Base Class: Blood Hunter
Extending beyond simple blood magic, the Order of the Ethereal Soul have tapped into energies of life more complex and finite. They're able to weave the strings of life themselves and connect to souls of creatures to harness other worldly abilities of their blood magic.
Level 3: Soul Tether
Starting at 3rd level using Somatic components, you can use Soul Tether to connect your soul to another creatures soul as a channel to invoke your Soul Curses through. You also learn the intricacies of the creatures very being and learn to manipulate it and your own to your souls desire. This is not a magical effect. You can activate a Soul Tether a number of times depending on your Blood Hunter Level.
Choose a path moving forward as you Hemocraft Modifier for channeling Soul Tethers and invoking your Soul Curses.
Invasive Tether
Level 3
- When you make a single target attack with a weapon against a creature as part of your action, you can use your Soul Tether ability against it as part of that attack as the somatic component, as long as it is visible and within Soul Tether range. If the attack hits, you can also force the creature to save against a deeper tether effect.
Soul Tether - Intelligence Hemocraft
Your Hemocraft Modifier is Intelligence
Using a bonus action you weave your hand to tether your soul to a creature you can see within range of you as long as it has a soul, as a non-magical effect, gaining the following knowledge about it:
- Basic idea of their moral standing
- Surface level detect thoughts
- The creatures type (this effect sees through magic and detects the creatures main form type)
- The creatures exact location to you in feet, both longitude and latitude.
As a bonus action, you deepen your soul tether with a creature of your choice tethered to your soul. They make a wisdom saving throw against your Hemocraft Save DC to resist. On a fail you learn the following about the creature:
- Their alignment
- Deeper thoughts
- Their resistances and immunities
Multiple tethers can exist at once. Soul Tether is concentration and when broken all tethers break. Soul Tether sheds 5ft of ethereal bright light and 10ft dim light. You choose which tethers see the light, all tethers see the light or if it appears to everyone (Free Action). Lasts 1 hour or if stretched over 300ft.
Soul Tether - Wisdom Hemocraft
Your Hemocraft Modifier is Wisdom
Using a bonus action you weave your hand to tether your soul to a creature you can see within range of you as long as it has a soul, as a non-magical effect, gaining the following knowledge about it:
- Basic idea of their moral standing
- Surface level detect thoughts
- The creatures type (this effect sees through magic and detects the creatures main form type)
- The creatures exact location to you in feet, both longitude and latitude.
As a bonus action, you deepen your soul tether with a creature of your choice tethered to your soul. They make a wisdom saving throw against your Hemocraft Save DC to resist. On a fail you learn the following about the creature:
- Their alignment
- Deeper thoughts
- Their resistances and immunities
Multiple tethers can exist at once. Soul Tether is concentration and when broken all tethers break. Soul Tether sheds 5ft of ethereal bright light and 10ft dim light. You choose which tethers see the light, all tethers see the light or if it appears to everyone (Free Action). Lasts 1 hour or if stretched over 300ft.
Level 3: Soul Curse
You learn the capability to bend the fabrics of your soul and those you connect your soul with.
Starting at 3rd level you learn 2 Soul Curses that you can invoke using your Blood Maledict feature. A Soul Curse can only be invoked on creatures you are Soul Tethered to using Somatic components or by touch. When you Amplify a Soul Curse, the Hemocraft die result reduces your maximum HP threshold, rather than dealing damage. A Soul Curse that is used will immediately alert the creature affected of the Soul Tether connection, unless stated otherwise. These curses aren't charm effects.
Also at 3rd level you gain an additional use of your Blood Maledict feature. Gaining another 1 use at 7th level and 17th level.
|
BLOOD HUNTER Level |
Soul Tethers |
Soul Curses Learnt |
|---|---|---|
|
3rd |
2 |
2 |
|
4th |
2 |
2 |
|
5th |
4 |
4 |
|
6th |
4 |
4 |
|
7th |
5 |
5 |
|
8th |
5 |
5 |
|
9th |
5 |
5 |
|
10th |
5 |
5 |
|
11th |
7 |
7 |
|
12th |
7 |
7 |
|
13th |
7 |
7 |
|
14th |
7 |
7 |
|
15th |
7 |
7 |
|
16th |
7 |
7 |
|
17th |
8 |
8 |
|
18th |
8 |
8 |
|
19th |
8 |
8 |
|
20th |
8 |
9 |
Soul Curse of Constellation
Prerequisite: Level 3. INT
- Control the emotions of 2 creatures tethered to your soul. They will know their emotions weren't their own but not know why or how.
- Amplify – You can force 2 creatures tethered to your soul to change their alignment, ideals or attitude. They make a charisma saving throw against your Hemocraft Save DC to resist. A creature affected by this curse makes a saving throw after taking damage to regain control. This lasts as long as the creature remains soul tethered.
Soul Curse of Constellation
Prerequisite: Level 3. WIS
- Control the emotions of 2 creatures tethered to your soul. They will know their emotions weren't their own but not know why or how.
- Amplify – You can force 2 creatures tethered to your soul to change their alignment, ideals or attitude. They make a charisma saving throw against your Hemocraft Save DC to resist. A creature affected by this curse makes a saving throw after taking damage to regain control. This lasts as long as the creature remains soul tethered.
Soul Curse of Corpse Flower
Prerequisite: Level 3
- All creatures tethered to your soul gain the ability to sense creatures moving within 10ft radius of a soul tether. All affected creatures are aware of where soul tethers are and the exact location of the creatures they tether to, but not who the creature is, when this curse is invoked.
- Amplify – The range of this sense is extended to a 30ft radius.
Soul Curse of Eye Spy
Prerequisite: Level 11. INT
- You can use this curse to gain the vision of the creatures you are soul tethered to. You can only view through 1 set of eyes at a time. Creatures are not aware of your soul connection when using this Curse unless its amplified. The curse lasts as long as the tether is active.
- Amplify – Targets of your choice affected by this curse have their eyes pop 5ft out from their head in front of them. While they are out all attacks rolls against the creature have advantage. All attack rolls the creature makes have disadvantage. An unwilling creature makes a constitution saving throw against your Hemocraft Save DC. If a creature makes a direct attack against the cords of their eyes with a melee attack that isn't piercing damage they attack with advantage. Ranged and Piercing attack rolls have disadvantage and AC of the target is increased by 10. Upon a successful hit, the eyes might be severed from the head, depending on the damage dealt. If the eyes are severed the creature becomes Permanently Blinded. They are stunned for 2d4 turns.
- Bludgeoning = 6
- Slashing = 2
- Piercing = 1
- All other damage = 6
- Amplify – Targets of your choice affected by this curse have their eyes pop 5ft out from their head in front of them. While they are out all attacks rolls against the creature have advantage. All attack rolls the creature makes have disadvantage. An unwilling creature makes a constitution saving throw against your Hemocraft Save DC. If a creature makes a direct attack against the cords of their eyes with a melee attack that isn't piercing damage they attack with advantage. Ranged and Piercing attack rolls have disadvantage and AC of the target is increased by 10. Upon a successful hit, the eyes might be severed from the head, depending on the damage dealt. If the eyes are severed the creature becomes Permanently Blinded. They are stunned for 2d4 turns.
The damage required to sever the eyes increases by a multiplier for every creature size above medium as well as the range the eyes pop out.
Large: x3 DMG, 10ft range out
Huge: x6 DMG, 15ft range out
Gargantuan: x12 DMG, 20ft range out
Half of all damage dealt to the eye cords add to the total damage dealt to the creature itself.
Soul Curse of Eye Spy
Prerequisite: Level 11. WIS
- You can use this curse to gain the vision of the creatures you are soul tethered to. You can only view through 1 set of eyes at a time. Creatures are not aware of your soul connection when using this Curse unless its amplified. The curse lasts as long as the tether is active.
- Amplify – Targets of your choice affected by this curse have their eyes pop 5ft out from their head in front of them. While they are out all attacks rolls against the creature have advantage. All attack rolls the creature makes have disadvantage. An unwilling creature makes a constitution saving throw against your Hemocraft Save DC. If a creature makes a direct attack against the cords of their eyes with a melee attack that isn't piercing damage they attack with advantage. Ranged and Piercing attack rolls have disadvantage and AC of the target is increased by 10. Upon a successful hit, the eyes might be severed from the head, depending on the damage dealt. If the eyes are severed the creature becomes Permanently Blinded. They are stunned for 2d4 turns.
- Bludgeoning = 6
- Slashing = 2
- Piercing = 1
- All other damage = 6
- Amplify – Targets of your choice affected by this curse have their eyes pop 5ft out from their head in front of them. While they are out all attacks rolls against the creature have advantage. All attack rolls the creature makes have disadvantage. An unwilling creature makes a constitution saving throw against your Hemocraft Save DC. If a creature makes a direct attack against the cords of their eyes with a melee attack that isn't piercing damage they attack with advantage. Ranged and Piercing attack rolls have disadvantage and AC of the target is increased by 10. Upon a successful hit, the eyes might be severed from the head, depending on the damage dealt. If the eyes are severed the creature becomes Permanently Blinded. They are stunned for 2d4 turns.
The damage required to sever the eyes increases by a multiplier for every creature size above medium as well as the range the eyes pop out.
Large: x3 DMG, 10ft range out
Huge: x6 DMG, 15ft range out
Gargantuan: x12 DMG, 20ft range out
Half of all damage dealt to the eye cords add to the total damage dealt to the creature itself.
Soul Curse of Fairy Wings
Prerequisite: Level 5. INT
- Switch places of (2) willing creature that are tethered to your soul, including yourself.
- Amplify – You can target unwilling creatures tethered to your soul. They make a charisma saving throw against your Hemocraft Save DC to resist this effect.
Soul Curse of Fairy Wings
Prerequisite: Level 5. WIS
- Switch places of (2) willing creature that are tethered to your soul, including yourself.
- Amplify – You can target unwilling creatures tethered to your soul. They make a charisma saving throw against your Hemocraft Save DC to resist this effect.
Soul Curse of Halfling's Foot
Prerequisite: Level 7. INT
- You choose (1) creature tethered to your soul. When that creatures makes a saving throw you can choose to give it advantage or disadvantage. An unwilling creature makes a charisma saving throw against your Hemocraft Save DC to resist. This effect lasts as long as the Soul Tether.
- Amplify – When you or the target creature make a saving throw, you choose whether your ability scores or their ability scores are used for the throw.
Soul Curse of Halfling's Foot
Prerequisite: Level 7. WIS
- You choose (1) creature tethered to your soul. When that creatures makes a saving throw you can choose to give it advantage or disadvantage. An unwilling creature makes a charisma saving throw against your Hemocraft Save DC to resist. This effect lasts as long as the Soul Tether.
- Amplify – When you or the target creature make a saving throw, you choose whether your ability scores or their ability scores are used for the throw.
Soul Curse of Hot Potato
Prerequisite: Level 17. INT
- You create an unstable curse that lasts for 5 rounds. The curse gradually bloats the body of whoever it is affecting. Creatures that are bloated suffer the effect of the slow spell and can resist this effect at the beginning of their turn by making a constitution saving throw against your Hemocraft Save DC. On a success the curse returns to you. If you Succeed your saving throw, you pick which Soul Tethered creature is affected next. After the 5th round saving throw is made, the creature that is affected next will explode, without a saving throw unless they have a reaction to do so, causing instant death on the creature, and dealing 6d6 force damage in a 10ft sphere. Creatures in the area of effect make a strength saving throw, DC 14 on a success taking half damage, on a fail they are pushed 10ft back. If the Soul Tether concentration is broken before the 5th round saving throw, the curse ends without exploding.
- Amplify – You gain a reaction to save against the effect after it has been passed onto you.
*Damage, explosion radius and pushback increase for each creature size above Medium.
Large: 8d6 force damage in a 20ft sphere, 20ft push-back DC17 + 1d4 bludgeoning damage for each 10ft traveled
Huge: 12d6 force damage in a 40ft sphere, 40ft push-back DC21 +1d6 bludgeoning damage for each 10ft traveled
Gargantuan: 20d6 force damage in a 60ft sphere, 60ft push-back DC25 +1d8 bludgeoning damage for each 10ft traveled
Soul Curse of Hot Potato
Prerequisite: Level 17. WIS
- You create an unstable curse that lasts for 5 rounds. The curse gradually bloats the body of whoever it is affecting. Creatures that are bloated suffer the effect of the slow spell and can resist this effect at the beginning of their turn by making a constitution saving throw against your Hemocraft Save DC. On a success the curse returns to you. If you Succeed your saving throw, you pick which Soul Tethered creature is affected next. After the 5th round saving throw is made, the creature that is affected next will explode, without a saving throw unless they have a reaction to do so, causing instant death on the creature, and dealing 6d6 force damage in a 10ft sphere. Creatures in the area of effect make a strength saving throw, DC 14 on a success taking half damage, on a fail they are pushed 10ft back. If the Soul Tether concentration is broken before the 5th round saving throw, the curse ends without exploding.
- Amplify – You gain a reaction to save against the effect after it has been passed onto you.
*Damage, explosion radius and pushback increase for each creature size above Medium.
Large: 8d6 force damage in a 20ft sphere, 20ft push-back DC17 + 1d4 bludgeoning damage for each 10ft traveled
Huge: 12d6 force damage in a 40ft sphere, 40ft push-back DC21 +1d6 bludgeoning damage for each 10ft traveled
Gargantuan: 20d6 force damage in a 60ft sphere, 60ft push-back DC25 +1d8 bludgeoning damage for each 10ft traveled
Soul Curse of Infection
Prerequisite: Level 7. INT
- Creatures of your choice that are tethered to your soul will share conditions, buffs and debuffs that are targeted at any entities you inflict with this curse. Unwilling creatures make a wisdom saving throw against your Hemocraft Save DC to resist. If the original entity that is targeted for the condition or effect makes a saving throw to avoid the condition or debuff, all who share it can make a saving throw to resist it too. This effect lasts as long as the Soul Tether is active. Conditions and effects shared by this curse do not end when the Soul Tether is broken but when the source of the effect would end. All effects shared by this are considered magical effects.
*This only works on effects that influence the target physically or psychically for example barkskin and aid can be shared but armor of agathys and mage armor can not. This also excludes all curses, shape-shifting and teleportation effects. Effects from magic items are not shared either including material components of spells like the warding bond spell that must be worn to take effect. Emanation is not an effect that can be share but the effects it provides can be shared as long as they follow the per-established rules.*- Amplify – Only (1) creature is affected by the conditions, buffs and debuffs that are targeted on all soul tethered creatures affected by this curse. You choose this creature.
Soul Curse of Infection
Prerequisite: Level 7. WIS
- Creatures of your choice that are tethered to your soul will share conditions, buffs and debuffs that are targeted at any entities you inflict with this curse. Unwilling creatures make a wisdom saving throw against your Hemocraft Save DC to resist. If the original entity that is targeted for the condition or effect makes a saving throw to avoid the condition or debuff, all who share it can make a saving throw to resist it too. This effect lasts as long as the Soul Tether is active. Conditions and effects shared by this curse do not end when the Soul Tether is broken but when the source of the effect would end. All effects shared by this are considered magical effects.
*This only works on effects that influence the target physically or psychically for example barkskin and aid can be shared but armor of agathys and mage armor can not. This also excludes all curses, shape-shifting and teleportation effects. Effects from magic items are not shared either including material components of spells like the warding bond spell that must be worn to take effect. Emanation is not an effect that can be share but the effects it provides can be shared as long as they follow the per-established rules.*- Amplify – Only (1) creature is affected by the conditions, buffs and debuffs that are targeted on all soul tethered creatures affected by this curse. You choose this creature.
Soul Curse of Lambs Heart
Prerequisite: Level 11. INT
- Pick (2) targets tethered to your soul. Those targets swap resistances and immunities to damage. Unwilling creatures make a charisma saving throw against your Hemocraft Save DC to resist. This effect lasts until a short or long rest is completed.
- Amplify – You can swap these creatures immunities to conditions.
Soul Curse of Lamb's Heart
Prerequisite: Level 11. WIS
- Pick (2) targets tethered to your soul. Those targets swap resistances and immunities to damage. Unwilling creatures make a charisma saving throw against your Hemocraft Save DC to resist. This effect lasts until a short or long rest is completed.
- Amplify – You can swap these creatures immunities to conditions.
Soul Curse of Mimic
Prerequisite: Level 5
- What's yours is yours and theirs is also yours. You have the skill and tool proficiencies of (1) creature tethered to your soul. This lasts until you finish a short or long rest.
- Amplify - You gain expertise and saving throw proficiencies.
- Amplify - You gain expertise and saving throw proficiencies.
Soul Curse of Poppet
Prerequisite: Level 5. INT
- Creatures of your choice that are tethered to your soul will share damage among each other, including yourself. The damage and damage type is shared equally. Damage dealt to Temporary HP does not get affected by this. An unwilling creature makes a wisdom saving throw against your Hemocraft Save DC to resist.
- Amplify – One creature of your choice that is affected by this curse halves all final damage suffered by this curse (rounded up).
Soul Curse of Poppet
Prerequisite: Level 5. WIS
- Creatures of your choice that are tethered to your soul will share damage among each other, including yourself. The damage and damage type is shared equally. Damage dealt to Temporary HP does not get affected by this. An unwilling creature makes a wisdom saving throw against your Hemocraft Save DC to resist.
- Amplify – One creature of your choice that is affected by this curse halves all final damage suffered by this curse (rounded up).
Soul Curse of Porcelain Doll
Prerequisite: Level 3
- You can use this curse to shape-change into 1 creature you are soul tethered to. They are not aware of the Soul Tether after using this curse. You remain in this appearance for 24 hours or until you end it with a bonus action.
- Amplify – You gain the memories, gimmicks and voice of this creature. To Amplify this Soul Curse you must have a deeper Soul Connection with your target.
Soul Curse of Ritual Rite
Prerequisite: Level 17
- You can share the effects of (1) of your active crimson rites with creatures of your choice tethered to your soul. You roll 1x Hemocraft die and take necrotic damage, that cannot be reduced in any way, for each creature you choose. This effect lasts as long as the Soul Tether is active.
- Amplify – You no longer take damage for each creature tethered to your soul. You take a maximum roll from 1 x Hemocraft die as a maximum HP reduction.
Soul Curse of Snakes Tongue
Prerequisite: Level 3. INT
- You can use this curse to control the tongues of those you are soul tethered to and they say whatever you wish them to say. Unwilling creatures make a charisma saving throw against your Hemocraft Save DC. A creature affected by this curse makes a saving throw after taking damage to regain control. This lasts as long as the Soul Tether.
- Amplify – You can change their taste buds to find any flavour they digest as flavourful (including scent as scent is 70% taste)
Soul Curse of Snakes Tongue
Prerequisite: Level 3. WIS
- You can use this curse to control the tongues of those you are soul tethered to and they say whatever you wish them to say. Unwilling creatures make a charisma saving throw against your Hemocraft Save DC. A creature affected by this curse makes a saving throw after taking damage to regain control. This lasts as long as the Soul Tether.
- Amplify – You can change their taste buds to find any flavour they digest as flavourful (including scent as scent is 70% taste)
Soul Curse of Spiders Web
Prerequisite: Level 5. INT
- You can control (1) creature tethered to your soul and choose their next actions. An unwilling creature makes a charisma saving throw against your Hemocraft Save DC. A creature affected by this curse makes a saving throw after taking damage to regain control. This effect lasts as long as they are soul tethered. You can only control (1) creature at a time during your turn, including yourself.
- Amplify – You are able to control (2) creatures on your turn (including yourself). This doesn't stack.
Soul Curse of Spiders Web
Prerequisite: Level 5. WIS
- You can control (1) creature tethered to your soul and choose their next actions. An unwilling creature makes a charisma saving throw against your Hemocraft Save DC. A creature affected by this curse makes a saving throw after taking damage to regain control. This effect lasts as long as they are soul tethered. You can only control (1) creature at a time during your turn, including yourself.
- Amplify – You are able to control (2) creatures on your turn (including yourself). This doesn't stack.
Soul Curse of Stirge Teeth
Prerequisite: Level 7
- Targets of your choice tethered to your soul gain the ability to heal for each attack they make, healing 2x hemocraft die. The healing cannot exceed the damage dealt during the attack.
- Amplify – Creatures can overheal and gain temporary HP equal to the heal amount, only if their HP is at maximum.
Soul Curse of Stitching
Prerequisite: Level 11. INT
- A creature of your choice tethered to your soul loses 2d2 to any stat score. An unwilling creature makes a constitution saving throw against your Hemocraft Save DC to resist. This effect lasts until a long rest has been completed or the creature has been affected by a greater restoration spell.
- Amplify – You can stitch the missing stats of the first target into the soul of another creature of your choice tethered to your soul (including yourself). This effect lasts until a long rest has been completed or the creature has been affected by a greater restoration spell.
Soul Curse of Stitching
Prerequisite: Level 11. WIS
- A creature of your choice tethered to your soul loses 2d2 to any stat score. An unwilling creature makes a constitution saving throw against your Hemocraft Save DC to resist. This effect lasts until a long rest has been completed or the creature has been affected by a greater restoration spell.
- Amplify – You can stitch the missing stats of the first target into the soul of another creature of your choice tethered to your soul (including yourself). This effect lasts until a long rest has been completed or the creature has been affected by a greater restoration spell.
Soul Curse of Witch's Embrace
Prerequisite: Level 7. INT
- You manipulate the minds of Soul Tethered creatures, creating illusions that they can both see and hear. You can also make them not see and hear what is truly there. Creatures make a wisdom saving throw against your Hemocraft Save DC. This curse doesn't alert creatures of the Soul Tether.
- Amplify – Inflicts fear on the creatures you are soul tethered to of your choice. You choose what they fear, and they become aware of the Soul Tether.
Soul Curse of Witch's Embrace
Prerequisite: Level 7. WIS
- You manipulate the minds of Soul Tethered creatures, creating illusions that they can both see and hear. You can also make them not see and hear what is truly there. Creatures make a wisdom saving throw against your Hemocraft Save DC. This curse doesn't alert creatures of the Soul Tether.
- Amplify – Inflicts fear on the creatures you are soul tethered to of your choice. You choose what they fear, and they become aware of the Soul Tether.
Level 7: Soul-Shift
You learn to control and manipulate the intricacies of your soul gaining the ability to shape-change into either a celestial, fey or fiend that who's magical anatomy you have studied. By making 2 checks, 1 to inspect and 1 to learn, you can learn the anatomy and magical nature of these creature to safely shape-change into them:
- Use investigation or perception checks to inspect in person anatomy of a creature or reading literature. DC = 15 + the creatures CR level
- Use arcana or insight checks to learn the magical essence based on your inspection of in person anatomy or literature knowledge. DC = 15 + creatures CR level +/-5 depending on success of inspection.
- To inspect creatures anatomy in person you have to have seen them active in combat or been around them for 1 hour.
- If you fail your check you can reattempt the checks on the same creature after 1d4 days.
Starting at 7th level you roll 2 x Hemocraft die, the result of which reduces your maximum HP until you finish a long rest or receive the effects of a greater restoration spell. Then you can shift into a creature with a CR level (2). At 11th level the CR limit increases to (3). At 16th level the CR limit increases to (4). You can do this a number of times depending on your Blood Hunter level.
Soul Manipulation
Prerequisite: Level 7. INT - Granted
Using a bonus action, when you shift using this ability, you gain temporary HP equal to the creatures and you assume the stats of the creature you shift into. Your gear and equipment shifts with you into the form and you can not gain any benefits from them while shifted. You maintain your personality and alignment. Concentration isn't broken. Actions are limited to the shape-change creatures features and actions. Shape-change lasts a number of hours equal to your Hemocraft modifier. Once you lose your temporary HP of the creature while using this ability, you shift back to your original form, dropping to 0 HP and falling unconscious. If you shift back to your original form using a bonus action you will assume the HP you had before transforming.
You can shift into creatures above the CR rating but will need to make a Hemocraft check and succeed to shapeshift. If you transform successfully you will need to make a charisma saving throw at the beginning of each of your turns. The DC = 10 and increases by 1 for each CR level above your maximum CR limit. On a failed save you become hostile to all creatures and concentration is broken.
Soul Manipulation
Prerequisite: Level 7. WIS - Granted
Using a bonus action, when you shift using this ability, you gain temporary HP equal to the creatures and you assume the stats of the creature you shift into. Your gear and equipment shifts with you into the form and you can not gain any benefits from them while shifted. You maintain your personality and alignment. Concentration isn't broken. Actions are limited to the shape-change creatures features and actions. Shape-change lasts a number of hours equal to your Hemocraft modifier. Once you lose your temporary HP of the creature while using this ability, you shift back to your original form, dropping to 0 HP and falling unconscious. If you shift back to your original form using a bonus action you will assume the HP you had before transforming.
You can shift into creatures above the CR rating but will need to make a Hemocraft check and succeed to shapeshift. If you transform successfully you will need to make a charisma saving throw at the beginning of each of your turns. The DC = 10 and increases by 1 for each CR level above your maximum CR limit. On a failed save you become hostile to all creatures and concentration is broken.
Soul Puppet
Prerequisite: Level 15. INT - Granted
As an action you can target (1) Soul Tethered creature and with (1) use of Soul Manipulation to force the creature to shape-change into a Celestial, Fey or Fiend. Rules of this shape-change follow the same rules as Soul Manipulation. Unwilling creatures make a charisma saving throw against your Hemocraft Save DC. At the top of the targets turn they make a charisma saving throw to maintain control regardless of the creature CR or they become hostile to all creatures. You can choose to aid or interfere with the creature, providing advantage or disadvantage to the save. Save DC = 10 + 1 for each CR level of the shape-change. (Rounded up)
This shape-change ends when Soul Tether breaks or ended as a bonus action by you. If the creature has lost control, you don't break concentration, but you can't end it with a bonus action.
Soul Puppet
Prerequisite: Level 15. WIS - Granted
As an action you can target (1) Soul Tethered creature and with (1) use of Soul Manipulation to force the creature to shape-change into a Celestial, Fey or Fiend. Rules of this shape-change follow the same rules as Soul Manipulation. Unwilling creatures make a charisma saving throw against your Hemocraft Save DC. At the top of the targets turn they make a charisma saving throw to maintain control regardless of the creature CR or they become hostile to all creatures. You can choose to aid or interfere with the creature, providing advantage or disadvantage to the save. Save DC = 10 + 1 for each CR level of the shape-change. (Rounded up)
This shape-change ends when Soul Tether breaks or ended as a bonus action by you. If the creature has lost control, you don't break concentration, but you can't end it with a bonus action.
Vigourous Sacrifice
Prerequisite: Level 11 - Granted
While using Soul Manipulation, if you have failed your charisma saving throw to maintain control of your form, you can take 1d10 as necrotic damage that cannot be reduced in any way to succeed the saving throw instead.
Level 7: Hunters Intuition
You gain proficiency in 2 ethereal soul skills of your choice.
Arcana
You have proficiency with arcana.
Insight
You have proficiency with Insight.
Investigation
You gain proficiency with investigation.
Perception
You have proficiency with perception.
Level 11: Brand of Binding
At 11th level when your Brand of Castigation is used on a creature Tethered to your Soul, you can lock the fibers of their soul with yours, breaking the tether but becoming one. Non-hostile creatures can be targeted. Allowing telepathy, sharing a consciousness, gaining the benefits of a deeper soul tether connection. The affected creature also gains these benefits.
Your connection is infinite, stretching across planes, you can invoke a Soul Curse on them at any point. This isn't concentration.
Level 15: Intuition Mastery
You choose 2 options from ethereal soul skill proficiencies or expertise.
Expertise - Arcana
You have expertise with arcana.
Expertise - Insight
You have expertise with insight.
Expertise - Investigation
You gain expertise with investigation.
Expertise - Perception
You have expertise with perception.
Proficiency - Arcana
You have proficiency with arcana.
Proficiency - Insight
You have proficiency with insight.
Proficiency - Investigation
You have proficiency with investigation.
Proficiency - Perception
You have proficiency with perception.
Level 15: Rite of the Ethereal
You learn the Rite of the Ethereal as part of your Crimson Rite feature. While the Rite of the Ethereal is active, extra damage dealt by the rite is Force Damage. While active you gain the following benefits:
- All damage dealt by the weapon this rite is active on becomes Force Damage.
- Once per turn your melee attacks can attack in a 15ft sweeping motion within your melee range damaging all creatures in the area of effect or your ranged weapon attack pierce through every entity in a straight line of where it was shot reaching its max range.
- While actively holding the weapon you can step into the ethereal plane at the start of your turn and must return at the end of your turn (no action) this can be triggered for as long as the rite is active.
- When you hit a creature with the Incorporeal movement or Etherealness trait with a weapon for which the Rite of the Ethereal is active, you roll (1) additional Hemocraft die when determining the extra damage from the rite.
Level 18: Sixth Sense
You gain a sixth sense of detecting surroundings using the aura of your soul. Whenever a creature you are soul tethered to is attacked by a melee or ranged weapon by another creature you are not soul tethered to, you can use a reaction to use your soul tether ability on it, as long as it is within range. The target does not need to be seen. You also gain the knowledge of this creatures last known location at the time of the attack.
You have (2) reactions per turn.
Previous Versions
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12/28/2024 1:01:56 PM
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12/28/2024 3:18:34 PM
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