Base Class: Blood Hunter
This order of blood hunters contemplates the mysteries of the great nightmares within the Feywilds, binding themselves to ancient, lunar magics.
Phantom Aspect
When you join this order at 3rd level, you learn to manifest the shadowed aspect of your darker nature, causing incoming blows to pass harmlessly through you.
When you are hit by an attack, you can use your reaction to suffer damage equal to half your blood hunter level (rounded up). When you do so, your AC is increased by an amount equal to your proficiency bonus until the beginning of your next turn.
Eclipse Walker
Beginning at 3rd level, you unlock a minor mastery over gravitational force, allowing for true freedom of movement over most terrain.
While channeling a crimson rite through your weaponry, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free, and have a climbing speed equal to your walking speed.
Incarnate Shade
Upon reaching 7th level, you learn to split fragments of your own shadow to take form as clones beside you.
As an action, you can expend a use of your blood maledict feature to magically manifest a clone of yourself in an unoccupied space you can see within 15 feet of you. If you opt to amplify this feature, you take damage equal to your blood hunter level, but summon more clones (2 at 7th level, 3 at 13th level and 4 at 17th level). These clones are magical, negative-light manifestations of you that last until they are destroyed, you dismiss them as a free action, or until 10 minutes have passed.
Your clones have an AC of 12 + your proficiency bonus. Their health is equal to twice your blood hunter level. They have immunity to all conditions, resistance to non-magical damage, and immunity to your active Crimson Rite element. If they have to make a saving throw, they use your saving throw bonus for the roll. They are the same size as you, and occupy their own space. On your turn, you can mentally command the clones to move up to 30 feet in any direction (no action required).
You can use your clones in the following ways:
- As a bonus action, you can teleport, magically swapping places with a clone at a cost of half of your movement, provided you can make line-of-sight with it.
- When you take the Attack action on your turn, each clone can make a single melee attack from their position in addition to your strikes. If you have no viable targets, you can choose to allocate one clone to make two attacks instead.
- When a creature that you can see within 5 feet of your clone moves at least 5 feet away from it, you can use your reaction to let the clone make an opportunity attack against that creature.
- You have advantage on perception checks involving vision and/or hearing while you have clones manifested, and are examining the same subject or environment.
These clones are somewhat unique for magical constructs. They are for all intents and purposes, you. They share your ability scores and skills mechanics-wise, yet they have your personality. Though they cannot disobey a command from the hunter, they are not mindless thralls - they think, speak and act in a manner identical to how you might in any given situation. Though not able to invoke any class features unique to your person, they can interact with the world in a tangible way, besides just being an extra body in a brawl. Any experiences they engage in while manifested, upon their death or dismissal, flood the mind of the hunter like a fresh memory.
Phantom Overdrive
Beginning at 11th level, your ability to let attacks pass through your form intensifies.
During a round in which your Phantom Aspect feature is active, you gain advantage on Dexterity saving throws - furthermore, you take no damage on a success and half damage on a fail (only while this feature is active).
In addition, you learn to reverse this power, pushing yourself through objects in an active manner.
You can expend one use of your blood maledict feature to move through objects as if they were difficult terrain. If your vision is immersed within the object, you are blinded for the duration. You take 1d10 force damage if you end your turn inside an object. If you are inside an object when this feature ends, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved. This feature lasts for a number of rounds equal to your Intelligence modifier (minimum of 1 round). You cannot move through creatures with this feature.
Phantom Pain
At 15th level, a creature afflicted with your Brand of Castigation triggers the psychic damage when attacking your clones or allies within 5ft of your clones.
Hollow Exile
Starting at 14th level, the dark side of the moon falls upon you, refusing to let you fall. When you have to make a death saving throw at the start of your turn, you can instead be stolen away your hollow realm in the shadowlands, for 1 round. At the start of your next turn, you return standing to a spot 5 feet from where you disappeared, and you regain hit points equal to half your hit point maximum. Each creature of your choice that is within 30 feet of you takes force damage equal to 2d8 + your Charisma modifier, and it is frightened until the end of the current turn.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
3/20/2020 4:24:50 PM
|
22
|
1
|
--
|
Coming Soon
|
|
|
4/4/2020 12:03:10 AM
|
40
|
3
|
--
|
Coming Soon
|
Comments