Base Class: Blood Hunter
From upon a boulder, an elven silhouette stands with her back to the moon, below her a werewolf sniffs at the air, her scent undoubtedly on its nose. Her blade glows white as she calls upon her crimson rite, and she leaps from the boulder, the moon's arcane power granting her unparalleled strength and agility. Her blade slices through the air and the werewolves body writhes as it turns back into a man. The Order of the Moon has harnessed the divine and eldritch power of the night, and in its misty shadow they are at their strongest.
Additional Crimson Rite Option
Upon taking this subclass and 3rd level, you gain an additional Crimson Rite option.
Rite of the Moon. The extra damage dealt by your rite is radiant damage.
Additionally, when you make an attack against a creature who is not in their true form, this rite deals an additional damage die against them, the damage ignores resistances and immunity, and the target must succeed a Wis/Int saving throw (depending on which you chose when you took this class), equal to 8+your proficiency bonus+ your Wis/Int, or be reverted to its true form.
Creature of the Night
At night you're at your strongest, your infatuation with the moon radiating from you. Upon reaching third level you gain the following traits during the night (ask DM whether or not it's night).
-Your attacks are magical for the purpose of overcoming immunities and resistances.
-You can use an action to gain temporary HP equal to your level. You can use this only once a night.
-To gain the benefits of a short or long rest, you can spend all eight hours doing light activity, such as riding a horse slowly, reading, or keeping watch.
Lunar Aura
Upon reaching 7th level, the pull of the moon radiates from you. All creatures of your choice within a 10ft sphere, centered on you must make a DC 8+ your proficiency bonus+ your wisdom/intelligence mod. dexterity saving throw. On a failure, gravity around the creature bends to your will. As a bonus action and you may move the creature up to 5ft in any direction, if the creature would leave the sphere the effect ends and it is immune to this effect for the next 24 hours. On a success, the creature is immune to the effect for the next 24 hours.
At 11th level the aura's range increases to 15ft and increases to 20ft at 15th.
Brand of Starlight
At 11th level, you can brand a creature with the light of the night skies. Until the brand ends, the marked creature sheds bright light for 10 feet and dim light for an additional 10 feet. While glowing the creature has disadvantage on stealth checks. Moreover, you know the creature's location at all times whilst on the same plane of existence while the creature is branded. Additionally, whilst marked the light shed from its very skin hinders its sight, for the duration it has disadvantage on attack rolls, saving throws, and perception checks. This does not affect the creature if the creature has no eyes or doesn't need eyes to see, and it can attempt to end the effect by making a wisdom saving throw.
Blood Curse of Insomnia
Starting at 15th level, your blood curse can infest your enemy's dreams. You gain the Blood Curse of Insomnia for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of Insomnia
Prerequisite: 15th level, Order of the Moon
As an action you can curse a number of creatures equal to your intellegence/wisdom modifier within 30ft of you (Whichever you chose when you took this class), that must suceed an intellegence/wisdom saving throw (Whichever you chose when you took this class) equal to 8+ your prof.+your int/wis. If they fail these creatures are unable to take short or long rests for the next 48 hours. If they suceed they suffer none of the effects.
Midnight Wrath
Starting at 18th level, your link with the moon endures even the hours of day. Twice a day you may use your action to cast you and those within a 30ft sphere centered on you, into a dense shadowy shroud for up to 10 minutes or until you end it as a bonus action. When a creature first enters the shroud they must make a DC 16 constitution saving throw or be blinded while inside the sphere, you and a number of creatures equal to your int/wis. modifier automatically succeed the saving throw. On a sucess, a create suffers none of the effects. Whilst encased in this shroud you gain the benefits of your Creature of the Night feature.
Previous Versions
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7/19/2024 4:35:27 PM
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0.5
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Coming Soon
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