Base Class: Blood Hunter
The Order of the Shadow Master is an order which seeks to unlock the secrets of the monsters which they hunt and wield them using protective magic. Each blood hunter who follows the order of the Shadow Master binds to themselves an otherworldly being. This bound creature may be a ghost, a celestial, a demon, or any other spiritual being. Once under the power of their blood hunter, the creature takes the form of a shadow and is then bound to protect the blood Hunter from outside forces. This form of blood magic is referred to as a shroud or enshrouding and is difficult to master without endangering yourself. Skilled Shadow Masters are coveted by adventuring parties and blood hunter conclaves alike for their ability to protect those around them. Beware any who dare attack a Shadow Master who has perfected his/her craft.
Hunter's Shroud
Upon choosing this order at 3rd level, and through your travels as a Blood Hunter, you have captured an other worldly being and have now bent it to your will. You possess a shadow that enshrouds you and whose appearance is determined by you. While the shadow enshrouds you, you gain damage resistances. As a bonus action, you may move your shadow to any willing creature within 30 feet of you. The shadow must remain within 60 feet of you or it will return to you instantly. You may command the shadow to return to you at any time as a bonus action. The shadow is active only while you are above half of your hit point maximum. When your hit points drop below this threshold the shadow disappears. You may manifest your shadow again, provided you are above the hit point threshold, as a bonus action.
Your Order lets you choose from Primal (fire, cold, and lightning) damage types at 3rd level, you gain access to Technical (radiant, acid, and force) damage types at 7th level, and finally Esoteric (necrotic, psychic, and thunder) damage types when you reach 15th level. You may choose any damage resistance with which you are eligible for at levels 3,7, and 15. Upon reaching level 18, you may exchange any one of your chosen resistances for another upon finishing a long rest.
Shroud of Arcana
Your shadow gives its user resistance to Force damage.
Shroud of Corrosion
Your shadow gives its user resistance to Acid damage.
Shroud of Decay
Your shadow gives its user resistance to Necrotic damage.
Shroud of Embers
Your shadow gives its user resistance to Fire damage.
Shroud of Frost
Your shadow gives its user resistance to Cold damage.
Shroud of Grounding
Your shadow gives its user resistance to Lightning damage.
Shroud of Intellect
Your shadow gives its user resistance to Psychic damage.
Shroud of Light
Your shadow gives its user resistance to Radiant damage.
Shroud of Rumbling
Your shadow gives its user resistance to Thunder damage.
Shadow of a Shadow
At 7th level, your shroud makes its user harder to detect. While you or any creature possesses your shroud, they have advantage on Stealth checks. Additionally, you may now choose another resistance which now includes Technical damage types.
Vigor of the Dark
At 11th level, your shadow's power invigorates you. While your total hit points are below half of your maximum and a spell, potion, or class ability would normally require a roll of one or more dice to restore hit points to you, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points, you restore 12.
Harness Darkness
Upon reaching 15th level, the bonds between you and your shadow strengthens. While another creature is enshrouded by your shadow and you have an active Crimson Rite whose damage matches that of your shroud, you gain resistance to the same damage type. If your Crimson Rite matches that of your shroud while it is on you, you instead gain immunity to the matching damage. You may only gain immunity to one damage type at a time, if you have more than one type of Crimson Rite active, you must choose one which you gain immunity from. Once you choose a damage type to gain immunity from, you cannot change your choice until you finish a short rest. Additionally, you may now choose another resistance which now includes Esoteric damage types.
Twin Shadows
At 18th level, your shadow splits in two giving you access to a second shroud. You now possess two shadows which you may manipulate between multiple creatures at once. When you move a shadow to a creature as a bonus action, you may choose to move any number of shadows as part of the same action. The range at which you can manipulate your shadows is increased to 60ft. You may choose to allow your shadows to remain on a creature as long as they are on the same plane as you. Finally, you may create more shadows by expending an amplified Blood Maledict. Shadows created using Blood Maledict are active until you fall unconscious or after one minute, whichever comes first. All other rules and features pertaining to the Hunter’s Shadow apply to the shadows created through amplified Blood Maledict as well.
Previous Versions
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