Base Class: Blood Hunter
The Order of the Eldrazi is a secretive and elite group of Blood Hunters dedicated to combating the insidious influence of the Eldrazi. These hunters are often driven by a personal vendetta or a deep-seated duty to protect the world from the cosmic horrors of the void. They undergo a harrowing transformation, infusing their blood with eldritch energy to gain the power necessary to fight the Eldrazi. This process is both painful and perilous, as the eldritch energy warps their bodies and minds. Yet, it grants them formidable abilities, allowing them to channel the void's power into their attacks and defenses. Members of the Order are relentless and unwavering, their resolve hardened by the knowledge that they are humanity's last line of defense against the eldritch tide. However, the constant battle against the void takes its toll, and many members struggle to retain their sanity and humanity in the face of such overwhelming darkness.
Rite of the Void
When you join this order at 3rd level, you learn the Rite of the Void esoteric rite, which channels the chaotic energies of the Eldrazi. When you activate the Rite of the Void, you deal force damage instead of the normal damage type. Additionally, while the rite is active on your weapon, you gain the following benefits:
- Your weapon attacks deal an additional you roll an additional hemocraft die when determining the extra force damage from the rite.
- You have advantage on saving throws against spells and magical effects.
Eldrazi Resilience
Starting at 3rd level, your transformation into a half-Eldrazi grants you unnatural resilience. You gain resistance to psychic damage. Additionally, when you take damage from any source, you can use your reaction to gain temporary hit points equal to your Intelligence modifier + your Blood Hunter level (minimum of 1). These temporary hit points last until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Eldritch Surge
Beginning at 7th level, you can channel the raw, destructive power of the Eldrazi to unleash an eldritch surge. As an action, you can cause each creature within 10 feet of you to make a Constitution saving throw against your Hemocraft save DC. On a failed save, a creature takes 4d6 force damage and is stunned until the end of your next turn. On a successful save, the creature takes half as much damage and isn’t stunned. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Eldritch Transformation
At 11th level, your bond with the Eldrazi deepens, causing further physical and mental transformations. You gain the following benefits:
- You gain immunity to being charmed or frightened.
- You can cast blink once without expending a spell slot. Once you cast it five times this way, you can’t do so again until you finish a long rest.
- Your melee attacks score a critical hit on a roll of 19 or 20.
Cosmic Insight
Starting at 15th level, your connection to the Eldrazi grants you cosmic insight. You gain truesight out to a range of 30 feet, allowing you to perceive the true nature of reality and see through illusions and invisibility. Additionally, you can use your action to cast commune without expending a spell slot. When you cast the spell in this way, you can only communicate with Eldrazi or Eldrazi-related entities. Once you cast commune in this way, you can’t do so again until you finish a long rest.
Eldrazi Ascendance
At 18th level, you achieve the pinnacle of your transformation, becoming a true half-Eldrazi horror. You gain the following benefits:
- You have resistance to all damage types except force.
- When you hit a creature with a weapon attack, you can choose to deal an additional 4d6 force damage. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.
- As an action, you can unleash an Eldrazi scream. Each creature of your choice within 60 feet of you that can hear you must make a Wisdom saving throw against your Hemocraft save DC. On a failed save, a creature takes 6d10 psychic damage and is frightened of you for 1 minute. On a successful save, a creature takes half as much damage and isn’t frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature, you can’t use it again until you finish a long rest.
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