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Blood Hunter: Elder Tree

Those in the Order of the Elder Tree are almost exclusively Asgari, or "Wood Elven." Dryads also make up a large portion of those in this order, although they often work separately from the Asgari Order. Those who join this order are the fortunate few who receive the honor of being allowed to consume the sap of a "Tuesag" or "Elder Tree." Those that consume this sap quickly gain the knowledge of thousands of past Asgari in a certain subject, most often warfare. They also receive small magical boons. Warriors who receive this honor are known as "Pelomar" or "Witch Knights" and are the ones who make up this order. The reason that the gift of Elder Tree sap is so rare is that when an Elder Tree offers its memories through its sap, it loses them and can only regain them if the Pelomar dies and is buried near them. It is because of this that Pelomar often willingly sacrifice themselves to save their comrades, so that they may bury them and return the memories to the Elder Tree.

While most Pelomar are Asgari, non-Asgari can find themselves somehow, despite the extreme xenophobia of the Asgari, accepted into their society and given this honor on rare occasions. Even fewer non-Asgari manage to steal the sap of an Elder Tree by sneaking into Kanwinnic and draining the sap from an unguarded tree. This has almost never happened, however, as the Asgari are excellent hunters and usually kill intruders within a few days of them entering Kanwinnic.  

Spellcasting - 3rd Level

You gain a magical ability due to your connection with the Elder Tree. Any cantrips or spells you cast through this order are considered blood hunter spells for you.
Spellcasting Ability: Intelligence is your spellcasting ability.
  Spellcasting Save DC: 8 + your proficiency bonus + your Intelligence modifier
Spell Attack Modifier: Your proficiency bonus + your Intelligence modifier.    

Natural Connection - 3rd Level

Your connection to the Elder Tree has enhanced your control and knowledge of nature as a whole. Your Hunter's Bane features now also apply to Beasts and Plants. Additionally, you learn 2 cantrips of your choice from the Druid spell list.  

Tree Connection - 3rd Level

You've begun your journey of connecting to the Elder Tree. As an action, you may take an amount of damage equal to your Hemocraft Die to temporarily connect fully with the Elder Tree. When doing this, you may do one of the following:
  • Cast the spell Augury
  • Cast the spell Alter Self
  • The next time you make a Survival check to track a creature, and are given advantage by your Hunter's Bane feature, you may reroll one of the dice once.
  • If you have an active Crimson Rite, any creature that takes damage from your Crimson Rite is vulnerable to that damage. Creatures with Immunity to this damage become Resistant, and creatures with Resistance lose their Resistance. This effect lasts until the end of your next turn.
You may use this ability a number of times equal to your Intelligence modifier (minimum of once). You regain these uses after completing a long rest.  

Augmented Strikes - 7th Level

Whenever you use your Tree Connection ability, you may make a weapon attack as a bonus action.  

Gift of Nature - 7th Level

You are no longer tied to the physical restrictions of most mortals. You do not need food, water, or sleep while you are in nature. Instead of sleeping, you must do 6 hours of light activity such as reading or standing watch to gain the benefits of a long rest. Finally, whenever you use your Tree Connection, you may cure one disease or neutralize one poison affecting you.  

Brand of Nature's Wrath - 11th Level

Your Brand of Castigation feature marks those you strike with it as enemies of the natural world. All terrain becomes difficult terrain for them as grasses pull at their feet, roots rip out of the ground, and heavy winds buffer their movement. Additionally, if the branded creature tries to use any form of movement that isn't walking, swimming, climbing, or flying (such as teleporting) they must make a Dexterity saving throw or else be grappled and restrained until the end of their next turn and the spell slot or feature they used to attempt this is expended.

This feature stacks with the Brand of Tethering, meaning they must make two separate saving throws if they try to teleport.

Blood Curse of Rejuvenation - 15th

You have learned to tap into the endless cycle of life and death and use the power of the Elder Tree to modify it. You learn the Blood Curse of Rejuvenation, which does not count against the maximum number of Blood Curses known.  

Blood Curse of Rejuvenation

As a bonus action, you draw life from the natural energies of the world. You gain a number of hit points equal to your blood hunter level.
Amplify: When you amplify this curse, you may select one creature to relinquish its life force to you. You deal Necrotic damage equal to your blood hunter level. Doing this allows you to regain a number of hit points equal to your Blood Hunter level + your Intelligence modifier (minimum of 1)  

Preternatural Physique - 18th

Your connection to the Elder Tree has grown so strong that you can now shrug off and transfer natural effects that would harm you. As a reaction to becoming Blinded, Charmed, Deafened, Paralyzed, Petrified, Poisoned, or Stunned, you may choose another creature to suffer the effect of this condition for the full duration instead. The creature must make a saving throw equal to your Hemocraft save DC. If they succeed, neither you nor they suffer from the condition.

You may use this feature an unlimited number of times, but if you use it more than once per long rest, you gain a level of Exhaustion for every use after the first.

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