Base Class: Blood Hunter (archived)
A once grand and illustrious order, which had mysteriously fallen out of practice an odd 200 or so years prior to the more modern Orders' rise to infamy. The few members which remain have been taught in secrecy, as the sole survivors are too few and far in-between to risk another collapse. The Order of the Abyss specialize in the manipulation of life force, whether that be their own, or that of their foes.
Through the siphoning of blood, Abyss Hunters can strip away a creature's strength and use it to hasten the process of their hunt, felling monsters with the very same power they used to terrorize innocents. However, such a power comes at a cost, and many of this Order have fallen victim to the very nature of the things they swore to destroy, becoming monsters themselves in the process.
Rite of the Stars
When you join this order at 3rd level, you learn the esoteric rite Rite of the Stars (detailed below).
Rite of the Stars. Your rite damage is slashing type, which counts as magical. The damage you suffer from activating this rite is halved.
If you hit a creature which you've stolen a feature from with your Rite of the Stars, it suffers additional slashing damage equal to your Wisdom modifier.
Upon reaching 11th level, weapons imbibed with your Rite of the Stars ignore resistance and immunity to slashing damage.
Abyssal Hunger
Also at 3rd level, you gain the ability to plunder the abilities of creatures which have been struck by your weapon. As a free action after successfully making a melee attack, you reach into the very core of your target and begin pulling away at their essence. Listed below are a few of the things you may steal from a creature, at your DM's discretion:
Monster Features:
You rip away at an aspect of the creature you just struck. Your DM must give you a short list of abilities the creature has, which you then choose one of to take for yourself. Once a feature is stolen, you cannot take another until discarding the one you currently have as a bonus action, or by taking a short/long rest. Your body may take on some physical changes to accommodate the new traits, such as your skin erupting in magic runes (Magic Resistance), or a pair of horns sprouting from your forehead (Gore Attack).
Monster Aspects:
If a creature does not have something suitable for you to take, you may instead opt to steal one of their senses, proficiencies, or resistances. This follows the same rules as the above ability, with the exception that you cannot steal something a creature only has one of, and requires as a basic bodily function. (So if a creature has only blindsight, you're incapable of stealing that sense from them. In the same vein of thought, a creature which has only one type of speed should be incapable of having one of their "speeds" taken from them.)
Vitae Caminus
Beginning at 7th level, your control over the flow of blood has grown into something far greater. As a bonus action, you can expel your blood and mold it into a melee weapon with which you are proficient. This weapon's damage counts as magical for the purpose of overcoming resistance, and you cannot be disarmed unless willing to part with it. Summoning this weapon from your blood causes you to take 1d10 necrotic damage. As a free action, you may dispel the weapon and re-absorb it in order to regain your lost health.
Successful attacks with this weapon deal an additional 1d4 necrotic damage. This damage bonus increases to 1d6 at 15th level.
You can perform a one-hour ritual to copy the properties of a non-sentient weapon. If the weapon is magic, it is absorbed into your blood during this process and its enchantments are imparted to your summoned weapon instead. Only one magical weapon can be consumed like this at a time, and performing the ritual on another magical weapon will cause you to permanently lose whatever enchantments you last absorbed.
Supernal Bloodlust
Attuning oneself to the life force of others comes with a few...consequences, some of which have been demonstrated with increasingly aggressive tendencies.
Starting at 11th level, you gain blindsight to a range of 30 feet, and ignore the invisible condition of creatures which harbor blood within their bodies. This form of blindsight causes you to view things in varying shades of gray and red, with a creature's circulatory system showing through their silhouette if they have one.
In addition, the amount of creature features you can steal with your "Abyssal Hunger" feature increases by one, to a maximum of two.
Blood Drinker
At 15th level, your mastery over the manipulation of life force improves even further, allowing you to feed off the suffering of your foes in order to replenish stamina.
You gain access to a new blood curse for your Blood Maledict feature, Blood Curse of Crimson Thirst. This does not count against your Blood Curses known.
Blood Curse of Crimson Thirst. Whenever you deal damage with Vitae Caminus, you can use your reaction to heal HP equal to the slashing, piercing, and bludgeoning damage dealt. If this healing would cause you to exceed your maximum hit points, you instead gain temporary HP equal to the excess, which expires upon taking a short or long rest.
Amplify. You can designate an allied creature within 30 feet of you to receive the healing in your stead, with the exception that the excess is no longer converted into temporary health.
Additionally, your body has grown more resilient and hardy in response to the disease and toxin-addled blood it's been forced to intake on a regular basis. You now have advantage on saving throws against disease, and are immune to both poison damage and the poisoned condition.
Sanguine Exchange
At 18th level, your mastery over the crimson ichor has reached its apex, and as a result, you can now shunt the pain that comes with being a Blood Hunter unto others, if only for the briefest of moments.
Creatures that have had their abilities stolen by your "Abyssal Hunger" feature are now afflicted with the Flayed condition, the effects of which are detailed below:
- Activating your Crimson Rite or using Vitae Caminus while within 30 feet of a creature afflicted with Flayed will cause it to take half of the associated damage in your stead.
- Any time you would be inflicted with the charmed, incapacitated, paralyzed, petrified, poisoned, or stunned conditions, you can use your reaction to instead force a Flayed creature within 30 feet to take them in your place. If multiple creatures qualify, you may choose which one is affected by this feature.
- Killing a Flayed creature with Vitae Caminus will grant the weapon a bonus to damage rolls equal to the creature's CON modifier (minimum of one). This effect lasts one minute, or until another Flayed creature is killed in a similar manner.
Additionally, the amount of creature features you can steal with your "Abyssal Hunger" feature increases by one, to a maximum of three.
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Posted Jun 30, 2020awsome