Blood Hunter
Base Class: Blood Hunter

Created by u/Depressed_monkey3

 

 

The process of the the Hunter's Bane is painful and often quite deadly. This near death experience grants some of the Hunters the ability to peer in the veil beyond death. But a few have gone further, linking the spirits of the dead to their body. Through zealous practice with masters, they learn to enhance their ability by sacrificing the ghostly essence. This power is a dangerous one, and many have lost their sanity to the voices beyond the grave.

 

Bound Spirits

At 3rd level, you have access to a number of spirit dice equal to 1+ INT modifier. A spirit die is expended when you use it. Spirit dice are equal to your hemocraft dice. At the end of every short or long rest, you can focus and peer in the veil beyond death to reform your spirits. You have control of a number of spirits. Each spirit gives you one die, dice that are used to fuel the following abilities:

Spectral Guidance. 

As a reaction, you can expend one of your spirits to guide your attack. To do so, expend one spirit dice and add it to the attack roll. You can use this attack before or after making the attack roll, but before any effects of the attack are applied


 Phantasmal Resilience.

As a reaction, you can expend one of your spirits to strengthen your mind. When you make an INT, WIS, or CHA saving throw, you can roll one spirit die and add it to the roll. You can only use this feature before you learn if the save succeeded or failed.


 Supernatural Sight.

As a reaction, when you make a WIS (Perception) or INT (Investigation) check, you can expend one spirit die and add it to the roll.


 Ghostly Protection.

As a reaction, when an attack is made against you, you can use one of your spirits to protect you. Expend one spirit die and remove it from the opponents attack roll. You can use this ability after knowing if the attack hits or not.

Eyes of the Spirits

At 3rd level, if you still have a spirit dice, you can project your consciousness into one of the spirits bound to you. As an action, you can see through your spirits eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses. While in this form you have a flying speed of 15 ft and can pass through solid objects as if they were difficult terrain. When you start using this ability, make a WIS saving throw (DC= 20 - Blood Hunter level), on a fail, the spirit takes control of you and attacks any creature in sight until your body falls unconscious. Repeat this save every minute you are using this ability.

Spirit Sage

At 7th level, once per long rest, you can use an amplified blood maledict without taking damage or expending its use. You sacrifice one of your spirits instead, as well as a spirit die as a reaction. In addition, your blood curses can now target any creature, whether it has blood or not.

Brand of Disruption

At 11th level, when using your Brand of Castigation feature, deep ethereal tendrils carve into your foes, ripping out part of the target's spirit, leaving them vulnerable to your power. Their first attack roll on a turn, if its made on a creature other than you, is at disadvantage.

In addition, if they attempt to teleport by any means, they must succeed a WIS saving throw or fail and be stunned until the end of your next turn.

Blood Curse of the Shackled Spirits

At 15th level you gain access to the Blood Curse of the Shackled Spirits. This doesn't count against your number of blood curses known. Blood Curse of the Shackled Spirits has the following effects:

As a bonus action, you can send the spirits bound to you out to shatter the mind of your enemies. A creature of your choice within 30 ft of you must make a WIS saving throw or be restrained for one minute. The creature can repeat the save at the end of each of its turns.

Amplify. The cursed creature is stunned instead of restrained and takes an extra 2d6 necrotic damage, and suffer this damage each time it fails the save

Unyielding Blizzard

At 18th level, you gain the ability to become one of the spirits you control. As a reaction, you can expend 3 spirit dice and trigger this fusion. Your form becomes spectral, you gain a flying speed equal to your movement speed, resistance to piercing, slashing, and bludgeoning damage, as well as necrotic damage. If you took the attack action during your turn while transformed, you can make a single extra melee weapon attack as part of this action.

This transformation lasts for 1 minute and cannot be used again until after a long rest.

Order Of The Spirit Warden Image

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