Base Class: Blood Hunter
Hunters of creatures from the far realm, the members of the Order of the Otherworldly train their mental abilities and enhance their mental capabilities via blood magic, achieving abilities previously only unlocked by chance. They work to counteract the abilities of creatures such as Mindflayers, Aboleths, and Beholders, and when a Bloodhunter joins the order of the otherworldly they begin going through great and rigorous mental training combined with powerful blood magic ceremonies, unlocking abilities few humanoids are aware of. Though because of the difficulty in joining many recruits who fail their training go insane.
Mental Endurance
Because of your rigorous training, your mind has evolved to an almost inhuman level, when you join this order at 3rd level you gain resistance to psychic damage and on saving throws against enchantment magic.
Additionally, whenever a creature uses a psionic ability against you or you use a psionic ability on a creature that can use psionic abilities (such as the Mind Flayer’s Spellcasting), both creatures must roll an intelligence saving throw, the creature who rolled the lowest takes 1d10 psychic damage. If the creature that triggered the save rolled the lowest, that action’s effect no longer happens. All features of this subclass are considered Psionic.
Telekinesis
Starting when you join this order at 3rd level you learn to psionically interact with a solid object you can see. As a bonus action, you can target one non-living object you can see of a size you could normally hold, you can mentally interact with it to do one of the following actions:
Pull: The target flies through the air to your location, moving 30 ft a turn. If the object is being held or used by another creature that creature must make a Strength saving throw against your hemocraft save DC with the object flying towards you on a failure.
Push: The target flies through the air away from your location in a direction of your choice, moving 30 ft a turn. If the object is being held or used by another creature that creature must make a Strength saving throw against your hemocraft save DC with the object flying away from you on a failure.
Hover: The object hovers in the air in a location within 30 ft of it, as an action you can choose to move the object 15 ft away from its current location.
Interact: You interact with the target as if you're holding it or the target interacts with an object you can see. For example, you can command a key to open a lock or a lever to be pushed down. You cannot activate magic items with this.
Attack: The target flies out to attack a creature or object you can see. If the item is a weapon you replace its normal attack score with your intelligence score.
Additionally, at 5th Level, you can now target creatures with your Telekinesis by rolling your hemocraft die and taking damage equal to the result. When you target a creature that creature must make a Constitution saving throw against your hemocraft save DC or have their body forced to fulfill the action you choose.
Psychic Reading
Starting at 7th level you learn to peer into your opponent’s minds, once per long rest as an action you can target a creature you can see, the creature you target must have an intelligence of 7 or higher. The target must make an Intelligence saving throw against your Hemocraft save DC, on a failure you know everything that creature is thinking of, when a creature’s mind is read this way the creature is unaware of having it’s mind read unless it can use psionic abilities. On a success you can tell what emotions that creature is feeling currently, though the creature knows you read it’s mind.
Brand of Mind Shattering
Beginning at 11th level your Brand of Castigation now allows you to counteract arcane magic. Whenever a branded creature attempts to cast a spell it must make an Intelligence saving throw against your hemocraft save DC, taking 1d10 Psychic damage on a failure or half as much on a success.
Additionally, branded creatures can no longer maintain concentration on spells.
Blood curse of Mind Draining
Starting at 15th level you learn to use your blood curse to sap other’s mental capabilities. You gain the Blood curse of Mind Draining for your Blood Maledict feature. This does not count against your number of blood curses known.
Blood Curse of Mind Draining
Prerequisite: 15th level, Order of the Otherworldly
As an action, you can choose one creature you can see, that creature must make an Intelligence saving throw against your spell save DC, having their intelligence dropped to 7 on a failure.
Amplify: The creature gains disadvantage on their saving throw.
Mind Lash
Starting at 18th level you learn to do massive damage to your opponent’s minds, once per long rest as an action, you can target a creature within 60 feet of you. That creature must make an Intelligence saving throw against your Hemocraft save DC, taking 4d10 psychic damage on a success or half as much on a failure. When a creature fails their saving throw they are stunned for their next turn.
Previous Versions
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