Base Class: Blood Hunter (archived)
The Order of the Fey Hunters know the Fey do not belong on the material plane. They are driven the expel all Fey creatures back to the Feywild or destroy them entirely. They believe Fey are corrupters and and treacherous. Fey Hunters are not trusted by anyone with Elf blood since some Fey Hunter extremists see Elves as Fey puppets trying to take over the material realm.
Rite of the Wild Hunt
When you join this order at 3rd level, you learn the esoteric rite Rite of the Wild Hunt (detailed below).
Rite of the Wild Hunt. Your rite damage is increased by your Wisdom modifier. The damage you suffer from activating this rite is halved.
If you hit an Fey creature with your Rite of the Wild Hunt, it suffers additional damage equal to your double Wisdom modifier.
Upon reaching 11th level, any creature you hit with your Rite of the Wild Hunt suffers this additional damage.
From Whence You Came
Beginning at 7th level, you can forcefully send Fey creatures back to the Feywild. The Fey creature rolls a Wisdom saving throw vs a dc of 5 + Wis modifier.
In addition, you can spend 3 hp to increase the dc by 1, can be used multiple times.
At level 15, if the ability is used successfully on a non Fey creature the creature is stunned.
Rift Chaser
Upon reaching 11th level, you've learned the teleport short distances to hunt your prey. you may teleport as a bonus action up to 20ft.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.
At level 16 your teleport uses is doubled.
True Sight
At 15th level, you can see through illusions up to 30 feet, as well as see invisible creatures and objects up to 30 feet.
Archfey Blood Curse
Upon reaching 18th level, your blood is almost magical itself, you gain 3 more attribute points of your choice, you learn Sylvan and Elvish automatically. You can sense any Fey creatures within 30 ft and can roll an int roll to know any abilities of any Fey creature you are facing.
When you make a Death Saving throw and fail, even a 1, you can change the failure to a success and treat it as if it is your 3rd success automatically gaining 1 hit point. The third time you use this ability you will become a Fey creature yourself and will register as so to anyone who can sense creatures by types, other Fey Hunters automatically sense you if they are within 60 ft.
If you use this ability a fourth time the very next time you hit 0 hp you do not get to roll any death saving throws, your enchanted blood summons an Archfey who will take you to the Feywild to turn your into the very thing you hated most.
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