
- Target opponent dies and all enemy targets within 15ft takes [Int Mod]D20 radiant damage
- Target opponent dies and all enemy targets within 15ft takes [2*Int Mod]D20 radiant damage
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