Blood Hunter
Base Class: Blood Hunter

The Order of the Wraith is a blood hunter subclass that delves into the ethereal and the spectral. These hunters harness the power of the undead and the spirit world, becoming ghostly warriors who can move between the realms of the living and the dead.

Wraith Form

When you join this order at 3rd level, you gain the ability to partially shift into a wraith-like form. As a bonus action, you can become incorporeal until the end of your next turn. While in this form, you have resistance to all damage except force and radiant, and you can move through other creatures and objects as if they were difficult terrain. If you end your turn inside an object, you take 1d10 force damage.

Spectral Rites

At 3rd level, you also gain the ability to infuse your weapons with spectral energy.

- Rite of the Banshee: You can imbue your weapon with ghostly energy. Your weapon deals an additional 1d4 force damage. This damage increases to 1d6 at 11th level and 1d8 at 18th level.

- Rite of the Phantom: You can imbue your weapon with chilling energy, dealing an additional 1d4 cold damage. This damage increases to 1d6 at 11th level and 1d8 at 18th level.

Ethereal Step

Starting at 7th level, you can step into the Ethereal Plane as a bonus action. You remain in the Ethereal Plane until the end of your next turn. While in the Ethereal Plane, you can see and hear the plane you originated from, but everything there looks gray, and you can't affect or be affected by anything on the other plane.

Ghostly Resistance

At 11th level, your connection to the spirit world grants you resistance to necrotic damage and advantage on saving throws against being frightened.

Wraiths Touch

At 15th level, you can use your blood maledict to enhance your attacks with spectral energy. When you hit a creature with a weapon attack, you can amplify your blood curse to deal additional necrotic damage equal to your Hemocraft Die. The creature must also make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or be frightened of you for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Spectral Ascendance

At 18th level, you can fully embrace the power of the wraith. As an action, you can transform for 1 minute, gaining the following benefits:

- You gain immunity to necrotic damage and the frightened condition.

- Your weapon attacks deal an additional 1d8 necrotic damage.

- When a creature hits you with a melee attack, it takes necrotic damage equal to your Hemocraft Die.

Once you use this feature, you can't use it again until you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes