Blood Hunter
Base Class: Blood Hunter

Blood Hunters of the Order of Mindstalkers are predators of thought as much as of flesh. While others track prey by sight or scent, Mindstalkers follow the invisible traces of fear, desire, and hesitation. They read minds as surely as they read tracks, unraveling intentions, exposing secrets, and compelling confessions.

Stalker's Guile

Beginning when you join this order at 3rd level, your presence unnerves and probes, reading truth from hesitation and fear. You gain proficiency in the Wisdom (Insight) and Charisma (Intimidation) skills. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Rite of Confession

Also at 3rd level, you learn the Rite of Confession as part of your Crimson Rite feature. When you activate the Rite of Confession, the extra damage dealt by your rite is psychic damage. Once on each of your turns when you hit a creature with a weapon for which the Rite of Confession is active, you can force it to make a Wisdom saving throw. On a failed save, you can pry one of the following facts from the creature’s mind of your choice:

  • Its resistances and immunities, if any.
  • Its saving throw proficiencies.
  • If it can cast spells, and if so, what its highest spell slot is.
  • Its Armor Class and current number of hit points.
  • Something the creature fears.
  • Something the creature desires.
  • A simple fact the creature consciously knows, such as a name, location, password, or recent intention.

Interrogator's Brand

At 7th level, your Brand of Castigation prevents deceit and trickery. A branded creature cannot take the Hide action or turn invisible, and cannot willingly tell a lie.

Hunter of Thought

At 11th level, your psychic abilities are honed further. You gain resistance to psychic damage, and gain the following abilities:

Perplex Psyche. When a creature fails its saving throw against your Rite of Confession feature, it reels under the psychic intrusion. It has disadvantage on the next attack roll or saving throw it makes before the beginning of your next turn.

Scour Mind. Your Grim Psychometry expands to reading psychic imprints. You can now use Grim Psychometry while interacting with a creature (living or unconscious) or a corpse that died within the last hour. You make the Intelligence (History) check with advantage as normal. At the DM’s discretion, you may witness a short memory or impression from the target’s recent past.

Blood Curse of Paranoia

At 15th level, you can use hemocraft to turn a creature’s thoughts against itself. You gain the Blood Curse of Paranoia for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of Paranoia. As a bonus action, you can target a creature you can see within 30 feet of you, forcing it to make a Wisdom saving throw. On a failed save, the target becomes paranoid until the beginning of your next turn. A paranoid creature has disadvantage on ability checks and saving throws that use Charisma, Intelligence, and Wisdom, and cannot willingly move closer to any creature it can see.

Amplify. This curse lasts for 1 minute. At the end of each of its turns and whenever it takes damage, the cursed creature can make a Wisdom saving throw, ending the curse on a success.

Veil of the Mind

At 18th level, you are at the peak of your mastery over mind and body. You gain the following benefits:

  • You gain truesight out to a range of 120 feet.
  • You become immune to the charmed condition.
  • You cannot be affected by divination magic unless you choose to be, and creatures can only communicate with you telepathically if you allow it.
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