Blood Hunter
Base Class: Blood Hunter

Blood Hunters of the Order of the Pale Requiem stand watch at the boundary between death and whatever waits beyond it. They hunt undead creatures, soul thieves, necromancers, possessing spirits, and entities that disturb the rightful passage of the dead.

Members of the order do not merely destroy undead flesh. They study the memories, grief, and unfinished purpose that bind a spirit to the mortal world. Through specialized hemocraft, they can hear echoes left within blood, recognize when a soul has been displaced, and turn the final emotions of the dead into weapons against those who deny mortality.

The order’s rites are somber and ceremonial. Its hunters speak funerary phrases before battle, mark their weapons with ash, and preserve the names of those whose spirits they release. Their Crimson Rites manifest as pale flame, grave-cold mist, or thin spectral threads that hum like distant voices.

Many Pale Requiem hunters are themselves survivors of death. Some were briefly dead before being restored. Others have carried a possessing spirit, escaped a necromancer’s ritual, or watched a loved one return as something hollow and unnatural. These experiences leave them sensitive to the presence of displaced souls and the emotional residue surrounding violent death.

In battle, a Pale Requiem hunter marks enemies with a funerary resonance, suppresses healing and regeneration, protects allies from possession and necrotic power, and calls spectral echoes to harry the living and dead alike. At the height of their power, they become a living requiem—an avatar surrounded by a procession of remembered souls.

Origins in Aetheris

The Order of the Pale Requiem developed wherever death ceased to obey its proper boundaries.

Its oldest traditions are associated with Ozythralis, particularly lands scarred by Shadowfell influence. Early Blood Hunters discovered that undead creatures created near Shadowfell breaches often retained fragments of emotion, identity, or memory. Destroying the body did not always release the soul. In some cases, the spirit merely attached itself to another corpse, relic, or living host.

The first Requiem hunters learned to use hemocraft as a resonant medium. Blood carried memory, and memory could be shaped into a path leading a trapped soul away from the mortal world.

Other branches formed in the Dominion of Kaltheros, the March of Draeven, and the Helbrann League, where battlefield dead, ancestral tombs, and ruined fortresses produced recurring hauntings. These hunters developed disciplined funerary procedures for identifying the dead, recovering names, and preventing mass casualties from becoming necromantic disasters.

In Sahariad, several chapters arose near ancient tomb-cities disturbed after the Comet of Suthakhet. Their rites incorporated desert funerary customs, preservation magic, and strict laws governing the treatment of mortal remains.

The Freeholds of Rhonadral produced a less formal branch composed of grave wardens, battlefield singers, private investigators, and hunters who pursued soul traffickers. These hunters often carried portable memorial books rather than maintaining permanent sanctuaries.

The order’s local chapters are known as Mourning Houses. Each Mourning House maintains a Hall of Names containing records of the dead its members have encountered. Some halls hold thousands of names engraved on stone, metal, bone, glass, or treated parchment.

No universal authority commands the Order. Its unity comes from shared funerary practices and the belief that the dead must not be exploited by the living.

Philosophy and Doctrine

The Order of the Pale Requiem teaches that death is not an enemy. It is a boundary, a release, and an essential ending.

Its members commonly follow the doctrines below.

Every Death Deserves Witness

A life should not vanish without acknowledgment. Even an enemy should be named, recorded, or remembered when circumstances permit.

The Dead Are Not Tools

The order condemns the enslavement of souls, the animation of unwilling remains, and the use of ancestral spirits without consent.

Memory Is Not the Soul

A ghost may possess memories without retaining the complete person who once lived. Hunters must not assume that every familiar voice belongs to the loved one it resembles.

Mercy May Require Destruction

Some spirits cannot be reasoned with or restored. Releasing them may require the destruction of the vessel, memory, or object anchoring them.

Grief Must Move

Sorrow that is never allowed to change becomes a prison. The living must not bind the dead through refusal to accept loss.

The Final Word Belongs to the Dying

Whenever possible, the wishes of the dying should be heard and honored. The order often serves as witness to final confessions, reconciliations, and requests.

The central tension of the Order lies between compassion and detachment. Its hunters must listen to the dead without becoming consumed by them. Many eventually struggle to distinguish their own memories from the echoes they carry.

Visual Identity

Hunters of the Pale Requiem favor practical clothing and armor marked by funerary symbolism.

Common colors include:

  • Ash white
  • Bone gray
  • Black
  • Faded blue
  • Dull silver
  • Deep violet
  • Desaturated crimson
  • Pale gold

Their armor may be polished to a cold, colorless sheen or darkened with soot and grave ash. Many wear long coats, mourning mantles, veils, half-capes, or strips of cloth inscribed with names.

Common equipment includes:

  • Funeral bells
  • Small censers
  • Ash-filled vials
  • Memorial books
  • Silver nails
  • Burial coins
  • Wax seals
  • Bone tokens
  • Fragments of gravestones
  • Black candles
  • Masks representing peaceful death
  • Chains engraved with the names of released spirits

Each hunter bears a Requiem Mark. This may resemble a closed eye, a pale flame, a broken bell, a downward-pointing blade, or a line of musical notation ending in a blood drop.

Weapons are often treated with ash, silver, grave salt, or oil used in funeral ceremonies. Blades may possess hollow channels that whistle when swung, while firearms may produce reports resembling distant bells.

When a Crimson Rite is active, pale light follows the weapon’s edge. Spectral hands may briefly reach from a wound, and the sound of the strike may be followed by a faint whispered name.

Veteran hunters often appear slightly desaturated, particularly after using powerful rites. Their breath may mist in warm air, mirrors may briefly show mourners standing behind them, and animals may become quiet in their presence.

Role in Aetheris

The Order of the Pale Requiem functions as an anti-undead striker, spiritual investigator, and battlefield controller.

On the battlefield, its members:

  • Mark enemies with funerary resonance
  • Suppress healing and regeneration
  • Damage undead, possessing spirits, and soul-bound creatures
  • Protect allies from necrotic damage and possession
  • Expose invisible or incorporeal enemies
  • Interrupt spellcasting and concentration
  • Move through creatures as spectral echoes
  • Punish enemies that rise again after falling

Outside combat, they frequently serve as:

  • Grave wardens
  • Exorcists
  • Investigators of hauntings
  • Battlefield recovery specialists
  • Hunters of necromancers
  • Witnesses to last words
  • Protectors of tombs
  • Searchers for stolen souls
  • Mediators between spirits and descendants
  • Destroyers of cursed relics
  • Recorders of the unidentified dead

Within an adventuring party, a Pale Requiem hunter is most effective when facing one significant enemy, particularly an undead creature, necromancer, fiend, or being sustained through unnatural means.

Subclass Integration

Major Polities

Concord of Veltrion

The Concord recognizes several Mourning Houses as legitimate spiritual and investigative authorities. Their testimony is sometimes admitted in cases involving murder, possession, or necromancy.

March of Draeven

The March uses Pale Requiem hunters to secure battlefields, prevent the creation of undead armies, and investigate supernatural activity around military graves.

Draevenite commanders value their work but sometimes object when hunters refuse to allow strategic use of animated dead.

Helbrann League

Helbranni Mourning Houses protect ancestral crypts, mountain graveyards, and memorial roads. Their hunters are austere and meticulous, recording even hostile dead whenever identification is possible.

Dominion of Kaltheros

Kaltheran Requiem hunters frequently guard ancient tombs, volcanic burial vaults, and relics capable of binding spirits. Some work closely with temple authorities and royal historians.

Volarion Republic

Volarion chapters often serve individual cantons. Their practices differ widely, reflecting local beliefs regarding ancestors, burial, and communal memory.

Freeholds of Rhonadral

Rhonari hunters operate independently as grave wardens, spirit mediators, or bounty hunters pursuing necromancers and soul traffickers. They are less ceremonial but fiercely opposed to the ownership of souls.

Dominion of Xathrin

The Dominion is among the Order’s most hated enemies. Its soul markets, necromantic labor, spiritual enslavement, and infernal contracts violate nearly every Pale Requiem doctrine.

Obsidian Hegemony

The Hegemony’s use of corpse soldiers, soul-bound weapons, and mass sacrifice has led to repeated conflict with the Order.

Evershade Sovereignty

The Evershade Sovereignty treats Pale Requiem hunters cautiously. Spirits influenced by the Feywild do not always follow ordinary assumptions about life, death, or identity.

Organizations, Guilds, and Orders

Likely allies include:

  • Gravekeeper guilds
  • Temple wardens
  • Inquisitors
  • Clerics of death, memory, or judgment
  • Paladin orders
  • Witch hunters
  • Battlefield recovery units
  • Historians and genealogists
  • Relic custodians
  • Monster-hunting lodges
  • Anti-slavery organizations
  • Families seeking missing dead

Religious and Philosophical Movements

The Order maintains no universal faith.

Many members follow deities associated with death, memory, judgment, mercy, or the protection of souls. Others believe death is a natural law that requires no divine interpretation.

The Matron of Ravens is respected by some chapters, particularly those familiar with Skraeling funerary traditions. Other hunters serve within the Celestial Harmony or regional ancestral faiths.

Conflict often arises with religions that animate corpses, preserve rulers beyond death, or claim exclusive authority over mortal souls.

Rival Factions and Enemies

Common enemies include:

  • Necromancers
  • Liches
  • Vampires
  • Possessing spirits
  • Soul traffickers
  • Dominion of Xathrin slavers
  • Obsidian Hegemony corpse-legions
  • Undead cults
  • Fiends that bargain for souls
  • Witches who bind ghosts
  • Sentient cursed weapons
  • Old One cultists who fracture identity
  • Fallen members known as the Hollow Cantors

Subclass Features

Order of the Pale Requiem Features

Blood Hunter Level

Feature

3rd

Requiem Hemocraft, Rite of Pallid Silence, Death’s Echo

7th

Dirgewalker

11th

Soul-Severing Refrain

15th

Procession of the Pale

18th

Incarnation of the Last Requiem

 

Optional Subclass Techniques

The following techniques may be offered as specialized Mourning House teachings, spiritual mutations, downtime rewards, or optional Blood Hunter abilities at the Game Master’s discretion.

Bell of the Unquiet

Prerequisite: Order of the Pale Requiem, 7th level

As an action, you can expend one Requiem Die and ring a funeral bell, strike a weapon against the ground, or speak a funerary phrase.

Until the end of your next turn, invisible undead and incorporeal spirits within 60 feet emit a faint sound audible to you.

This reveals their direction but not their precise location.

Ashen Witness

Prerequisite: Order of the Pale Requiem, 7th level

When examining a corpse, you can expend one Requiem Die to receive a brief sensory impression of the creature’s final minute of life.

You perceive one sound, image, smell, or physical sensation selected by the Game Master.

This impression may be incomplete or distorted by magic, trauma, or decomposition.

Silvered Lament

Prerequisite: Order of the Pale Requiem, 11th level

When you deal damage with a weapon bearing the Rite of Pallid Silence, you can treat the weapon as silvered.

If the target is undead, you can expend one Requiem Die to reroll one damage die from the attack and use either result.

Name the Restless

Prerequisite: Order of the Pale Requiem, 11th level

If you learn the true name or former mortal identity of an undead creature, it has disadvantage on the first saving throw it makes against one of your Order of the Pale Requiem features during each combat.

A creature can suffer this disadvantage only once per combat.

Procession’s Lantern

Prerequisite: Order of the Pale Requiem, 15th level

When you activate Procession of the Pale, choose a point you can see within 60 feet.

You can center the procession on that point instead of yourself. The procession remains stationary for its duration.

Playing This Subclass

The Order of the Pale Requiem is designed as an anti-undead striker, spiritual controller, and defensive support subclass.

Its central combat rhythm involves activating the Rite of Pallid Silence, conserving Requiem Dice for important moments, and using Soul-Severing Refrain against enemies sustained by healing, possession, concentration, or necromantic power.

The subclass is strongest against:

  • Undead creatures
  • Necromancers
  • Regenerating enemies
  • Possessing spirits
  • Invisible or incorporeal creatures
  • Enemies that rely on healing
  • Creatures that repeatedly return from death
  • Spellcasters controlling summoned or animated servants

Requiem Dice offer flexible offensive, defensive, and investigative options. Spending them aggressively on damage can leave the hunter without protection against possession, necrotic damage, or a dying ally.

The subclass is still useful against living enemies, but several features become more effective against undead or soul-bound targets.

The Pale Requiem rewards careful reactions. Echo of the Final Breath, Mourner’s Intercession, Echo of the Grave Bell, and Refusal of the Grave all compete for the hunter’s reaction.

Procession of the Pale allows the hunter to protect a group, but its strongest control effects remain limited to one creature per turn.

Roleplaying This Subclass

Pale Requiem hunters often appear calm, solemn, and observant.

Many maintain personal rituals intended to distinguish their own memories from those of the dead. These might include:

  • Recording dreams every morning
  • Reciting their name and birthplace before sleep
  • Carrying a token associated with childhood
  • Burning a candle after every hunt
  • Refusing to leave a corpse unnamed
  • Washing weapons after speaking with a spirit
  • Ringing a bell before entering a tomb
  • Collecting final messages for surviving relatives
  • Avoiding mirrors after sunset
  • Keeping separate books for personal memories and spirit echoes

Common character themes include:

  • A hunter who returned from death carrying unfamiliar memories
  • A gravekeeper whose cemetery was desecrated
  • A former necromancer seeking redemption
  • A soldier haunted by an unburied battlefield
  • An investigator who hears the last words of murder victims
  • A survivor of possession
  • A hunter whose loved one returned as an undead creature
  • A priest who lost faith but retained a duty to the dead
  • A wanderer who records unidentified corpses
  • A warrior who fears that one of the voices within them is becoming dominant

Common narrative tensions include:

  • Knowing when to release a spirit and when to listen
  • Distinguishing the dead from entities imitating them
  • Respecting funerary customs that conflict with personal beliefs
  • Deciding whether a willing undead creature deserves destruction
  • Carrying secrets revealed by the dead
  • Accepting that resurrection may not always be merciful
  • Confronting institutions that exploit souls for a claimed greater good
  • Recognizing when grief has become obsession

Faction and Organization Connections

Likely allies and patrons include:

  • Mourning Houses
  • Gravekeeper guilds
  • Clerical orders
  • Paladin orders
  • Inquisitors
  • Witch hunters
  • Battlefield recovery units
  • Temple archivists
  • Historians
  • Genealogists
  • Relic wardens
  • Anti-slavery organizations
  • Families searching for missing dead
  • Monster-hunting lodges

Likely enemies include:

  • Dominion of Xathrin soul traffickers
  • Obsidian Hegemony corpse-legions
  • Necromancers
  • Liches
  • Vampires
  • Possessing spirits
  • Infernal bargainers
  • Undead cults
  • Witches who bind souls
  • Sentient cursed weapons
  • The Hollow Cantors
  • Old One cultists
  • Institutions that conceal mass graves
  • Rulers seeking immortality through unwilling sacrifice

Adventure Hooks

  1. The Choir Beneath the City. Hundreds of voices begin singing beneath a major city each midnight. Records reveal that an entire district was built over an unmarked mass grave.
  2. The Empty Resurrection. A respected leader is restored to life, but a Pale Requiem hunter insists that the soul inside the body belongs to someone else.
  3. The Bell That Rings Twice. A funeral bell rings once whenever someone dies in a remote village—and twice when that person will return.
  4. The Missing Names. Names begin disappearing from a Mourning House’s Hall of Names. Each erased person is also vanishing from living memory.
  5. The Kindly Lich. A lich has protected a frontier settlement for generations and asks the Order to defend its phylactery from fanatical destroyers.
  6. The Soldier Who Will Not Fall. A dead army continues marching toward its homeland, carrying the bodies of living prisoners among its ranks.

Notable NPCs

Sevrin Pale, Cantor of the Last Vigil

Sevrin is a human Blood Hunter who oversees a Mourning House near an old Shadowfell breach in Ozythralis.

He is gentle with the grieving and merciless toward soul traffickers. Sevrin has recorded more than four thousand final names in his personal memorial book.

His shadow occasionally mouths words spoken by spirits too weak for others to hear.

Ysoria Venn, the White Bell

Ysoria is a Helbranni hunter who carries a silver funeral bell forged from the armor of fallen companions.

She specializes in mountain hauntings, ancestral curses, and undead creatures buried beneath avalanches.

Ysoria has not spoken aloud in twelve years. She communicates through gestures, written notes, and the different tones of her bell.

Malrec Ossan, the Hollow Cantor

Malrec was once a respected Pale Requiem hunter who believed no memory should ever be allowed to disappear.

He began binding dying souls into his own blood, claiming that he was preserving them. Hundreds of voices now speak through him, and his original personality may no longer exist.

Several Mourning Houses seek to destroy him. Others fear doing so would annihilate every soul he carries.

Balance Notes

Intended Role

Primary role: Striker

Secondary roles: Controller, Support, Anti-Undead Specialist

The subclass focuses on suppressing healing, disrupting undead and spiritual enemies, and protecting allies from death-related effects.

Damage Profile

Sustained damage comes from Crimson Rite and the healing suppression of Rite of Pallid Silence.

Soul-Severing Refrain provides limited burst damage through Requiem Die expenditure.

Last Refrain provides reliable capstone damage once per turn.

Final Silence offers one high-damage control effect during the capstone transformation.

The subclass deals more reliable damage against undead but does not automatically double damage or bypass all resistances.

Survivability

The subclass gains survivability through:

  • Necrotic resistance
  • Damage reduction
  • Protection from possession
  • Temporary hit points
  • Death saving throw support
  • Limited incorporeal movement
  • Procession of the Pale
  • Capstone immunities and resistances

It does not gain heavy armor proficiency, unrestricted healing, or permanent physical damage resistance.

Utility

The subclass provides:

  • Corpse examination
  • Undead identification
  • Spirit communication
  • Possession detection
  • Anti-healing effects
  • Invisibility mitigation
  • Necromantic tether detection
  • Concentration disruption
  • Death saving throw support
  • Limited exorcism effects
  • Investigation of supernatural deaths

Resource Economy

Requiem Dice equal the hunter’s proficiency bonus and return on a long rest.

They power:

  • Defensive reactions
  • Spiritual investigation
  • Teleportation
  • Incorporeal movement
  • Burst damage
  • Control effects
  • Ally protection

Procession of the Pale can be reused by spending three Requiem Dice, creating a major opportunity cost.

Incarnation of the Last Requiem restores one Requiem Die per turn but is limited to once per long rest.

Comparison to Similar Subclasses

The Order of the Pale Requiem shares themes with Grave Clerics, death-oriented Paladins, spirit Bards, and anti-undead Rangers.

Unlike a Cleric, it does not gain full spellcasting, Turn Undead, or broad resurrection magic.

Unlike a Paladin, it lacks Divine Smite, Lay on Hands, and a general saving throw aura.

Unlike a dedicated necromancer, it does not create or command undead.

Its strength lies in weapon combat, anti-healing pressure, spiritual investigation, and limited protection against death and possession.

Summary

The Order of the Pale Requiem is a funerary Blood Hunter tradition devoted to protecting the boundary between the living and the dead.

Its members channel pale hemocraft, record the names of the fallen, suppress unnatural healing, and sever the bonds that allow spirits, undead creatures, and necromancers to defy a rightful end.

Requiem Dice fuel the subclass’s movement, protection, investigation, control, and burst damage. Its strongest effects reward careful resource use and become particularly effective against undead and soul-bound enemies.

Within Aetheris, Pale Requiem hunters serve as grave wardens, exorcists, battlefield witnesses, and relentless enemies of those who enslave mortal souls.

The subclass is best suited to players who enjoy somber supernatural themes, anti-undead combat, spiritual mysteries, reactive support, and the image of a hunter carrying the final songs of the dead.

“When the last voice fades, when the final candle dies, and when no hand remains to close the eyes of the fallen—we will still be there.”
—Vow of the Pale Requiem

Requiem Hemocraft

You have learned to recognize the resonance left behind by death.

Action Type: Passive
Uses: At-will
Duration: Permanent
Scaling: Expands through later subclass features

You gain proficiency in Religion or Investigation. If you already possess proficiency in both skills, you gain proficiency in Medicine instead.

You have advantage on Intelligence checks made to identify:

  • Undead creatures
  • Hauntings
  • Possession
  • Soul-binding magic
  • Necromantic rituals
  • Curses anchored to a corpse or spirit
  • Magic that prevents resurrection
  • Objects containing trapped memories or souls

You can determine whether a corpse within 5 feet died within the past 24 hours, the past week, the past month, or longer ago.

This feature does not automatically reveal the cause of death.

Tongue of the Departed

You learn one language of your choice.

In addition, you can communicate simple ideas with incorporeal undead and disembodied spirits that understand at least one language.

This does not make them friendly or compel them to answer truthfully.

Funerary Focus

You can use a holy symbol, funeral bell, memorial token, Requiem Mark, or weapon bearing an active Crimson Rite as a spellcasting focus for any spells or magical abilities you possess.

Rite of Pallid Silence

You learn the Rite of Pallid Silence as part of your Crimson Rite feature. It does not count against the number of Crimson Rites you know.

Action Type: Part of the bonus action used to activate a Crimson Rite
Uses: At-will, subject to normal Crimson Rite rules
Duration: Until the Crimson Rite ends
Scaling: Additional effects at 11th level

While the rite is active, the weapon’s rite damage is necrotic or radiant damage. You choose the damage type when you activate the rite.

Once during each of your turns when you hit a creature with a weapon bearing the Rite of Pallid Silence, you can mute its vital and spiritual resonance until the start of your next turn.

During that time:

  • The creature cannot benefit from temporary hit points.
  • Any hit points it regains are reduced by an amount equal to your proficiency bonus.
  • It cannot speak above a whisper.

If the target is undead, the reduction to healing equals your proficiency bonus plus your Intelligence modifier.

At 11th level, a creature affected by the rite also has disadvantage on the first death saving throw or Constitution saving throw it makes before the effect ends.

Death’s Echo

You draw fragments of power from the memory left behind when living creatures suffer and die.

Action Type: Passive; various triggered uses
Uses: Requiem Dice equal to your proficiency bonus per long rest
Duration: Varies by effect
Scaling: Requiem Dice become d8s at 11th level and d10s at 18th level

You gain a pool of Requiem Dice equal to your proficiency bonus. These dice are d6s.

You regain all expended Requiem Dice when you finish a long rest.

Your Requiem Dice become d8s at 11th level and d10s at 18th level.

You can expend a Requiem Die to use one of the following echoes.

Echo of the Final Breath

When a creature you can see within 30 feet is reduced to 0 hit points, you can use your reaction and expend one Requiem Die.

Choose yourself or one creature within 30 feet that can hear you.

The chosen creature gains temporary hit points equal to the number rolled plus your Intelligence modifier.

If the fallen creature was undead, the chosen creature also has advantage on the next saving throw it makes before the end of its next turn.

Echo of Unfinished Words

When you make an Insight, Investigation, Medicine, or Religion check involving a corpse, spirit, haunting, or undead creature, you can expend one Requiem Die and add it to the roll.

You can expend the die after seeing the d20 roll but before the outcome is determined.

Echo of the Grave Bell

When a creature you can see within 30 feet makes a saving throw against being charmed, frightened, possessed, or magically compelled, you can use your reaction and expend one Requiem Die.

Add the die to the creature’s saving throw.

You can use this feature after seeing the d20 roll but before the outcome is determined.

Echo of Passing Sorrow

When you deal damage to a creature, you can expend one Requiem Die to prevent it from taking reactions until the start of its next turn.

If the creature is undead or possessed, it also takes radiant damage equal to the result rolled.

Echo of the Remembered Name

When a creature you can see within 30 feet fails a death saving throw, you can use your reaction and expend one Requiem Die.

Subtract the result rolled from any damage the creature takes before the start of its next turn.

If this reduces the damage to 0, the creature does not suffer a death saving throw failure from that damage.

Dirgewalker

You can step through the lingering spiritual impressions left by death.

Action Type: Bonus action or reaction, depending on the chosen option
Uses: One Requiem Die per activated option
Duration: Instantaneous or until the start of your next turn
Scaling: Requiem Dice power later subclass features

You gain resistance to necrotic damage.

You also have advantage on saving throws against possession and magical effects that would alter or remove your memories.

You can expend Requiem Dice in the following ways.

Pale Step

As a bonus action, expend one Requiem Die and teleport up to 30 feet to an unoccupied space you can see.

Your departure or destination must be within 5 feet of:

  • A corpse
  • An undead creature
  • A creature below half its hit point maximum
  • A memorial, grave, or funerary object
  • An area of dim light or darkness

Until the start of your next turn, opportunity attacks against you are made with disadvantage.

Processional Passage

When you move, you can expend one Requiem Die to become partially incorporeal until the end of the current turn.

During this time:

  • You can move through other creatures as though they were difficult terrain.
  • You can move through nonmagical objects no more than 5 feet thick.
  • You do not provoke opportunity attacks from undead creatures.

If you end your turn inside an object, you are moved to the nearest unoccupied space and take force damage equal to one roll of your Hemocraft die.

Mourner’s Intercession

When an ally you can see within 30 feet takes necrotic, psychic, or radiant damage, you can use your reaction and expend one Requiem Die.

Reduce the damage by the result rolled plus your Intelligence modifier.

If the damage was caused by an undead creature, fiend, or possessing spirit, you can move up to 10 feet toward the ally without provoking opportunity attacks.

Pursuit Beyond Death

When an undead creature or a creature affected by your Rite of Pallid Silence moves more than 15 feet away from you, you can use your reaction and expend one Requiem Die.

Move up to half your speed toward it.

This movement does not provoke opportunity attacks from the triggering creature.

Soul-Severing Refrain

Your attacks can cut the unnatural bonds connecting body, soul, and necromantic power.

Action Type: Part of a successful weapon attack
Uses: One Requiem Die per use
Duration: Instantaneous, with secondary effects generally lasting until the start of your next turn
Scaling: Requiem Dice are d8s at this level

Once during each of your turns when you hit a creature with a weapon bearing an active Crimson Rite, you can expend one Requiem Die to deliver a Soul-Severing Refrain.

The attack deals additional radiant or necrotic damage equal to two rolls of your Requiem Die.

If the weapon bears the Rite of Pallid Silence, the additional damage increases to three rolls of your Requiem Die.

You then choose one of the following refrains.

Refrain of Release

If the target is charmed, frightened, possessed, or magically compelled, it can immediately repeat one saving throw against one such effect.

The creature adds your Requiem Die result to the saving throw.

If the target is hostile and benefiting from such an effect voluntarily, it instead subtracts the die result from the saving throw.

Refrain of Severance

The target must succeed on a Charisma saving throw against your Hemocraft save DC.

On a failed save, it cannot possess another creature, enter an object, become ethereal, or travel to another plane until the start of your next turn.

Refrain of Stillness

The target cannot regain hit points until the start of your next turn.

If it is undead, any regeneration trait it possesses is also suppressed for the duration.

Refrain of Unmasking

Until the start of your next turn:

  • The target cannot benefit from invisibility against you.
  • You know whether the target is possessed or carrying a bound soul.
  • Illusions do not conceal its creature type from you.
  • Shapechanging does not prevent you from recognizing it as the same creature.

Refrain of Ruptured Command

If the target is concentrating on a spell or controls one or more undead creatures, it must make a Constitution saving throw against your Hemocraft save DC.

On a failed save, it loses concentration.

If it is not concentrating but controls undead through a magical feature, one undead creature of your choice under its control cannot take actions or reactions until the start of your next turn.

Refrain of Finality

If the attack reduces the target to 0 hit points, the target cannot return to life, reform, regenerate, or possess another body until the start of your next turn.

At the Game Master’s discretion, this may provide enough time to destroy a phylactery, sever a tether, complete a funeral rite, or otherwise prevent the creature’s return.

This feature does not permanently negate artifact-level or deity-level resurrection effects by itself.

Procession of the Pale

You summon a host of remembered dead whose presence protects the living and terrifies those who exploit death.

Action Type: Bonus action
Uses: Once per long rest; additional uses by expending three Requiem Dice
Duration: 1 minute
Scaling: None

As a bonus action, you create a 20-foot-radius Procession of the Pale centered on yourself.

The procession moves with you and lasts for 1 minute. It ends early if you are incapacitated or dismiss it as a bonus action.

Spectral mourners, pale lanterns, drifting veils, and half-seen figures move through the area. These manifestations cannot be harmed or physically interacted with.

You and friendly creatures within the procession gain the following benefits:

  • Resistance to necrotic damage
  • Advantage on saving throws against being charmed, frightened, or possessed
  • Advantage on death saving throws
  • The ability to perceive invisible undead and incorporeal spirits as faint outlines
  • Immunity to magical effects that would prevent the creature from speaking its own name
  • Temporary hit points equal to your Intelligence modifier at the start of each of the creature’s turns, provided it has no temporary hit points

Hostile undead creatures and possessing spirits treat the area as difficult terrain.

Toll of the Procession

When a hostile creature enters the procession for the first time on a turn or begins its turn there, you can force it to make a Wisdom saving throw against your Hemocraft save DC.

On a failed save, it takes radiant or necrotic damage equal to one roll of your Hemocraft die and cannot take reactions until the start of its next turn.

You choose the damage type when the creature fails the saving throw.

An undead creature makes this saving throw with disadvantage.

You can force only one creature to make this saving throw during each turn.

Refusal of the Grave

When a friendly creature within the procession would be reduced to 0 hit points but not killed outright, you can use your reaction and expend one Requiem Die.

The creature is instead reduced to 1 hit point and can immediately move up to 10 feet without provoking opportunity attacks.

Once a creature benefits from Refusal of the Grave, it cannot benefit from it again until it finishes a long rest.

Once you use Procession of the Pale, you cannot use it again until you finish a long rest unless you expend three Requiem Dice to activate it again.

Incarnation of the Last Requiem

You become a living vessel for the final memory carried by every soul you have released.

Action Type: Bonus action
Uses: Once per long rest
Duration: 1 minute
Scaling: Final subclass feature

As a bonus action, you assume the form of an Incarnation of the Last Requiem for 1 minute.

The transformation ends early if you are incapacitated or dismiss it as a bonus action.

When you transform, your body becomes pale and partially translucent. A spectral procession surrounds you, and your voice carries layered echoes of remembered names.

While transformed, you gain the following benefits.

Deathless Cantor

You are immune to necrotic damage, the frightened condition, and possession.

You have resistance to radiant and psychic damage.

You do not need to breathe.

Wraithlike Passage

You can move through creatures and objects as though they were difficult terrain.

If you end your turn inside a creature or object, you take 1d10 force damage and are moved to the nearest unoccupied space.

Sight of the Final Threshold

You gain truesight to a range of 30 feet.

You automatically perceive:

  • Invisible undead
  • Possessing spirits
  • Creatures whose souls are magically displaced
  • Active necromantic tethers
  • Objects containing bound souls

This sense reveals the presence of such effects but not necessarily how to end them.

Last Refrain

Once during each of your turns when you hit a creature with a weapon attack, the attack deals an additional 2d8 radiant or necrotic damage.

If you use Soul-Severing Refrain on the same attack, this additional damage becomes 4d8.

Choir of the Remembered

At the start of each of your turns, choose yourself or one friendly creature within 30 feet.

The chosen creature gains one of the following benefits until the start of your next turn:

  • It cannot be charmed or frightened.
  • It gains resistance to necrotic and psychic damage.
  • It can perceive invisible and incorporeal creatures.
  • It adds your Intelligence modifier to its next death saving throw.
  • It gains temporary hit points equal to one roll of your Requiem Die.

Requiem Without End

At the start of each of your turns, you regain one expended Requiem Die.

You cannot have more Requiem Dice than your proficiency bonus.

Final Silence

Once during the transformation, when a hostile creature you can see within 60 feet is reduced to 0 hit points, attempts to possess a creature, or attempts to return from death, you can invoke Final Silence without using an action.

The creature must make a Charisma saving throw against your Hemocraft save DC.

On a failed save:

  • It takes 6d10 radiant or necrotic damage, chosen by you.
  • It cannot regain hit points until the end of your next turn.
  • It cannot teleport, become ethereal, possess another creature, or travel to another plane until the end of your next turn.
  • If it is undead and currently at 0 hit points, it cannot activate a trait that would return it to life or restore it to consciousness during that time.

On a successful save, it takes half as much damage and cannot regain hit points until the start of your next turn.

Once you use Incarnation of the Last Requiem, you cannot use it again until you finish a long rest.

Order Of The Pale Requiem Image

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