Base Class: Blood Hunter
The Order of the Shadows is one of the oldest, originating from those who studied both hemocraft and shadow magic to defend their people as guardians and knights. Members of this order seek out and destroy the imbalances between the light and dark forces of the multiverse by summoning a dark guardian to fight for them. They fight in the shadows rarely seeking the attention of others but some have become popular myths and stories told among assassin guilds and the darkest corners of the world. Members of this order must leave behind their families and identity, most members of this order wear a mask to hide their faces, and to frighten their enemies.
Rite of the Shade
When you join this order at 3rd level, you gain the following benefits:
- You ignore any disadvantage to Dexterity (stealth) checks made while wearing heavy armour.
- you gain devils sight out to 120ft.
Rite of the Shade. While your rite is active, you gain the following benefits:
- Your weapon deals one additional hemocraft die of rite damage when you hit a creature in dim light or darkness.
Dark Guardian
Beginning at 3rd level, you learn how to manipulate your hemocraft magic to summon the an incarnation of your orders dark guardian. As a bonus action you can summon a Shadow (statistics can be found in the Monster Manuel), the shadow is friendly to you and your allies. The shadow shares a telepathic link with you, and if the shadow moves more than 30ft away from you it vanishes. In combat, the Shadow shares your initiative count, but takes its turn immediately after yours. The shadow obeys any commands that you issue it (no action required). if you don't issue any commands to it, it will take the dodge action. The shadow manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the shadow again or until you die. The shadows health also increases by an amount equal to five times your Blood Hunter level.
You can use this ability a number of times equal to your intelligence modifier and regain all expended uses after a long rest.
Shadow Step
Upon reaching 7th level, if you aren’t incapacitated, you can use a bonus action to magically teleport from one area of dim light or darkness, to another that you can see within 120ft of you.
Dark Aura
Beginning at 11th level, your shadow now creates a 5ft radius sphere of darkness around it negating its sunlight sensitivity. All ranged attacks against the shadow have disadvantage. Your shadow can now teleport with you when you use your Shadow Step ability, and appears within 5ft of you.
Enhanced Connection
At 15th level, The connection between you and your guardian grow stronger. Your shadow now adds your proficiency bonus to its attack, damage, and dexterity (Stealth) rolls. In addition your shadow can make an additional attack
True Guardian
Upon reaching 18th level, you learn to protect your fading life by bonding with your Shadow. When you are reduced to 0 hit points while your Shadow is summoned, but don’t die outright, the shadow teleports to you and transforms you for 1 minute. during this time you make death saving throws as normal however, you ignore the affects of critical hits and gain a bonus to your armour class and to your damage rolls equal to your intelligence modifier, and your attacks deal damage of an Esoteric rite of your choice.
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