Base Class: Blood Hunter (archived)
The members of the Order of the Warped Ones take on aspects of beings beyond our world. Mind Flayers, Beholders, and all manner of otherworldly creatures. For these beings hold the secrets to moving beyond the physical form. Elder members of the order are hardly comparable to other creatures. Possessing a maddening degree of intelligence, and a logic that is nothing short of twisted. However through this fractured understanding of our world, and this twisted way of perceiving it, they claim to have an understanding of all things far keener than our own.
Improved Rite of the Oracle
Beginning at 3rd level when you join this order, you are taught the Rite of the Oracle esoteric rite. When you use this rite, you gain the following benefits:
- You have resistance to psychic damage.
- You are aware of any creature within 100 feet of you that is not behind total cover that has telepathy.
- Your weapon deals an additional hemocraft die of damage to Aberrations.
Alien Mind
Also at 3rd level, your mind has become inscrutable and strange. You have advantage on Charisma (Deception) checks. Additionally, you can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Maddening Touch
Beginning at 7th level, your touch grants a creature forbidden truth that it cannot handle. As an action, you can touch the skin of a creature. That creature must make an Intelligence saving throw against your Hunter's Bane save DC. On a failed save, roll on the Delusion table, featured below, to see what happens to it.
| D6 | Effect |
| 1 | The maddened creature grows paranoid, becoming sure that anyone near it is a threat and you are its only friend. It is charmed by you, and must use its action before moving on each of its turns to make a melee attack against a creature other than itself. |
| 2 | The maddened creature becomes convinced that to open its eyes is to welcome death into its skull. It cannot open its eyes and is blinded. |
| 3 | The maddened creature becomes enthralled by you. It has disadvantage on Wisdom (Perception) checks to perceive anyone other than you, and is charmed by you. |
| 4 | The maddened creature loses the ability to move its body. It is paralyzed. |
| 5 | The maddened creature feels its body double in weight. Strength attacks it makes only deal half damage. |
| 6 | The maddened creature becomes pliable to your will. As a reaction to it suffering from this delusion, you can issue a suggestion consisting of only a few sentences. The maddened creature will do its best to follow your suggestion. The suggestion must be made per the rules of the suggestion spell. |
A creature can remake its save at the end of its turn, ending the effect on a success. You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses upon completing a short or long rest.
Brand of Screaming Whispers
Beginning at 11th level, your brand fills a creature's mind with the whispers of its doubts and fears. A branded creature's speed is reduced by half as it clutches its ears and reels from the experience.
Blood Curse of Writhing Tendrils
Beginning at 15th level, your blood curse can cause a creatures blood to squirm and fight it. You gain the blood curse of Writhing Tendrils for your Blood Maledict feature. This does not count against your blood curses known.
Blood Curse of Writhing Tendrils
Prerequisite: 15th level Order of the Warped One
As a bonus action, curse the blood of a creature you can see within 30 feet to writhe beneath its skin, like foul tendrils. The creature must make a Constitution saving throw. On a failed save, it takes 1d10 necrotic damage and is poisoned, as its body is assaulted by the experience. The target can remake the save at the end of its turn. On a success, the curse ends.
Amplify. The cursed creature takes an additional 2d10 necrotic damage, and takes damage again each time it fails the constitution saving throw.
Lumenwood Form
Beginning at 18th level, you have ascended to a level beyond common creatures. Your physical form twists and changes with the power of aberrations, and although you are horrifying to behold, your mind and body have become all the more powerful because of it. You gain the following benefits.
- Your Intelligence score increases by 2, as does your Intelligence maximum.
- You are immune to psychic damage.
- When you speak to a creature telepathically, you can instead subject them to your Maddening Touch feature. Contacting them telepathically counts as fuflilling the requirement of touching them for the purpose of your Maddening Touch feature.
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