Blood Hunter
Base Class: Blood Hunter

The will to become a Blood Hunter is a stronger will than most demonstrate in a lifetime. Intense physical and mental training is necessary before attempting the arduous ritual of the Hunter's Bane. Some Blood Hunters look upon the process of the Hunter's Bane as a rebirth and work to further augment their bodies. Others, see the process as nothing more than a necessity in order to begin their true work. And yet others still, have their minds pushed to their limits and come to an understanding about the world that others fail to grasp.

The Order of the Living Strings are Hunters who awakened to latent psionic abilities through intense meditation after undertaking the Hunter's Bane. Some fell into deep comas, awakening months or years later and others could feel something always pushing just beyond their mortal sight and spent days, weeks, or years meditating and expanding the natural constraints of their minds. Once their mind is opened, though, they claim to see silver threads that connect everyone and everything.

Hunters in this order tend to be more distant than others, choosing not to interact with members outside of their own. The oldest members wear blindfolds but no one knows why. By letting their power flow to these threads they can manipulate and enhance objects, often their own weapons, without being in physical contact with them. The silver threads mark the birth of amazing power but with that power comes a price. There are some things that mortals cannot even begin to fathom, just beyond their sight, and as a member of this order, you have an intense understanding of why those things are hidden. Nights are filled with restless sleeps and scarcely understood dreams featuring impossible geometry, vague prophecy, and creatures lurking in dark recesses that threaten to break your very soul. These dreams are seldom spoken about. It is not your job to understand, only to see what others cannot and fight what lies hidden.

Psionic Power

3rd-level Order of the Living Threads feature

You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.

Hidden Veins. You use psychic power flowing through the silver threads around you to regain some energy. As a bonus action, you can expend and roll a Psionic energy die to regain a single use of your Blood Maledict feature. You lose hit points equal to the roll of the Psionic energy die. You can use this feature once per long rest.

Rite Bound. You can grasp the threads that connect everything and flow your blood through them. As an action, choose one or more weapons you can see that aren't being wielded by hostile creatures, up to a number of weapons equal to your proficiency bonus, and then roll one Psionic Energy die for each weapon. You lose hit points equal to the sum of the rolls and imbue each weapon with a Crimson Rite of your choice. When your Crimson Rite is activated this way the Rite stays on the weapons even if you aren’t holding the weapons at the end of your turn.

Puppet Rite

3rd-level Order of the Living Threads feature

Beginning at 3rd level, you deepen the bond of blood and weapon using psionic energy to manipulate it from close and afar. You are proficient with any weapon that is imbued with your Crimson Rite. Additionally, you can use your Intelligence modifier for the attack and damage rolls of weapons imbued with your Crimson Rite.

While within 90 feet of a weapon imbued with your Crimson Rite you can telekinetically control the weapon. As a bonus action, you expend and roll one Psionic energy die and make a single attack, on a creature, with a single weapon imbued with your Crimson Rite. The result of the Psionic energy die rolled is added to the damage of the attack. You only expend the Psionic energy die if the weapon hits. After you make the attack unless the weapon is affected by the Symbiotic Puppets feature you choose where the weapon returns to in range. If the weapon goes to a creature then it lands, either on the ground beside the creature or in their grasp. Ranged weapons may attack any creature within their first range increment. Melee weapons may attack any creature within 60 feet of you. Light melee weapons may attack any creature within 90 feet of you. Heavy melee weapons may attack any creature within 25 feet of you. 

Silver Marionette

7th-level Order of the Living Threads feature

Your mind broadens further allowing you to see more threads than before. You gain access to more powerful Psionic abilities.

Silver Flash. Your control over your Rite Bound weapons allows you to travel along the threads connecting you. As a bonus action, while within 150 feet of weapons imbued with your Crimson Rite, you can teleport to an unoccupied space you can see within 5 feet of any of those weapons. Alternatively, you can teleport weapons imbued with your Crimson Rite into your grasp, or to an unoccupied space, you can see within 5 feet of you. After being used this way the Rite on the weapon teleported or teleported to ends.

The first time you use this power after each long rest, you don’t expend the Psionic Energy die. All other times you use the power, you expend the die.

Symbiotic Puppets. You can send thoughts along threads as psychic commands to weapons imbued with your Crimson Rite to defend and attack for you. You expend a Psionic energy die to command a single melee weapon to follow you or become a sentry for 1 minute. Weapons that follow you, float alongside you and, defends you from attacks. You can use your reaction to have Following Weapons impose disadvantage on a number of attack rolls against you equal to the number of Following Weapons you have. A Sentry Weapon floats in its space and attacks designated creatures that come within its range. The Sentry Weapon only attacks a creature once when the weapon or the creature enters its range and doesn't attack that creature again until the creature exits and enters its range again on the next round. A Sentry Weapon cannot be moved from its space through physical means (but can psychically) and functions similarly to an Immovable Rod. You can have a number of Following Weapons and Sentry Weapons equal to your Intelligence modifier.

If a Following Weapon is used to attack a creature either through physical means or through your Puppet Rite feature then it returns to following you once the attacks using the weapon finish.

If a Sentry Weapon is used to attack a creature through your Puppet Rite feature then it makes its Sentry Weapon attack along with the attack from the Puppet Rite feature. Once the attacks finish the Sentry Weapon floats in the space where the attacks finished.

Brand of Fraying

11th-level Order of the Living Threads feature

Beginning at 11th level, your Brand of Castigation allows you to manipulate the threads of another creature. Whenever a branded creature succeeds on a saving throw you can use a reaction to expend and roll a Psionic energy die and subtract the number rolled from the saving throws total. In addition, your Brand of Castigation's effective range increases. Each time the branded creature deals damage to you or a creature you can see within 15 feet of you, the creature takes psychic damage from your Brand.

Blood Curse of the Mind Shiver

15th-level Order of the Living Threads feature

At 15th level, The things that you've seen in your dreams are terrifying and you've never forgotten them. As you grow in power you become capable of sending all of them at once into your foes. You gain the Blood Curse of the Mind Shiver for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

As a bonus action, you can choose one creature you can see within 30 feet of you, the target must succeed on Wisdom saving throws or be charmed, blinded, deafened, and frightened, until the end of your next turn. The target makes individual Wisdom saving throws for each condition.

Amplify. The target's immunities to any of the conditions above are suppressed for this ability. If the target fails all of the saving throws then it is incapacitated for the duration. This blood curse can be used once per short rest.

Thread Mind

18th-level Order of the Living Threads feature

Upon reaching 18th level, Through understanding comes power. As you reach the peak of your power your dreams are no longer alien and terrifying but freeing and calm. All is one and one is all. You are one with the threads. Your eyes are gone, but you don't need them to see anymore.

You can communicate telepathically with any creature you can see within 500 feet of you. You gain or have an additional blindsight out to a range of 300 feet. You gain or have an additional truesight out to a range of 300 feet. You gain or have an additional darkvision out to a range of 300 feet. You gain a flying speed equal to your walking speed as long as you aren't wearing heavy armor. You understand all spoken and written languages. You are immune to psychic damage. You are immune to being stunned. You are immune to being paralyzed. Creatures cannot read your thoughts or communicate telepathically with you unless you allow them to do so. Additionally, your Puppet Rite feature can make 2 attacks instead of one, rolling and expending a Psionic energy die for each attack.

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