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Order Of The Earthbound

Unorthodox Order The Order of the Earthbound is a unique organization that differs greatly from most other Blood Hunter orders, with its members often discovering their powers alone in the wilderness, and then finding guidance from higher ranking nomads that they must seek in the wild.
  Spellcasting As a member of the Order of the Earthbound, you gain unique magical prowess through ritual sacrifice. Any cantrips or spells you can gain or cast through this order are considered blood hunter spells for you. Spellcasting Ability. Intelligence is your spellcasting ability for your blood hunter spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a blood hunter spell you cast and when making an attack roll with one. Spell save DC = 8+ your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Earthly Connection Starting when you choose this archetype at 3rd level, the order has taught you to truly be in tune with the earth around you, enhancing your tracking and granting you a touch of natural magic. You learn two cantrips of your choice from the Druid spell list, and your Hunter's Bane feature now applies to Beasts in addition to its normal creature types.
  Offering To The Soil Beginning at 3rd level, you have learned new ways to utilize your lifeblood, giving it back to the earth and reaping the rewards. As an action on your turn, you may choose to lose hit points equal to one roll of your Hemocraft Die, and activate a Ritual Consecration, choosing an effect from the list below: • You cast the alter self spell. You cast the augury spell. The next time you make a Wisdom (Survival) check to track a creature, and are granted advantage by your Hunter's Bane feature, you may reroll one of the dice once. If you have an active crimson rite, until the end of your next turn, any creature who takes damage from your crimson rite is considered vulnerable to that damage. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
  Consecrated Strikes Starting at 7th level, when you use your action to activate a Ritual Consecration, you can immediately make one weapon attack as a bonus action.
  Gifts From The Earth Also at 7th level, you are no longer tied to the physical restrictions of a body that most are. You do not need to eat, drink, or sleep while you are on natural terrain. Instead you must spend 6 hours of light activity such as reading or keeping watch, to gain the benefits a long rest. Additionally, whenever you activate a Ritual Consecration, you may also cure yourself of one disease or neutralize one poison affecting you.
  Brand Of Nature's Wrath Upon reaching 11th level, your Brand of Castigation feature now marks your target as an enemy of the natural world, unleashing its will upon them. A creature branded by you treats all ground as if it is difficult terrain as grasses pull at their feet, roots tear through floorboards, and heavy winds buffer their movement. In addition, if the branded creature attempts to utilize any other form of movement aside from walking, climbing, flying, or swimming (such as teleportation), they must make a Dexterity saving throw or be grappled and restrained until the end of your next turn, and the spell slot or feature used to try and move is expended.
  Blood Curse Of The Endless Cycle Starting at 15th level, you have begun to tap into the cycle of life and death, and adjust that pattern as you see fit. You gain the Blood Curse of the Endless Cycle for your Blood Maledict feature. This does not count against your number of blood curses known. Blood Curse Of The Endless Cycle When a creature you can see within 30 feet takes damage from any source, you can use your reaction to bolster yourself or an ally from their pain. You may choose any other creature within 30 feet of you to regain hit points equal to the total amount of damage from the trigger. Amplify. This process now deals additional radiant damage to the triggering creature equal to your blood hunter level, and heals the other creature additionally for the same amount. Preternatual Connection At 18th level, your connection with the earth has now allowed you to shrug off punishing effects and transfer them to another. As a reaction when you are blinded, charmed, deafened, paralyzed, petrified, poisoned, or stunned, you may choose another creature you can see within 30 feet to suffer the effect for its intended duration instead. You may use this feature an unlimited number of times, but if you do so more than once between long rests you gain a level of exhaustion each time you activate the feature.

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