Base Class: Blood Hunter
The Cult of the Far Realm is an order of cultists dedicated to one of the many eldritch entities found in the Far Realm. Bloodhunter Cultists use the powers of these entities to enhance their hemocraft and hunting ability, by allowing their foreign and devastating power to manipulate theirs bodies. With their mutated forms cultists fight the most vicious of enemies with no fear. Overtime their mutations begin to effect their brain mutating their hemocraft and strengthening their mind.
Weaponized Appendage
When you choose this order at 3rd level your body begins to change.
You gain a weaponized appendage which comes in a form you choose. Your appendage hides inside of you, and can be brought out using a bonus action. While your appendage is active you lose use of one of your arms. You can use the appendage to attack. you are proficient with your appendage, use your intelligence modifier for attack and damage rolls, and its damage die is the same as your crimson rite die. Additionally, you're fine tuned with this weapon as it is part of you, you can score a critical hit on a 19 or a 20.
Your weapon gain the benefits of your chosen fighting style.
Aberrant Transformation
Starting at 7th level, you gain features more of those creatures with connections to the far realm.
Your movement speed increases by 10ft, and you have a climbing speed equal to your walking speed. You gain Darkvision out to 60ft, and Blindsight out to 5 ft.
Brand of the Great Old Ones
Beginning at 11th level, your Brand of Castigation now lets you tap into a creatures mind.
While your brand is on a creature you can telepathically communicate with them, and know exactly where they are. in addition, the branded creature has disadvantage on attacks against you.
Blood Curse of the Great Old Ones
Starting at 15th level, you tap into your mental abilities and rack peoples minds. You gain the Blood Curse of The Old Ones for your Blood Maledict feature. This doesn't count against your number of blood curses known.
Blood Curse of the Great Old Ones
As a Bonus Action, you can cause a creature to peer into the far realm. Choose a creature within 30ft of you, and they become frightened of you. The frightened creature can make a Wisdom saving throw (DC= 8+proficiency+ Intelligence modifier) at the end of each of its turns ending the condition.
Amplify. The cursed creature suffers 4d6 psychic damage, and suffers this damage every time it fails its Wisdom saving throw to end the curse at the end of its turns.
Enhanced Mind
Starting at 18th level, your transformations improve your mind to horrific levels. Your intelligence increase by 4. Your Maximum for intelligence is 24.
You can cast the Detect Thoughts spell a number of times equal to your Intelligence modifier. You regain the ability to do so at the end of a long rest, or you can cast the spell more times by suffering your own mind. Each time you cast this spell beyond the allotment roll on the Short-Term Madness Table (Found in the DMG).
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