Base Class: Blood Hunter
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 the use of one of your arms. It counts as a simple melee weapon with which you are proficient. It deals your deals damage equal to your Hemocraft die on a hit and has the finesse property.
Aberrant Transformation
Starting at 7th level, you gain features more of those creatures with connections to the far realm.
You gain a climbing speed equal to your walking speed. You gain Darkvision out to 60 ft, 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 (They can choose whether or not to respond), 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 3 times. 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).
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 the use of one of your arms. It counts as a simple melee weapon with which you are proficient. It deals your deals damage equal to your Hemocraft die on a hit and has the finesse property.
Abberrant Transformation
Starting at 7th level, you gain features more of those creatures with connections to the far realm.
You gain a climbing speed equal to your walking speed. You gain Darkvision out to 60 ft, 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 (They can choose whether or not to respond), 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 3 times. 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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