Blood Hunter
Base Class: Blood Hunter

Order of The Psychic Mind is the most twisted order, it takes the body of a another innocent human and gets rids of it, leaving it somewhere in the world, when the body wakes up they have no idea of their name, age, where they are from, anything, they are a blank sheet to roam the world, either doing good or bad it all depends on the person....it always does.

The Order of The Psychic Mind are mystic, picking at random when they need a new for the order, they leave a marking on either the back of the neck, the wrists, the forehead, the chest, or the back, the mark can resembles a pocket watch, an eye, or a brain.        It is all at random, it is all chaos life is never planned.

Rite of the Terror

When you join this order at 3rd level, you learn the Rite of the Terror esoteric rite (detailed below).

Rite of the Terror. Your rite damage is psychic damage. While the rite is active, you gain the following benefits:

  • Your weapon spirals with ethereal purple energy.
  • You have resistance to a damage type of your choosing.
  • When you hit with your rite active, the creature hit has to make a wisdom saving throw (Spell DC) or be frightened of you for 10 minutes, if they succeed they are immune to being frightened by the blade.

Mind Reader

Beginning at 3rd level, the order sends you a vision and grants you these new powers, you are able to telepathically speak to any creature within 60 ft, and if you roll a DC 17 INT check you learn their resistances, vulnerabilities and immunities, if you roll a natural 20 you are able to read their mind.

 

 

Clairvoyant Mind

Upon reaching 7th level, at the start of your turn, if you aren’t incapacitated, you can choose to magically teleport to a creature of your choice, touching their forehead and then teleporting quickly back.

When you press your thumb on their forehead the creature has to make a wisdom saving throw, Save DC of 18, They take 8d4 psychic damage and if they fail the save they see you as a horrid creature and will try and run away, throwing people in the path of your attacks if necessary. You can use this feature once. Beginning at 15th level, you can use your Clairvoyant Mind feature twice between rests. You regain all expended uses when you finish a short or long rest.

Brand of Mind Tear

Beginning at 11th level, you are able to mark a creature's mind, when you attack the creature they take an additional 3d8 Psychic Damage, it is concentration so if you take damage you have to make a concentration check.

Blood Curse of the Controlled

At 15th level, you’ve honed your hemocraft to tear wicked influence into others you see, pick up to 2 targets within 30 ft, the target has to make a Wisdom Saving Throw, DC 18, if they fail the save they are charmed by you and follow your every command, at the end of each of its turn it can make another wisdom saving throw.

Psychic Form

Upon reaching 18th level, you take the form of a enlarged ethereal purple form, you gain 30 temporary hit points, you get a +3 attack bonus, +2 ac, you deal an additional 2d10 psychic damage, each enemy creature that is within 10 ft of you have to make a WIS saving throw of 16 or be frightened, the form last for 3 rounds

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