Base Class: Blood Hunter (archived)
The Order of the Sigil is the newest of the Claret Orders it came about when a group within the Profane Soul decided to do research into the age of Arcanum in order to uncover the secrets of the dark mages who caused the divergence, this lead to the discovery of sigils of immense power, the building blocks of the first Arcane magic. Now the order of the Sigil uses these age old tools of destruction to protect the world from those who would abuse the powers of magic, and to slay any aberrant creature that may threaten the people of the world.
Sigils
You begin to uncover ancient glyphs that temporarily grant you magical abilities.
Beginning at 3rd level, you choose to learn two Sigils. Your sigil options are detailed at the end of this order description. You gain an additional sigil at 7th level, 11th level, 15th level, and 18th level.
Additionally, when you gain a new sigil, you can choose one of the sigils you already know and replace it with another sigil.
Any of the Sigil abilities that involve casting spells do not require any components. Your spell save DC for these spells is 8+proficiency bonus+intelligence mod your spell attack bonus is your proficiency bonus plus your intelligence modifier.
Glyph Keeper
Upon reaching 7th level, you can use your sigils twice per short or long rest. Each sigil still takes a separate bonus action to activate.
Once you reach 15th level, you can now use three sigils per short rest or long rest.
Additionally you can use a bonus action to hold your weapon close to any writing, when you do this your weapon begins to glow and you can then read the writing however this does not decipher codes such as theives' cant, it merely allows you to read languages as if you understood them.
Arcane Embossing
Beginning at 11th level, you can use a bonus action to to take 1d4 plus your constitution modifier damage and also lower your maximum hit points by that amount to imbue a weapon that you are not using with one of your sigils once this sigil is used your maximum hit points return to their previous amount.
Once you use this feature you can not use it again until you finish a short ot long rest.
Additionally you can now use your sigils as a free action.
Fortified Mind
At 15th level, your mind has grown accustomed to the dangers of eldritch knowledge and other interferences of the mind, ignoring their corroding effects. You gain immunity to psychic damage and the stunned condition.
Glyph Keeper
Upon reaching 15th level, when you activate sigils, you can now activate up to three per short or long rest. They can be used with overlapping effects however using the same sigil twice within it's duration does not stack the effect.
Bloodforged Runes
At 18th level, you have uncovered either through study or as a gift from your order four ancient and powerful sigils which you can only use once a day causing you to take 1d10 plus your constitution modifier damage which can only be healed by a long rest. These Sigils and their effects are;
Sutura: cast power word heal
Mori: cast power word kill
Oszołomić: cast power word stun
Dręczyc: cast power word pain
Additionally you gain access to an Esoteric Rite of your choice.
Sigils
You can take a short rest to engrave any number of the sigils you know into a weapon of your choice, however these sigils are linked to you and can only be activated by you. These sigils take a bonus action to activate and can only be used once per short or long rest.
These Sigils are presented in alphabetical order. Some Sigils require a number of levels in blood hunter before you can gain the formula. You can learn a Sigil at the same time you meet its prerequisites.
Adroit
You can take the dash, dodge, dissengage or hide action.
Aegis
You cast the spell shield on yourself.
Aether
Prerequisite: 5th level
You cast blink on yourself
Animagi
Prerequisite: 11th level
You can cast polymorph on yourself
Audaces
Prerequisite: 7th level
You may use your crimson rite without taking damage however this only lasts one minute
Besiddelse
Prerequisites:11th level
You can cast dominate person.
Corpulence
You heal half the damage you deal this round.
Decisis
Prerequisite: 11th level
When you land a critical hit you can choose to quadruple your damage instead of doubling it however the next critical against you has the same effect. You can alternatively choose to undo a critical that you roll if you do the next critical that hits you is undone (this effect stacks)
Devestation
You cast cloud of daggers
Eldingu
Prerequisite: Rite of the Storm
You cast the spell Lightning Bolt.
Ferocitas
Prerequisites:Blood Rite must be activated
You roll an extra damage die for your blood rite damage for one minute
Fortuna
You can cast the spell bless
Gressus
You cast the spell misty step
Ignis
Prerequisite:Rite of the Flame
You cast the spell Fireball
Mráz
Prerequisite: Rite of Frost
You cast the spell Cone of Cold
Pacem
You cast the spell Calm Emotions
Para Bellum
You cast the spell Enhance Ability
Penance
You can cast the spell bane
Plague
You summon a swarm of rats with additional hit points equal to 2d8 plus your constitution modifier
Quarry
You cast the spell hunter's mark
Sable
You can cast darkness centered on yourself you are not affected by the spell
Stare
Prerequisites: level 11
You become immune to an amount of damage types equal to your constitution modifier of your choice, you are vulnerable to all other types of damage.
Tiempo
You cast the spell haste
Vehement
After activating this sigil as a bonus action when you hit with an attack, you can cast eldritch blast at advantage
Vindicta
You can cast the spell hellish rebuke.
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