Base Class: Blood Hunter
The Order of the Veiled Fang is a small group of individuals who have formed an un-breakable bond with a pack of displacer beasts. Your magical ability originates from the magic of Displacer Beasts. As the result of your bloodline being mixed with that of a Displacer Beast's innate magic in a ritual known as "The Fating" - A ritual in which power is transferred to the willing host by the matriarch beast of the pack. Bloodlines capable of forming such a bond with the displacer beasts are incredibly rare as it requires the divine trust of a deadly beast, and are usually kept secret.
Your connection with both the physical, and your inner beasts grows exponentially throughout your training and studies with the creatures. As your powers grow, your connection with the beasts grow as well. Through vigorous training and studies of the ways of the beasts, you gain an increasing share of the unparalleled power of the displacer beasts you revere. Allowing the beast within to emerge in a manifestation of the beasts themselves, both as a hybrid and feral form.
Ex: You are a member of a Seldarine Drow clan of hunters, priestesses, and assassins living in a cave system beneath Waterdeep near a grotto of Elistraee. Your clan has spent millennia forming a symbiotic relationship with the fey creatures and denizens of the the material plane as well as the creatures from Arvandor. Throughout this time your clan elder's and children have formed a long standing bond between themselves and the matriarch and offspring of a Displacer Beast pack. As your mutual endeavors for survival and growth have expanded, so has the trust grown. With the expansion of trust, the ritual of "The Fating" began where the Drow and the beasts converged with a transfer of power between the chosen of the groups, as a way to grow their mutual strengths, as well as guarantee successors to inherit the gift of the packs' symbiotic pairing. Through this ritual, YOU have been chosen to inherit this gift, and with it, gaining the ability to learn the innate powers of the great displacer beast, taking their beastial form as well as a hybrid adaptation. You can choose to grow your powers with your pack, or you can choose the path of the lone wolf and hone your powers to the world around you during your adventures.
Rite of the Crescent Maw
At 3rd level, you learn the Rite of the Crescent Maw, a hemocraft rite that channels radiant lunar energy.
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Damage Type: Radiant
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Additional Effect: While this rite is active, your weapon sheds dim moonlight in a 10-foot radius. While illuminated this way, you have advantage on Wisdom (Perception) checks relying on sight and can see through non-magical darkness up to 60 feet.
Feral Form - Displacer Aspect
At 3rd level, you can assume the form of a displacer beast, your body shifting into a feline predator with shadow-like twisting tendrils.
As a bonus action, you may transform into a displacer beast for hours equal to your blood hunter level rounded down.
While transformed, you gain the following benefits:
- Your movement speed increases by 10 feet.
- You gain darkvision out to 90 feet if you don’t already have it.
- You can make two tentacle attacks (1d8 + Dex mod bludgeoning damage each) as your Attack action. These attacks count as magical for overcoming resistance.
- Displacement: Until you take damage, attack rolls against you are made with disadvantage.
You may use this feature once per short or long rest. You may expend a use of your Blood Maledict to transform again.
Veilwalker's Grace
At 5th level, you have mastered the art of phasing through the veil between shadow and light, channeling both beast and moon with supernatural finesse. You gain the following benefits:
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You learn the Misty Step spell and can cast it once per short or long rest, without expending a spell slot. Intelligence is your spellcasting ability for this spell.
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You learn the Blink spell and can cast it once per long rest, without expending a spell slot. Intelligence is your spellcasting ability for this spell.
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When you use Veil Step or teleport via subclass features, you may choose to leave behind a phantom echo until the start of your next turn. The echo is harmless but imposes disadvantage on the first attack roll made against a creature other than you within 5 feet of it.
Veil Step
At 7th level, your attunement to moonlight and shadow allows you to blink through space like the beasts you honor.
When you take the Attack action on your turn, you can teleport up to 15 feet to an unoccupied space you can see before each attack. You must be in dim light or darkness to use this teleport.
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You may use Veil Step a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
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If both you and the target of your attack are in dim light or darkness when you teleport and strike them, your attack deals additional damage equal to your Hemocraft die.
Echoing Strikes
At 7th level, you strike with phantom precision, creating ghostly afterimages of your attacks.
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When you hit a creature with a weapon or tentacle attack, you can choose to brand them with a Moon Echo until the end of your next turn.
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While branded, the creature cannot benefit from being invisible or hidden, and the next attack made against it before the end of your next turn has advantage.
You can use this feature a number of times equal to your Intelligence modifier (minimum once) per long rest.
Hybrid Form - Moonlit Horror
At 11th level, you master the midpoint between elf and beast—a shadow-wreathed, moon-blessed form of fur, claw, and instinct.
As a bonus action, you may assume your Hybrid Displacer Form for 1 minute. While transformed:
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You retain your gear and can speak, cast spells, and perform somatic/verbal components.
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Displacer Claws: Melee Weapon Attack: 1d10 slashing + Hemocraft die radiant (once per turn). These are considered magical.
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+2 to AC while in dim light or darkness.
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You can use Displacement even while attacking, and it only ends early if you are hit twice in the same round.
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You may teleport up to 15 feet as a bonus action once per turn (must be in dim light or darkness).
You may use this feature once per long rest unless you expend a Blood Curse to transform again.
Feral Agility
You have advantage on Dexterity checks and Dexterity saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level.
Veiled Resilience
At 11th level, the shadows protect you as one of their own.
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While in dim light or darkness, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
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You are immune to the charmed and frightened conditions while in Hybrid Form or Displacer Aspect.
Avatar of the Veil
At 15th level, you fully embody the guardian spirit of the Veiled Fang.
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One with the Shadows: As an action, you can become incorporeal for 1 minute. While incorporeal, you can move through creatures and objects as if they were difficult terrain. If you end your turn inside an object, you are shunted to the nearest unoccupied space and take 1d10 force damage. Once you use this feature, you can't use it again until you finish a long rest.
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Moonlit Retribution: When you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead. When you do, all creatures of your choice within 10 feet that can see you must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or be blinded until the end of their next turn. Once you use this feature, you can't use it again until you finish a long rest.
Twilight Apex
At 18th level, you have become the perfect union of blade, beast, and shadow. When you enter your Hybrid Form or Displacer Aspect, you can fully unleash your true nature.
Twilight Apex grants the following benefits while you are in Hybrid Form or Displacer Aspect:.
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Lunar Blink. When you teleport using Veil Step or your Hybrid Form's teleport, you can now choose to become invisible until the start of your next turn. You can do this once per round.
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Predator’s Flow. If you reduce a creature to 0 HP on your turn, you can immediately use your bonus action to teleport up to 30 feet and make one additional attack.
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Celestial Presence. You radiate an aura of moonlight in a 15-foot radius. Allies who start their turn in this aura gain temporary hit points equal to your Intelligence modifier and have advantage on saving throws against being frightened until the start of their next turn.
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