Base Class: Blood Hunter (archived)
"Lock the door, blow out the light;
the hungry oni haunts the night.
But heed my warning oni near;
a dark surprise lies for you here.
Stare into those frightened eyes;
confused, you only see is your demise.
An oni's head drops to the floor;
a shadowy figure walks through the door.
I heed you again, oni ghost;
you best steer clear, the Twilight Host."
The Order of the Twilight Host follows a path that not many would desire to take. They walk the very brink of acceptance that borders them from becoming what they are too hunt. Adapt and equipped with strong magic, knowledge and skill the Twilight Host is the dark pinnacle of their craft; most proficient in hunting those creatures that stalk the darkness, preying on the innocents during the night. They are able to manipulate the mind to give way its secrets and possess supernatural ability to locate, stalk and slay their targets before it may even know they are there, the Order of the Twilight Host strikes fear into the hearts of those that may not feel anything else.
Becoming a member of the Twilight Host requires extreme loyalty and determination as for the powers they wield will eventually destroy them, those of a weak mind become volatile and insane. The process of becoming a bloodhunter of this order is fairly secretive, but most say that it involves many hours spent alone in the dark, watching, waiting, as well as intense training in dark blood magic. Some say that they draw power directly from a Nightwalker trapped in the Shadowfell; nobody knows for sure expect one from the Twilight Host.
Living Nightmare
After countless hours of intensive training, a bloodhunter from this order feels much more comfortable being in the dark. Upon joining this order you gain the following skills and debuffs.
You become proficient in either stealth or perception.
Eyes of darkness. You have disadvantage on perception checks in direct sunlight and advantage on perception checks in complete darkness.
Shadow Displacement
Your form begins to change, the shadows wrap and writhe around you making it difficult to place your true form.
Starting at level 3, creatures that make attack rolls against you have disadvantage. If you take damage (not including class features) this property ceases to function until the start of your next turn. Works in only dim light or darkness.
Twilight Witchcraft
When you reach 3rd level, you gain the use of spells to enhance your abilities in the hunt, away and during combat. See below for spell list.
Cantrips: You learn two cantrips from the Twilight Witchcraft spell list, and learn an additional one at 10th level.
Spells Known of 1st Level and Higher. At 3rd level, you know two 1st-level spells of your choice from the Twilight Witchcraft spell list.
The Spell Known column of the Twilight Host table shows when you learn more spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 11th level, for example, you learn a new spell from the Twilight Witchcraft list, which can be 1st, or 2nd level.
Additionally, when you gain a level in this class and order, you can choose one of the Twilight Witchcraft spells you know and replace it with another spell from the Twilight Witchcraft spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for all your Twilight Witchcraft spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Twilight Witchcraft spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier.
Spell attack modifier = your proficiency bonus + your Wisdom modifier.
|
BLOOD HUNTER LEVEL |
CANTRIPS KNOWN |
SPELLS KNOWN |
SPELL SLOTS |
SLOT LEVEL |
|
3rd |
2 |
2 |
1 |
1st |
|
4th |
2 |
2 |
1 |
1st |
|
5th |
2 |
3 |
1 |
1st |
|
6th |
2 |
3 |
2 |
1st |
|
7th |
2 |
4 |
3 |
1st |
|
8th |
2 |
4 |
1 |
2nd |
|
9th |
2 |
5 |
1 |
2nd |
|
10th |
3 |
5 |
2 |
2nd |
|
11th |
3 |
6 |
3 |
2nd |
|
12th |
3 |
6 |
1 |
3rd |
|
13th |
3 |
7 |
2 |
3rd |
|
14th |
3 |
7 |
2 |
3rd |
|
15th |
3 |
8 |
2 |
3rd |
|
16th |
3 |
8 |
1 |
4th |
|
17th |
3 |
9 |
2 |
4th |
|
18th |
3 |
9 |
2 |
4th |
|
19th |
3 |
10 |
1 |
5th |
|
20th |
3 |
11 |
2 |
5th |
Uncanny Instinct
You start to possess the ability to sense when the creatures you are hunting are near you.
Starting at level 7, You gain tremorsense up to 30 feet, but it can only sense creatures that are affected by your hunter's bane.
Strike from Shadows
You are becoming more in tune with your surrounds, you now are able to warp the shadows from the environment around you; for a brief period of time dissipate into the shadows and reappear where your enemies least expect it.
At level 7, once per short rest you may cast misty step or invisibility without expending a spell slot, you may use your bonus action to make one basic attack immediately after the spell ends. You do not need to know either of these spells.
Blood Surge
Invigorated by powerful blood magic coursing through your veins, your crimson rite becomes much stronger as the magical energy leaves your body; as well as an enemy struck becomes unable to place your true position.
Once at level 11, immediately after one of your spells end you may use your bonus action to make an attack action, on hit you deal an extra die of crimson rite dmg and you become invisible to the target, whenever the creature takes damage or at the end of its turn it can make a Wis save vs your spell save DC to end the condition. You can only use this ability once per long rest.
Sunlight Exhaustion
At level 11, the toll for becoming a Twilight Host Bloodhunter has become severe; while getting stronger through these dark powers, you also begin to feel drained and sapped of energy while in the sun's presence.
While in direct sunlight you are disadvantage on all skill checks.
Endure Darkness
At level 15, darkness is taking over your form; shadows wrap around your body, your shape is hard to distinguish, and your body is semi-incorporeal. Folks look at you with a strange uncomfortability and are wary in your presence.
You gain a flight speed of 30ft, as well as the ability to pass through walls and structures. To move through costs 15ft of movement per one 5 foot or less wall space. You cannot pass through something wider than 5 feet.
NPC's are wary of you; this may cause some to simply not trust you, won't help if asked, or just be more reluctant to speak to you (Up to DM's Discretion).
Beyond Mortal
Finally at level 18, you have become an entity of dark power; you are not one of this plane any longer but a being walking somewhere in between the Material Plane and Shadowfell. Finally acquiring complete mastery over darkness, blood, and shadow; you are now able to rip the planes that bind your shadow to you and control it as an extension of yourself. As well, no creature that you stalk is able to hide from you; the sight you earned pierces the planes you stand between. Although you must be warned; your form radiates an aura of darkness, lights flicker and candles go out as you go past, your form shifts in and out of reality in peculiar ways. As well, when people look at you from different angles, they see shades of different shadows making up your form; you are feared.
You gain true sight that affects only creatures affected by your hunter's bane.
You and your shadow are one, once per long rest, you may release your shadow from its binds. Your shadow has the following traits; your shadow has your armor class, attributes, and movement speed. You may switch places with it or see through its eyes as a bonus action, and it has all the abilities you possess. It has its own set of actions; whether this is a move action, major action, or bonus action. It is able to benefit from your crimson rite and when you cast a blood maledict the spell counts as being amplified because your shadow also applies it to the target. All damage that your shadow takes is transferred onto you and it lasts until you fall unconscious, or dismiss it. Your shadow cannot be healed.
Dim lights within 15 feet of you are extinguished, and bright light becomes dim light within 30 feet.
People that aren't of the evil alignment are hostile towards you.
For every hour you spend in direct sunlight, you lose 2 points of constitution. If you are reduced to 0 you die. Constitution is replenished by taking a long rest.
Spell List
Alarm, Augury, Banishment, Bestow Curse, Black Tentacles, Blight, Blink, Chill Touch, Clairvoyance, Detect Evil and Good, Disguise Self, Divination, Dream, Eldritch Blast, Fear, Fly, Freedom of Movement, Gaseous Form, Greater Invisibility, Harm, Hunter's Mark, Ice Knife, Identify, Inflict Wounds, Invisibility, Locate Creature, Major Image, Minor Illusion, Mirror Image, Mislead, Misty Step, Nondetection, Pass without Trace, Passwall, Phantasmal Killer, Programmed Illusion, Scrying, See Invisibility, Seeming, Shocking Grasp, Silent Image, Spare the Dying, Spider Climb, Thaumaturgy, True Seeing, True Strike, Vampiric Touch
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Posted Sep 29, 2019Thanks for this man! It's exactly what I wanted for my character build.
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Posted Jan 17, 2019Thank you for bringing this to my attention, I will make sure it gets fixed.
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Posted Jan 16, 2019Dude you haven’t enabled spell casting for your class