Blood Hunter
Base Class: Blood Hunter

The Order of the Speaker is a Blood Hunter order that broke off of the Order of the Ghostslayer, preferring to commune with spirits and use them to hunt other monsters rather than hunt the spirits themselves. Due to their strange rituals and abilities to commune with the dead they were not considered Blood Hunters but rather, necromancers and the entire Order was almost hunted into extinction. Those who survived went into hiding with some throwing away their practices entirely, while others perfected it. Speakers have begun to come out of hiding and are prepared to fight any monsters they come across.

Soul of the Possessed

When you join this order at 3rd level with a bonus action you can open your body to the spirits allowing your body to become a vessel for a spiritual warrior. You can describe the look of this transformation. Whole you are possessed you gain these following features for 1 minute. You can use this feature once per short rest.

  • You gain resistance to Bludgeoning, Piercing and Slashing damage from nonmagical weapons.
  • You can reroll your hemocraft die but must use the new roll. 
  • You have Darkvision for up to 60 ft. If you already possess Darkvision you gain an additional 60 ft. of Darkvision. 

This form can end early if you fall unconscious, someone casts Lesser Restoration on you or if someone uses Blood Curse of the Exorcist on you. Once you reach level 18 you can use this feature a number of times equal to your Constitution modifier per short rest.

Curse Specialist

Beginning at 3rd level, your ancient order teaches advanced mastery over blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.

Astral Form

Upon reaching 7th level, you can use an action, if you aren’t incapacitated, to force your soul to leave it’s body.

While in this Astral Form your body is considered unconscious and you can no longer control your physical body unless you force your Astral Form back into your body with an action. You are considered Invisible and are immune to nonmagical damage. You move at your normal movement speed but you can levitate and fly. 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 can affect creatures and objects on the physical plane but these creatures and objects can not phase through matter like you can nor take damage from you while you are in this form. You can go as far as your movement allows from your body and once the duration is over, your body is attacked or you end this form early your spirit is instantly brought back into your body. However if your spirit takes magical damage while in this form your spirit is violently thrusted back into your body and the damage you take is as if the attack was a critical hit regardless of if it was a spell or otherwise. This feature lasts for a number of minutes equal to your Constitution modifier (minimum of 1 minute).

You can use this feature once. Beginning at 15th level, you can use your Astral Form feature twice between rests. You regain all expended uses when you finish a short or long rest.

Soul Speech

Upon reaching 7th level you gain the ability that Speakers are synonymous with. Every long rest you gain the ability to cast Speak with Dead a number of times equal to your Intelligence modifier.

Brand of Assimilation

Beginning at 11th level, your Brand of Castigation now allows you to absorb a sliver of your foe’s fleeing spirit. Whenever a creature branded by your Brand of Castigation dies you regain hitpoints equal to the highest roll possible for your hemocraft die + your proficiency bonus.

Blood Curse of Possession

At 15th level as an action, you can choose one creature you can see within 30 feet. The creature must make a Constitution saving throw against your Hemocraft die or become possessed by you. Your body falls unconscious and you can then control the enemy’s body and have access to their abilities for one minute. You are considered concentrating and must make a Con save whenever your physical body or your inhabited body takes damage and when the concentration is broken your spirit returns to your physical body. The possessed creature can move away from you an unlimited range. 

Vengeful Spirit

Upon reaching 18th level, you learn to project your spirit to fight on while on the edge of death. Whenever your hit points drop to 0, you can choose to let your soul emerge from your body to fight on. Your body remains unconscious and subject to death saving throws per normal. At the beginning of your next turn, you manifest a spirit form in your space that picks up your weapons and continues fighting on, acting on your turn and every one of your subsequent turns under your control. Your spirit form has your physical attributes and armor class, as well as your weapons and ammunition, and can move through other creatures and objects as if they were difficult terrain. This form is immune to cold, necrotic, and non-magical weapon damage. Your spirit form has access to all of your abilities and suffers no damage from your Crimson Rite feature.

Your spirit form has hit points equal to your Constitution modifier + your level and cannot regain any hit points at all. If your spirit form takes damage over it’s hit points, your body dies, or you regain any hit points, your spirit form vanishes. If your spirit form vanishes, it drops your weapons in its space.

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1/6/2022 6:10:08 AM
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