Blood Hunter
Base Class: Blood Hunter

Role in Aetheris

The Order of the Eclipsed Flame is especially active near places where planar boundaries thin, eldritch ruins stir, or Old God cults attempt to open sleeping thresholds. Their greatest fortress is the Obscura Spire, a twilight-warped bastion infused with wards against planar corruption and used as both training ground and quarantine vault.

They are commonly dispatched to:

Seal unstable planar rifts before invasion occurs.

Break psychic links between cultists and eldritch patrons.

Destroy aberrant nests and thought-hives.

Recover cursed relics from scholars who studied too deeply.

Protect settlements from madness plagues, dream infestations, and reality-splitting omens.

Investigate lantern-black zones where animals speak in dead languages, mirrors show wrong reflections, and children hum songs from beneath the world.

Order of the Eclipsed Flame Features

Blood Hunter Level

Feature

3rd

Eclipsed Flame Training, Rite of the Sealing Brand, Blood Lantern

7th

Mindward Brand

11th

Sever the Eldritch Bond

15th

Circle of the Locked Threshold

18th

Avatar of the Last Seal

3rd Level: Eclipsed Flame Training

When you join this order at 3rd level, you are trained to recognize the anatomy of madness, the grammar of alien magic, and the subtle wound left behind when reality has been cut.

You gain proficiency in Arcana or Investigation. If you already have proficiency in the chosen skill, you gain expertise in it instead.

You also gain proficiency with one of the following:

Proficiency Option

Firearms

Calligrapher’s Supplies

Cartographer’s Tools

Tinker’s Tools

One martial weapon with the Heavy or Reach property

In addition, you learn Deep Speech or Abyssal. If you already know both, you learn one language of your choice.

Aberrant Quarry

You have advantage on Intelligence checks made to recall information about aberrations, eldritch cults, planar portals, Old God relics, psychic corruption, and magical madness.

In addition, when you use Hunter’s Bane or a similar Blood Hunter feature to track or identify a creature, you can also detect lingering signs of aberrant corruption within 60 feet of you. These signs might appear as warped blood patterns, impossible geometry, whispering cracks in stone, or a taste of iron and cold ash on the tongue.

3rd Level: Rite of the Sealing Brand

You learn to twist your Crimson Rite into a weaponized seal, carving banishment formulae into your own lifeblood before striking.

When you activate your Crimson Rite, you may choose for the rite’s damage type to become psychic or force instead of its normal damage type. While this rite is active, your weapon is wreathed in dull crimson radiance crossed by black sigils.

Once per turn when you hit a creature with a weapon attack empowered by this rite, you can mark it with a Sealing Brand until the start of your next turn.

While marked, the target suffers the following effects:

Sealing Brand Effect

Benefit

Anchored Flesh

The target cannot teleport unless it succeeds on a Charisma saving throw against your Hemocraft DC.

Fractured Link

If the target is charmed, possessed, magically dominated, or under the control of another creature, it has advantage on the next saving throw it makes to end that effect before the start of your next turn.

Unstable Aberration

If the target is an aberration, it takes additional damage equal to one roll of your Hemocraft die the first time each turn you damage it with your Crimson Rite.

You can apply this mark a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

3rd Level: Blood Lantern

You learn to create the signature relic of the Order: a lantern fed by your blood, used to reveal the unreal and cage the creeping edge of planar corruption.

As a bonus action, you may take necrotic damage equal to one roll of your Hemocraft die. This damage cannot be reduced in any way. When you do, you ignite a Blood Lantern that lasts for 10 minutes or until you dismiss it as a bonus action.

The lantern can be a physical object, a sigil burning in your palm, a floating crimson flame, or a rune-lit pistol chamber.

While the Blood Lantern is active, it sheds dim crimson light in a 20-foot radius and grants the following benefits:

Blood Lantern Benefit

Effect

Revealing Glow

You can see invisible creatures and objects within the lantern’s light, provided they are not behind total cover.

False Shape Unmasked

You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect illusions, shapechangers, aberrant disguises, or planar distortions within the light.

Steady the Mind

You and friendly creatures within the lantern’s light gain a bonus to saving throws against being charmed or frightened equal to half your proficiency bonus, rounded up.

Aberrant Flare

Aberrations within the lantern’s light cannot benefit from being invisible against you.

You can use this feature a number of times equal to your Intelligence modifier, minimum of once, and regain all expended uses when you finish a long rest.

7th Level: Mindward Brand

By 7th level, your blood sigils have learned the shape of terror before terror arrives. They burn beneath your skin whenever alien will presses against your thoughts.

You gain resistance to psychic damage.

In addition, you have advantage on saving throws against being charmed, frightened, stunned by psychic effects, or afflicted by magical madness.

Brand of Sanity

When a creature you can see within 30 feet fails an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction and expend one use of your Blood Maledict to fortify its mind.

The creature may immediately reroll the saving throw, adding one roll of your Hemocraft die to the result. It must use the new roll.

If the effect was caused by an aberration, eldritch cultist, Old God relic, or planar entity, the creature also gains temporary hit points equal to your Blood Hunter level.

Lantern Rebuke

While your Blood Lantern is active, any aberration or creature linked to an eldritch patron that starts its turn within the lantern’s light must succeed on a Wisdom saving throw against your Hemocraft DC or have disadvantage on the first attack roll it makes before the end of its turn.

11th Level: Sever the Eldritch Bond

At 11th level, your hemocraft can cut more than flesh. It can sever bargains, psychic leashes, summoning tethers, and invisible chains of influence.

When you hit a creature with a weapon attack empowered by your Crimson Rite, you can invoke Sever the Eldritch Bond. The target takes additional force or psychic damage equal to two rolls of your Hemocraft die, and you choose one of the following effects:

Severance Effect

Result

Break Dominion

If the target is charmed, frightened, possessed, magically dominated, or controlled by another creature, it may immediately make a saving throw against the effect, adding your Intelligence modifier to the roll.

Rupture Summons

If the target was summoned or conjured, it must make a Charisma saving throw against your Hemocraft DC. On a failure, it is banished to its native plane until the end of your next turn.

Disrupt Concentration

The target has disadvantage on the next Constitution saving throw it makes to maintain concentration before the end of your next turn.

Seal the Step

Until the end of your next turn, the target cannot teleport, shift planes, become ethereal, or move through magical portals unless it succeeds on a Charisma saving throw against your Hemocraft DC.

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

If the target is an aberration, you may roll one of the Hemocraft dice twice and use the higher result.

15th Level: Circle of the Locked Threshold

At 15th level, you can spill your blood into a complete warding circle, transforming the battlefield into a prison for things that should not exist.

As an action, you take necrotic damage equal to two rolls of your Hemocraft die. This damage cannot be reduced in any way. You then create a Circle of the Locked Threshold centered on yourself. The circle has a 20-foot radius and lasts for 1 minute, until you are incapacitated, or until you dismiss it, no action required.

While the circle is active:

Circle Effect

Benefit

Planar Lock

Hostile creatures within the circle cannot teleport, shift planes, become ethereal, or leave the circle through magical portals unless they succeed on a Charisma saving throw against your Hemocraft DC.

Mind Shelter

You and friendly creatures within the circle gain resistance to psychic damage and advantage on saving throws against being charmed, frightened, or stunned.

Aberrant Suppression

Aberrations within the circle have disadvantage on saving throws against your Blood Hunter features.

Seal the Breach

If the circle overlaps a magical portal, planar rift, summoning gate, or similar opening, you can attempt to suppress it. Make an Intelligence (Arcana) check against a DC determined by the DM. On a success, the opening is sealed for the duration. If the effect was created by a spell, the DC equals 10 + the spell’s level.

Once you use this feature, you cannot do so again until you finish a long rest unless you expend two uses of Blood Maledict to use it again.

18th Level: Avatar of the Last Seal

At 18th level, you become a living ward against the infinite dark. Your blood burns with the last oath of the Obscura Spire, and your body becomes a walking prison-script.

As a bonus action, you can enter the Avatar of the Last Seal state for 1 minute. While transformed, your eyes burn like eclipsed coals, your wounds shine with crimson script, and your voice carries the final syllables of banishment.

For the duration, you gain the following benefits:

Avatar Benefit

Effect

Eclipsed Body

You gain resistance to psychic, force, necrotic, and radiant damage.

Final Ward

You cannot be charmed, frightened, possessed, magically dominated, or driven mad by magical effects.

Sundering Rite

Once per turn when you hit a creature with a Crimson Rite weapon, you deal additional force or psychic damage equal to two rolls of your Hemocraft die.

Banish the Unmade

When you reduce an aberration, summoned creature, or extraplanar entity to 0 hit points, you can force it to make a Charisma saving throw against your Hemocraft DC. On a failure, it is banished to its native plane or sealed beyond the nearest closed threshold, at the DM’s discretion.

The Door Closes

Hostile creatures within 30 feet of you cannot teleport or shift planes unless they succeed on a Charisma saving throw against your Hemocraft DC.

In addition, while your Blood Lantern is active during this transformation, its radius increases to 40 feet, and friendly creatures within the lantern’s light cannot be surprised by aberrations or invisible creatures.

Once you use this feature, you cannot use it again until you finish a long rest.

Playing an Eclipsed Flame Blood Hunter

Blood Hunters of this order are not merely monster slayers. They are wardens of forbidden doors. They understand that some evils cannot be killed cleanly because death is too ordinary for them. Some must be sealed, forgotten, starved, or tricked into sleeping again.

They often carry unsettling tools: pistols etched with containment runes, glaives wrapped in red thread, bone-handled knives, blackened surgical hooks, lenses filled with clotted vitae, and lanterns that burn without oil. Many tattoo their bodies with partial ward-circles so that, in extremis, they can complete a seal using their own wounds.

Suggested Order Mannerisms

d8

Mannerism

1

You count doorways before entering a room and again before leaving.

2

You never sleep facing a mirror.

3

Your blood sigils glow faintly whenever someone speaks a lie about the stars.

4

You carry a lantern that you claim is “only lit when something is listening.”

5

You quietly mark walls with tiny warding glyphs wherever you rest.

6

You avoid certain nursery rhymes, believing some were taught by things beneath the world.

7

You taste the air before combat, searching for copper, salt, ozone, or wrongness.

8

You refer to aberrations as “unfinished thoughts.”

Suggested Characteristics

Personality Traits

d6

Trait

1

I speak calmly when others panic because fear gives the unseen too many handles.

2

I distrust perfect symmetry. Nothing natural is that eager to be believed.

3

I keep detailed journals of dreams, omens, scars, and impossible coincidences.

4

I am gentle with frightened people and merciless with those who exploit fear.

5

I treat every closed door as a treaty.

6

I laugh at horrors I cannot explain, not because they are funny, but because silence lets them grow teeth.

Ideals

d6

Ideal

1

Containment. Not every victory requires destruction. Some require a lock.

2

Sacrifice. My blood is a small price for a world that still wakes under its own sky.

3

Truth. Madness often begins where cowardice refuses to look.

4

Defiance. The Old Gods are ancient, not inevitable.

5

Protection. The innocent should never learn the true shape of what we fight.

6

Vigilance. A sealed gate is not a solved problem. It is a promise to return.

Bonds

d6

Bond

1

I survived an eldritch incursion that erased everyone else from memory.

2

My lantern contains the last blood of my mentor, who sealed a gate from the wrong side.

3

I hunt the cult that carved a living map into my skin.

4

The Obscura Spire gave me purpose when the world called me cursed.

5

A loved one hears whispers from beyond a sealed threshold, and I seek a cure.

6

I carry the key to a door that must never be opened, though many would kill to find it.

Flaws

d6

Flaw

1

I assume everyone who studies forbidden lore is already compromised.

2

I sometimes choose containment over compassion.

3

I sleep poorly and mistake exhaustion for prophecy.

4

I hide the true danger of my work even from allies who deserve to know.

5

I am tempted by forbidden knowledge if it might help me seal greater horrors.

6

I believe I am already doomed, which makes me reckless with my own life.

Order Equipment and Aesthetics

Members of the Eclipsed Flame favor practical, ritualized gear:

Equipment

Description

Blood Lantern

A lantern, pistol chamber, amulet, or palm sigil fueled by the hunter’s own vitae.

Rune-Scribed Glaive

A reach weapon etched with spiraling containment script.

Arcane Pistol

A firearm modified to fire rite-infused ammunition against aberrant threats.

Seal-Coat

A long coat lined with hidden warding diagrams.

Threshold Nails

Iron, silver, or bone nails used to pin shut doors, coffins, portals, and ritual circles.

Vitreous Lens

A smoky red viewing lens used to identify invisible distortions or psychic residue.

Adventure Hooks

d8

Hook

1

The Obscura Spire sends the character to investigate a village where every newborn has the same birthmark: a sealed eye.

2

A noble house has inherited a door that appears only during eclipses. Something polite keeps knocking from the other side.

3

A cult of the Old Gods has learned how to infect firearms with sentient ammunition.

4

A planar rift opens beneath a cathedral, but the priests insist the singing below is divine.

5

The character’s Blood Lantern begins burning without blood, pointing toward a forgotten seal weakening beneath the sea.

6

A scholar begs for protection after translating a book that now writes back in wet crimson ink.

7

An aberration wears the face of a dead High Seeker and claims the order was founded on a lie.

8

A sealed gate under the Obscura Spire begins counting down in heartbeats only Blood Hunters can hear.

Summary

The Order of the Eclipsed Flame is a battlefield-control and anti-aberration Blood Hunter subclass built around psychic resilience, sealing magic, planar suppression, anti-teleportation control, and protection against madness. It is ideal for characters who want to stand against Old God cults, aberrant horrors, planar breaches, and eldritch corruption without becoming a full spellcaster.

Its central play pattern is wonderfully grim: light the blood lantern, mark the impossible thing, stop it from escaping, cut the connection, and close the door before the universe notices it was open.

"We do not burn to reveal the dark. We burn so the dark remembers the terms of its prison."

Eclipsed Flame Training

When you join this order at 3rd level, you are trained to recognize the anatomy of madness, the grammar of alien magic, and the subtle wound left behind when reality has been cut.

You gain proficiency in Arcana or Investigation. If you already have proficiency in the chosen skill, you gain expertise in it instead.

You also gain proficiency with one of the following:

Proficiency Option

Firearms

Calligrapher’s Supplies

Cartographer’s Tools

Tinker’s Tools

One martial weapon with the Heavy or Reach property

In addition, you learn Deep Speech or Abyssal. If you already know both, you learn one language of your choice.

Aberrant Quarry

You have advantage on Intelligence checks made to recall information about aberrations, eldritch cults, planar portals, Old God relics, psychic corruption, and magical madness.

In addition, when you use Hunter’s Bane or a similar Blood Hunter feature to track or identify a creature, you can also detect lingering signs of aberrant corruption within 60 feet of you. These signs might appear as warped blood patterns, impossible geometry, whispering cracks in stone, or a taste of iron and cold ash on the tongue.

Rite of the Sealing Brand

You learn to twist your Crimson Rite into a weaponized seal, carving banishment formulae into your own lifeblood before striking.

When you activate your Crimson Rite, you may choose for the rite’s damage type to become psychic or force instead of its normal damage type. While this rite is active, your weapon is wreathed in dull crimson radiance crossed by black sigils.

Once per turn when you hit a creature with a weapon attack empowered by this rite, you can mark it with a Sealing Brand until the start of your next turn.

While marked, the target suffers the following effects:

Sealing Brand Effect

Benefit

Anchored Flesh

The target cannot teleport unless it succeeds on a Charisma saving throw against your Hemocraft DC.

Fractured Link

If the target is charmed, possessed, magically dominated, or under the control of another creature, it has advantage on the next saving throw it makes to end that effect before the start of your next turn.

Unstable Aberration

If the target is an aberration, it takes additional damage equal to one roll of your Hemocraft die the first time each turn you damage it with your Crimson Rite.

You can apply this mark a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Blood Lantern

You learn to create the signature relic of the Order: a lantern fed by your blood, used to reveal the unreal and cage the creeping edge of planar corruption.

As a bonus action, you may take necrotic damage equal to one roll of your Hemocraft die. This damage cannot be reduced in any way. When you do, you ignite a Blood Lantern that lasts for 10 minutes or until you dismiss it as a bonus action.

The lantern can be a physical object, a sigil burning in your palm, a floating crimson flame, or a rune-lit pistol chamber.

While the Blood Lantern is active, it sheds dim crimson light in a 20-foot radius and grants the following benefits:

Blood Lantern Benefit

Effect

Revealing Glow

You can see invisible creatures and objects within the lantern’s light, provided they are not behind total cover.

False Shape Unmasked

You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect illusions, shapechangers, aberrant disguises, or planar distortions within the light.

Steady the Mind

You and friendly creatures within the lantern’s light gain a bonus to saving throws against being charmed or frightened equal to half your proficiency bonus, rounded up.

Aberrant Flare

Aberrations within the lantern’s light cannot benefit from being invisible against you.

You can use this feature a number of times equal to your Intelligence modifier, minimum of once, and regain all expended uses when you finish a long rest.

Mindward Brand

By 7th level, your blood sigils have learned the shape of terror before terror arrives. They burn beneath your skin whenever alien will presses against your thoughts.

You gain resistance to psychic damage.

In addition, you have advantage on saving throws against being charmed, frightened, stunned by psychic effects, or afflicted by magical madness.

Brand of Sanity

When a creature you can see within 30 feet fails an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction and expend one use of your Blood Maledict to fortify its mind.

The creature may immediately reroll the saving throw, adding one roll of your Hemocraft die to the result. It must use the new roll.

If the effect was caused by an aberration, eldritch cultist, Old God relic, or planar entity, the creature also gains temporary hit points equal to your Blood Hunter level.

Lantern Rebuke

While your Blood Lantern is active, any aberration or creature linked to an eldritch patron that starts its turn within the lantern’s light must succeed on a Wisdom saving throw against your Hemocraft DC or have disadvantage on the first attack roll it makes before the end of its turn.

Sever the Eldritch Bond

At 11th level, your hemocraft can cut more than flesh. It can sever bargains, psychic leashes, summoning tethers, and invisible chains of influence.

When you hit a creature with a weapon attack empowered by your Crimson Rite, you can invoke Sever the Eldritch Bond. The target takes additional force or psychic damage equal to two rolls of your Hemocraft die, and you choose one of the following effects:

Severance Effect

Result

Break Dominion

If the target is charmed, frightened, possessed, magically dominated, or controlled by another creature, it may immediately make a saving throw against the effect, adding your Intelligence modifier to the roll.

Rupture Summons

If the target was summoned or conjured, it must make a Charisma saving throw against your Hemocraft DC. On a failure, it is banished to its native plane until the end of your next turn.

Disrupt Concentration

The target has disadvantage on the next Constitution saving throw it makes to maintain concentration before the end of your next turn.

Seal the Step

Until the end of your next turn, the target cannot teleport, shift planes, become ethereal, or move through magical portals unless it succeeds on a Charisma saving throw against your Hemocraft DC.

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

If the target is an aberration, you may roll one of the Hemocraft dice twice and use the higher result.

Circle of the Locked Threshold

At 15th level, you can spill your blood into a complete warding circle, transforming the battlefield into a prison for things that should not exist.

As an action, you take necrotic damage equal to two rolls of your Hemocraft die. This damage cannot be reduced in any way. You then create a Circle of the Locked Threshold centered on yourself. The circle has a 20-foot radius and lasts for 1 minute, until you are incapacitated, or until you dismiss it, no action required.

While the circle is active:

Circle Effect

Benefit

Planar Lock

Hostile creatures within the circle cannot teleport, shift planes, become ethereal, or leave the circle through magical portals unless they succeed on a Charisma saving throw against your Hemocraft DC.

Mind Shelter

You and friendly creatures within the circle gain resistance to psychic damage and advantage on saving throws against being charmed, frightened, or stunned.

Aberrant Suppression

Aberrations within the circle have disadvantage on saving throws against your Blood Hunter features.

Seal the Breach

If the circle overlaps a magical portal, planar rift, summoning gate, or similar opening, you can attempt to suppress it. Make an Intelligence (Arcana) check against a DC determined by the DM. On a success, the opening is sealed for the duration. If the effect was created by a spell, the DC equals 10 + the spell’s level.

Once you use this feature, you cannot do so again until you finish a long rest unless you expend two uses of Blood Maledict to use it again.

Avatar of the Last Seal

At 18th level, you become a living ward against the infinite dark. Your blood burns with the last oath of the Obscura Spire, and your body becomes a walking prison-script.

As a bonus action, you can enter the Avatar of the Last Seal state for 1 minute. While transformed, your eyes burn like eclipsed coals, your wounds shine with crimson script, and your voice carries the final syllables of banishment.

For the duration, you gain the following benefits:

Avatar Benefit

Effect

Eclipsed Body

You gain resistance to psychic, force, necrotic, and radiant damage.

Final Ward

You cannot be charmed, frightened, possessed, magically dominated, or driven mad by magical effects.

Sundering Rite

Once per turn when you hit a creature with a Crimson Rite weapon, you deal additional force or psychic damage equal to two rolls of your Hemocraft die.

Banish the Unmade

When you reduce an aberration, summoned creature, or extraplanar entity to 0 hit points, you can force it to make a Charisma saving throw against your Hemocraft DC. On a failure, it is banished to its native plane or sealed beyond the nearest closed threshold, at the DM’s discretion.

The Door Closes

Hostile creatures within 30 feet of you cannot teleport or shift planes unless they succeed on a Charisma saving throw against your Hemocraft DC.

In addition, while your Blood Lantern is active during this transformation, its radius increases to 40 feet, and friendly creatures within the lantern’s light cannot be surprised by aberrations or invisible creatures.

Once you use this feature, you cannot use it again until you finish a long rest.

Order Of The Eclipsed Flame Image

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