Test Origin: +1 Dexterity - Proficiency in the Acrobatics
Blood Hunter
Blood Hunter:
Bad Blood:
At 1st level, you add your Charisma modifier when making Intelligence or Wisdom checks to glean information about your Favored Nemesis. This includes checks to learn an ability through Born of Old Blood.
Archery
-You gain a +2 bonus to attack rolls you make with ranged weapons.
Born of Old Blood
-At 3rd level, you learn to use the latent power in your blood to mirror abilities of the very creatures you’ve devoted yourself to fight.
-When you witness a hostile creature use an ability, you can make an ability check equal to your proficiency plus your Charisma modifier or an appropriate ability check (See table below) as a reaction to attempt to learn the ability as if it were a known spell.
10 + the creature’s CR (minimum DC 15)
Intelligence (Arcana) = Monstrosities, Dragons (outsider)
Wisdom (Martial) = Constructs, Giants, Humanoids
Intelligence (Nature) = Beasts, Elementals, Fey, Plants, Dragons (native), Shapechangers
Intelligence (Religion) = Celestials, Fiends, Undead
Wisdom (Survival) = Aberrations, Oozes
If you succeed, you can cast the ability with a spell slot of your choice up to 5th level and it follows the following mechanics
-The DC for this ability check for a specific ability is decreased by 2 for each consecutive failure to learn it after the first and decreased by 2 for each consecutive instance you are struck by that ability after the first. This reduction can not bring the DC lower than the minimum.
Sanguine Memory (Echoes of the Dark Sun)
At 3rd level, you choose to attune to a blood hunter sanguine memory from the list of available sanguine memories. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
The Whispers in the Underdark
-At 3rd level, you add your proficiency bonus when making Intelligence or Wisdom checks to glean information about Aberrations. This includes checks to learn an ability through Born of Old Blood. If you would already add your proficiency bonus to the check, you instead gain a bonus equal to your Charisma modifier when using Born of Old Blood on an Aberration. This bonus stacks with Bad Blood.
In addition, you can read, speak, and write Deep Speech (Flayer). However, if you already know the dialect, you are free to pick Deep Speech (Undercommon) or Dwarven (Deep).
Intrusive Thoughts
-At 3rd level, you learn to harness your loose connection to the hivemind of the underworld and attune to the minds of those around you. You can communicate telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one or more creatures of your choice within range.
In addition, you can cast Detect Thoughts a number of times equal to your Charisma modifier (minimum 1).
Level 5: Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Level 6: Made by the Blood
At 6th level, when you learn an ability with Born of Old Blood and that same ability you learned is targeted at you, you reduce any damage you take by half and gain advantage on any forced check(s) or saving throw(s) that ability uses. If this ability is learned from your Favored Nemesis, you also gain a bonus equal to your Charisma modifier on any forced check(s) or saving throw(s) that ability uses.
Level 7: Eldritch Deceit
At 7th level, you learn to find and exploit a creature’s subconscious. You can use a bonus action to manifest your attacks into the fears of a hostile creature. This creature must make a Wisdom saving throw. On a failure, you can choose to convert any damage you deal to the target into psychic damage for 1 minute, and if you score a critical hit against the target, it becomes vulnerable to psychic damage and frightened until the end of your next turn. In addition, if you expend another use of this ability as a bonus action while it is active, you can force the creature to make another Wisdom saving throw or become vulnerable to psychic damage and frightened until the end of your next turn. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Level 10: Undone by the Blood
At 10th level, when you learn an ability with Born of Old Blood and cast it at the creature you learned it from or your Favored Nemesis, any damage you deal with that ability goes through resistance. In addition, any forced check(s) or saving throw(s) that ability uses, the creature makes at disadvantage.
Level 11: Psionic Wail
At 11th level, you learn to send out a shockwave from your mind that discombobulates your foes. You can use an action to magically emit psychic energy on a hostile creature within 30 feet. This hostile creature must succeed on an Intelligence saving throw or take psychic damage equal to 4d8 + your Charisma modifier and be stunned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature under the effect of Eldritch Deceit makes this roll at disadvantage. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
ASI and feats
Level 4: Feat. Psychic Enhancement
Prerequisite: You must be able to cast a second level spell.
Your mind evolves, adapts, and expands. Your attunement to psychic powers grows, and you feel strength. Your manifested weaponry not only deals physical harm, but exacts a mental toll on your opponents as well.
Upon taking this feat, you gain the ability to cast Spiritual Weapon. You can cast this spell as long as you have the spell slots to cast it, and the spell uses your Spell Attack Modifier for its attack rolls and damage rolls.
When you summon your Spiritual Weapon, you can choose to make it deal Psychic damage instead of Force damage. When your Spiritual weapon deals damage to a target, it deals +1d4 damage from the damage type not chosen. (i.e. if you choose Force damage, your Spiritual Weapon deals an additional +1d4 Psychic damage).
When your Spiritual Weapon critically strikes, the target must make an Intelligence Save against your Spell Save DC. On a fail, the creature suffers disadvantage on their next attack as their mind is assaulted with dark imagery.
Level 8: Ability Score Improvements
+1 Dexterity and +1 Charisma
Level 12: Ability Score Improvements
+2 Charisma (Max)
Half-Elf: Cha +2; Choose any other two unique +1 (Dex and Wis)
Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Skill Versatility. You gain proficiency in two skills of your choice.
Languages. You can speak, read, and write Common, Elven and one extra language of your choice.
Factionless:
Starting as Factionless at 1st level grants 1 Tool and 1 Skill proficiency of your choice. You cannot choose a class critical tool, such as thieves' tools for rogues unless, you are of that class. If a character later becomes Factionless, this bonus is not granted.
Class/Racial Features & Traits