Base Class: Blood Hunter
The first members belonging to the Order of the Raven did not have their start as blood hunters, but as followers of the Raven Queen. These worshipers went on a pilgrimage to kneel in the presence of their deity, but found themselves alone in the colorless torn landscape of the Shadowfell. The followers wandered without a clear path, racked with fear and despair. Most of the followers fell to madness and lost their sense of self. It was months until members of other Blood Hunter orders found them among the ruins of the degraded landscape. Those followers that had any shred of motivation left, pushed forward under the care of the steadfast hunters, fighting the sense of hopelessness. It wasn't until they had made it past the veil into the Material plane that the hunters made the terrible discovery. It was far too late for the survivors and they noticed that there was a significant change made. The hunters had tried to find a way to fill the emptiness that had rooted itself into the poor souls, but the final decision was made to give them the Hunter's bane in hopes to reverse some of the damage. It was a shocking revelation when every rescued individual had survived the deadly imbibing of the poisonous concoction. It seemed to give them back some clarity and focus which they paid back in full pledging to aid in the fight against the dark forces.
The order of the Raven often seeks the companionship of adventurers, because of the pure emotion that kind of company brings. It is because of the emotion draining properties of the Shadowfell that the Ravens have insight to the wonderful nature of emotion, and they often express themselves unwilling to become unfeeling husks once again. The leaders of the Order of the Raven continue to pray to the Raven Queen for guidance despite their past ordeals and when new members seek to join the order they venture once more into the Shadowfell on a holy pilgrimage to test if they have what it takes to rebuild themselves back from nothing.
Change log (2020 update rev.4)
Reduced shadow slide to regaining uses only after a long rest.
Ravenous Hunger
3rd-level Order of the Raven feature
Whenever you regain hit points, the dice for determining how many hit points you receive can be rolled again and you take the higher result. In addition, when a target regains hit points within line of sight of you, you treat any roll of your hemocraft die of rite damage as having rolled their maximum value to that target until the end of your next turn.
At 18th level, Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.
Shadow Slide
7th-level Order of the Raven feature
As your movement, you can choose to merge with your shadow and slide across the ground up to 30ft. After emerging from your shadow you can make a melee attack against a target as a bonus action. This movement does not provoke attacks of opportunity.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Brand of the Lethargic Wave
11th-level Order of the Raven feature
Your Brand of Castigation now causes shadowfell feathers to swirl in the air in a 15-foot-radius sphere centered on the branded creature causing waves of lethargy. All hostile creatures inside the 15-foot-radius sphere centered on the branded creature can't use their reactions and their movement speed is halved.
Blood Curse of the Despairing
15th-level Order of the Raven feature
You’ve trained your hemocraft to attack the body and mind of enemies with the sapping power of shadowfell energies. You gain the Blood Curse of the Despairing for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Despairing
Prerequisite: 15th level, Order of the Raven
As a bonus action, you can choose one creature you can see within 30 feet of you that you seed a small mote of shadowfell energy to interrupt the target's defenses depending on where the mote is planted. You pick a type of saving throw that the cursed will have disadvantage on when they go to make that saving throw next.
Amplify. The cursed creature fails the saving throw unless they strain taking 4d6 necrotic damage to attempt to make the saving throw at disadvantage.
Resist the Veil
18th-level Order of the Raven feature
You resist the call of the afterlife as your soul reaches out to the Raven Queen. You roll with advantage on all death saving throws. Additionally, the first time you are reduced to 0 hit points per long rest, you become immune to all damage while rolling death saving throws.
Previous Versions
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2/17/2020 6:01:01 PM
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19
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8
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3/10/2021 9:44:55 PM
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923
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281
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3/10/2021 10:28:43 PM
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788
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4
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8/16/2022 9:18:31 AM
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1579
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360
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