Base Class: Blood Hunter
Hunters of this order use homecraft rituals to place mystic gems into their bodies to access powerful knowledge and abilities. The imbuing process of inserting the stones into their bodies, known as embedding, causes excruciating pain. The exact method of inserting the stones vary from order to order, but follow the general idea of activating the magic within the stone and letting it burn its way through the skin, as homecraft magics infuse the body to to stone. The Order of the Stone believes it can chase human perfection by modifying their bodies, and customizing their abilities, through accessing the dormant magics that lay in their ancient stones. These stones are normally placed on the head, chest, naval, hands, and feet in order to spread out the intense pain of the embeddings, but different orders have been known to fix them to different areas of the body.
Emedding
At 3rd level, you have competed the preparation needed to begin embedding to alter your mental and physical abilities. In part of this preparation, you have trained your body's physical constitution to withstand the pain of the process. Add +1 to your constitution score (to a maximum of 20).
Stone of Skill
You now have access to your first stone. This stone increases your skills as a hunter. You may pick from the following options:
You may also use your homecraft magic to better empower this stone. When making a skill check that you have advantage on granted by this stone, you may use your homecraft die and add it to the total, sapping you of some of your own vitality into the stone.
Blue Stone
advantage on Arcana, History, and Medicine skill checks
Green Stone
Advantage on Animal Handling, Survival, and Nature skill checks.
Orange Stone
advantage on Insight, Perception, and Investigation skill checks
Red stone
advantage on Acrobatics, Athletics, and Slight of Hand skill checks
Yellow Stone
advantage on Deception, Persuasion, and Performance skill checks
Stone of Talents
At level 7 You can now embed a Stone of Talents. This second stone allows you skills and talents that would normally take years of training or specialization. You can only use a Stone of Talents in this slot. Your options are:
Amethyst Stone
- You can can cast detect magic at will
- As an action you can detect any undead within 60 feet
Indigo Stone
- Your swim speed is equal to your walk speed
- You have waterbreathing
- As a bonus action you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. You also gain a climbing speed equal to its walking speed. This lasts for 1 minute.
Ivory Stone
- You can understand but not speak all languages that you read or hear.
- As an action, choose one creature within 30 feet. You immediately learn all immunities, resistances, and vulnerabilities the creature has
Turquoise Stone
- Once per turn, when you hit a creature with an attack that deals rite damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
- You have advantage on the next attack you make against that creature
Violet Stone
- You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
- You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
- As a bonus action, you may mark one creature within 30 feet you. If the creature attacks anyone other than you, the creature has disadvantage on all attacks. This lasts for 1 minute or until you mark another creature.
Stone of Defense
You can now embed a Stone of Defense at level 11. This slot must be used for a Stone of Defense. Your options are:
Crimson
- as a reaction, you become resistant to bludgeoning, piercing, and slashing damage. This includes an attack that triggered the reaction. The resistance ends at the start of your next turn.
- When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
Emerald Stone
- as a reaction, you become resistant to fire, cold, lightning, and acid damage. This includes an attack that triggered the reaction. The resistance ends at the start of your next turn.
- Whenever you healed by any source, you can use your reaction to add you homecraft die to the total
Garnet
- as a reaction, you have advantage on Wisdom and Charisma saves. This includes the trigger for the saving throw.
- When a creature forces you to make a saving throw, the creature takes damage equal to you homecraft die
Marigold
- as a reaction, you have advantage on Wisdom and Charisma saves. This includes the trigger for the saving throw.
- When a creature forces you to make a saving throw, the creature takes damage equal to you homecraft die
Pearl
- as a reaction, you cause an incoming attack at you to have disadvantage
- At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Intelligence modifier + your proficiency bonus.
Stone of Power
At level 15 you can now Embed a Stone of Power. You can only fill this slot with a Stone of Power. Your options are:
Orchid Stone
The stone explodes with magic whenever you receive damage. The first time a creature hits you with a melee attack on its turn receives damage equal to your homecraft die.
Sage Stone
As an action, you become invisible for 10 minutes, or until you dismiss the effect, deal damage to a creature, or force a creature to make a savings throw. You can only use this once per long rest. You may take 1d10 damage and become invisible again as an action once the first use is done.
Sandstone Stone
This stone fuels your speed at the exchange of precision. If you have advantage against a creature and take the attack action, you can forego the advantage and. add an additional attack. Can only be used once per turn.
Scarlet Stone
Whenever a creature within 5 feet is hit by an attack by another creature other than you, you can use your reaction to to make a melee attack against that creature.
Teal Stone
The stone amplifies your rite damage. Add your Charisma modifier to you total damage when dealing rite damage.
Stone of the Master
At 18th level, your body has adapted to the pain of the embedding process and can now implant more powerful stones. You can now embed a Stone of the Master in your final slot. Your options are:
Black Stone
A black aura shields your body. As an action, you become resistant to all damage and raise your armor class by 1. You can do this twice per long rest.
Gold
The blood of your enemy fuels yours. Whenever you kill a creature, you gain temporary hit points equal to the creature's hit points before the final attack.
Ruby Stone
Strike fear into those that wish to use the weave against you. When you succeed on a saving throw, you can cause the spell caster to take 1d20 psychic damage as a free action.
Silver Stone
You tap into the stone's power for your own life force. As a bonus action, when below half your hit point maximum, you can regain a number of hit points equal to half of your hit point maximum. You can do this once per long rest.
White Stone
As an action, the stone imbues your body with a radiant energy. You emanate a bright light from your body for 1 minute. The light is bright light for 30 feet and dim light for 30 feet. An enemy starting its turn in the aura takes 10 radiant damage. You can use this twice per long rest
Previous Versions
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