Base Class: Blood Hunter
The Order of the Deathless is the newest order, if it can even truly be called an Order. Created artificially by Alden Farmane in attempts to reanimate clerical connection with a lost deity. Deathless seek to draw their power from the Lord of the Dead himself, but he has been lost to time and forgotten by most after the Calamity, so instead they turn to hemocraft, tuning their abilities in attempts to grow closer with the lost Reaper.
Rite of the Dead
When you join this order at 3rd level, you learn the Rite of the Dawn esoteric rite.
Rite of the Dead. Your rite damage is necrotic damage.
While this rite is active, you gain the following benefits:
- You have resistance to necrotic damage.
- Your weapon deals one additional hemocraft die of rite damage when you hit a celestial.
Impervious Body
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 an enemy regains hit points within your line of sight, you treat any roll of your hemocraft die on your Rite of the Dead damage as having rolled their maximum value against 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.
Ethereal Step
At the start of your turn, if you aren’t incapacitated, you can choose to magically step into the veil between the planes.
You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object. If you are inside an object when this feature ends, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved. This feature lasts for a number of rounds equal to your Intelligence modifier (minimum of 1) rounds.
You can use this feature once. Beginning at 15th level, you can use your Ethereal Step feature twice between rests. You regain all expended uses when you finish a short or long rest.
Soul Draining Ward
Beginning at 11th level, your Brand of Castigation now creates a vacuous aura in a 15-foot radius sphere centered on the branded creature. All hostile creatures within the sphere cannot use reactions and have their movement speed halved.
Blood Curse of the Vacant Heart
You've trained your hemocraft to attack the body and mind of enemies through tapping their innate life force. You gain the Blood Curse of the Vacant Heart for your Blood Maledict feature. This doesn't count against your number of blood curses known.
Resist the Veil
You resist the call of the afterlife through your connection to the Reaper himself. You roll with advantage on all death saving throws. Additionally, the first time you are reduced to 0 hit points per long rest, all melee attacks made against you that would automatically land as critical strikes must still be made as traditional attack rolls.
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Posted Jul 10, 2021It's all good, as long as you dont get mad if when I do another rework I might use that change from your resist the veil feature. I love the class and I find it funny when I go looking through the new stuff for blood hunters to add to my collection I come across reworks of some of my stuff. You were not the first and might not be the last to do so. Happy gaming.
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Posted Jul 10, 2021It is very similar lol. A player of mine found your subclass and sent it to me asking if it would fit in the setting and I told them to give me a bit to make a few tweaks just to fit it in with the lore. Long story short, yes, the celestials is a story reason. I apologize for it being so similar!
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Posted Jul 9, 2021This subclass feels oddly familiar lol. Is there a story reason that this subclass does extra damage to celestials? I like what you did with your Resist the Veil feature, it is probably more balanced in the long run compared to mine.