Base Class: Blood Hunter
The Order of the Voodooist draws upon the dark arts of sympathetic magic, where the body and spirit of one creature are linked to another through the mystical power of a voodoo doll. These blood hunters use their hemocraft and rituals to manipulate fate, inflict pain, and bind themselves to their foes. Masters of curses and spiritual manipulation, these hunters are feared for their ability to torment enemies from afar.
Vessel Cursing
When you choose this archetype at 3rd level, through much research you have found ways to tether your opponent's souls to that of some vessel. A vessel can take on many forms, but a list is provided bellow as suggestions, you can roll a d6 to decide one or choose one yourself. You can also talk to your DM about other options that make sense for your character.
1. A shrunken head with no eyes and only three teeth left.
2. A bronze cup with blood stains on the inside.
3. A necklace of ears from all sorts of races.
4. A ball of yarn wrapped around a marbled cyclops eye.
5. The skull of some medium sized animal.
6. A felt doll, with button eyes, and a wide sewn on mouth.
While you hold your vessel you are able to cast curses on enemies that are different from normal Blood Hunter blood curses. These curses last for different times and effect creatures in all kinds of fun ways. If the vessel is ever destroyed you can magically summon another one during an hour-long ritual, this ritual can also be done during a short or long rest.
When you decide you wish to curse a target, they must be within 60 feet of you, and you must be able to see them. As an action, you utter powerful words to tether their soul to your vessel. They must make a Wisdom save equal to your Hemocraft save DC. On a failure they are tethered to your vessel for a number of minutes equal to your level in the Blood Hunter class. On a successful save nothing happens, and they cannot be affected by this ability for until the end of your next turn. You can only have one creature tethered at a time. While tethered you can cast vessel curses on them as an action, you can only have 2 curses on a person at the same time.
The number of curses you know and can use in a long rest is shown on the table below. Once you use the number of curses you can in a long rest, you must finish a short or long rest before you can them again.
Doll Curses
Blood Hunter Level |
Vessel curses per long rest |
Vessel curses Known |
---|---|---|
3rd | 2 | 2 |
7th | 2 | 3 |
11th | 3 | 4 |
15th | 3 | 5 |
18th | 4 | 6 |
Curses
The number of curses you can cast in a long rest, and the number of curses you know, increases as you gain levels in the blood hunter class, as shown on the Vessel Cursing table above. Additionally, when you learn a new Vesel Curse, you can replace one curse you already know with a new vessel curse. You choose two vessel curses to learn from the options detailed at the end of this subclass description, and you can cast 2 curses per long rest.
Curse of Bitter Cold
You blow onto your vessel causing the subject to feel the coldness of your soul.
The subject’s movement is reduced by 15 feet for 1 minute, or until they take fire damage.
Curse of Bleeding Wounds
You run something sharp against the vessel ripping it slightly.
The subject cannot regain hit points until either you take damage, or you are over 100 feet away from them.
Curse of Ceaseless Whispers
You whisper to the vessel bringing voices of old to the subject.
The subject is deafened until you speak, or you are more than 100 feet away from them.
Curse of Closed Eyes
You put a cloth or your hands over a part of your vessel covering the windows to their soul.
The subject is blinded for 1 minute, or until you look away from them for more than 1 round.
Curse of Crippling Despair
You remind the vessel they are useless without you.
The subject has disadvantage on attack rolls for 1 minute and while they are within 15 feet of you.
Curse of Dread
You twist the vessel in two different directions.
The subject has disadvantage on Wisdom saving throws and cannot take reactions for 1 minute, or until you take damage.
Curse of Echoed Pain
You flip the vessel a couple of times to resonate pain in the subject's soul.
For the next minute when the subject deals damage to another creature, they take damage equal to your Hemocraft Die.
Curse of Frailty
You knock on the vessel making the subject let down their guard.
The subject has disadvantage on Strength and Constitution saving throws for the next 5 rounds, or until you force them to make one of the saves twice.
Curse of Isolation
Prerequisite: 11th level
You cover the whole vessel in some way cutting off the subject from the rest of the world.
The subject can't benefit from any effects that require an ally or allies to be near, as well, they can't be targeted by healing spells cast by anyone other than themself. This lasts for 1 minute or until you are affected by a spell cast by a teammate.
Curse of Marked Prey
Prerequisite: 7th level
You pin a needle into the center of the vessel to mark the subject.
For 1 minute, or until you are knocked unconscious, all attack rolls against the subject have advantage.
Curse of Pain
You stab a needle into the heart of your vessel causing searing pain to the subject.
The subject takes 1d4 psychic damage per level you have in the Blood Hunter class.
Curse of Puppetry
You shake the vessel violently causing the subject to be pushed in all directions.
For 1 minute, or until you don't move at least 5 feet on your turn, once per round, when the subject takes damage, you can move them up to 10 feet in a direction of your choice. As a bonus action on your turn, you can move the subject up to 20 feet in any direction.
Curse of Tripping
You set the vessel on the ground and pick it back up making the subject heavier or lighter than they expect to be.
For the next 5 rounds, or until you take the dash action on your turn, when the subject moves more than 15 feet on their turn they fall prone at the end of their movement.
Curse of Vulnerability
Prerequisite: 11th level
You scrape at the outsides of your vessel to get rid of guards the subject might have.
The subject loses resistance, or gains vulnerability if they don't have resistance, to one damage type of your choice (chosen when the curse is cast) for 1 minute, or until you take damage of that type.
Curse of Withering
Prerequisite: 15th level
You squeeze the vessel causing the subject to feel closed in and frail.
The subject's weapon and spell attacks deal only half damage for 5 rounds or until you have less than half your hit points.
Strange Maledict
The dark magic running through your soul intensifies the effects of your curses. When you use your Blood Maledict feature, you gain the following benefits:
- You can amplify your Blood Curse without taking damage.
- The first attack roll or saving throw your target makes after being affected by a Blood Curse has disadvantage.
- If a creature is bonded to your vessel, they have disadvantage to get rid of the Blood Curse.
Brand of Strings
At 11th level, your Brand of Castigation evolves into a sinister ability known as Brand of Strings. The arcane connection you form prevents the bonded creature from charming any creatures or maintaining spells or effects that would charm others. If the creature has such effects active when branded, they immediately end.
Additionally, as long as you and the branded creature are on the same plane of existence, you can use your bonus action to teleport to an unoccupied space within 30 feet of the creature.
Blood Curse of Pins and Needles
Starting at 15th level, you bind a creature pulling their limbs apart with pins and a little string. You gain the Blood Curse of Pins and Needles for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of Pins and Needles
As a reaction to taking damage from a creature, you can move them up to 30 feet in any direction ending their turn, and hold them in that spot until the end of your next turn as strings wrap around the target pinned in the ground by giant spectral needles.
Amplify. This curse lasts until the end of your second turn from now, the cursed creature is knocked prone, and the needles stab into them dealing 2d6 magical piercing damage.
Activating a Blood Curse requires a use of your Blood Maledict feature.
Master of Puppets
At 18th level, you become a master manipulator of spirit and blood, gaining the ability to dominate tethered foes. As an action, you take complete control of a creature tethered to your vessel for 1 minute, as if under the effects of the Dominate Monster spell.
While controlling the creature, it is also affected by your Crimson Rite. You can maintain control as long as the bond remains unbroken. Once you use this feature, you can’t do so again until you finish a long rest.
Vessel Curses
The curses you can learn are presented in alphabetical order. You can learn a curse at the same time you meet its prerequisites.
Curse of Bitter Cold
You blow onto your vessel causing the subject to feel the coldness of your soul.
The subject’s movement is reduced by 15 feet for 1 minute, or until they take fire damage.
Curse of Bleeding Wounds
You run something sharp against the vessel ripping it slightly.
The subject cannot regain hit points until either you take damage, or you are over 100 feet away from them.
Curse of Ceaseless Whispers
You whisper to the vessel bringing voices of old to the subject.
The subject is deafened until you speak, or you are more than 100 feet away from them.
Curse of Closed Eyes
You put a cloth or your hands over a part of your vessel covering the windows to their soul.
The subject is blinded for 1 minute, or until you look away from them for more than 1 round.
Curse of Crippling Despair
You remind the vessel they are useless without you.
The subject has disadvantage on attack rolls for 1 minute and while they are within 15 feet of you.
Curse of Dread
You twist the vessel in two different directions.
The subject has disadvantage on Wisdom saving throws and cannot take reactions for 1 minute, or until you take damage.
Curse of Echoed Pain
You flip the vessel a couple of times to resonate pain in the subject's soul
For the next minute when the subject deals damage to another creature, they take damage equal to your Hemocraft Die.
Curse of Frailty
You knock on the vessel making the subject let down their guard.
The subject has disadvantage on Strength and Constitution saving throws for the next 5 rounds, or until you force them to make one of the saves twice.
Curse of Isolation
Prerequisite: 11th level
You cover the whole vessel in some way cutting off the subject from the rest of the world.
The subject can't benefit from any effects that require an ally or allies to be near, as well, they can't be targeted by healing spells cast by anyone other than themself. This lasts for 1 minute or until you are affected by a spell cast by a teammate.
Curse of Marked Prey
Prerequisite: 7th level
You pin a needle into the center of the vessel to mark the subject.
For 1 minute, or until you are knocked unconscious, all attack rolls against the subject have advantage.
Curse of Pain
You stab a needle into the heart of your vessel causing searing pain to the subject.
The subject takes 1d4 psychic damage per level you have in the Blood Hunter class.
Curse of Puppetry
You shake the vessel violently causing the subject to be pushed in all directions.
For 1 minute, or until you don't move at least 5 feet on your turn, once per round, when the subject takes damage, you can move them up to 10 feet in a direction of your choice. As a bonus action on your turn, you can move the subject up to 20 feet in any direction.
Curse of Tripping
You set the vessel on the ground and pick it back up making the subject heavier or lighter than they expect to be.
For the next 5 rounds, or until you take the dash action on your turn, when the subject moves more than 15 feet on their turn they fall prone at the end of their movement.
Curse of Vulnerability
Prerequisite: 11th level
You scrape at the outsides of your vessel to get rid of guards the subject might have.
The subject loses resistance, or gains vulnerability if they don't have resistance, to one damage type of your choice (chosen when the curse is cast) for 1 minute, or until you take damage of that type.
Curse of Withering
Prerequisite: 15th level
You squeeze the vessel causing the subject to feel closed in and frail.
The subject's weapon and spell attacks deal only half damage for 5 rounds or until you have less than half your hit points.
Previous Versions
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