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Order of the Inquisition

Hunter of Men When you join this order at 3rd level, your time spent hunting down people has made you easily able to read their intentions. You have advantage on any Wisdom (Insight) or Wisdom (Perception) checks made toward humanoids. Awakened Blood When you join this order at 3rd level, you learn to channel pain into heightened or even ethereal senses, to assist your search for heresy in its many forms. As an action, you can cast the following spells by losing a number of hit points equal to one roll of your hemocraft die: detect evil and good, detect magic, detect poison and disease, or see invisibility. Intelligence is your spellcasting ability for these spells. After you reach 7th level, you can channel this ability to effect others as well. You may use this feature to cast detect thoughts, or hold person. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest Traitors Abound At 7th level, the paranoia instilled by your order has proven useful, keeping your mind clear and ready to act at the first sign of danger. You gain proficiency in Wisdom saving throws, and you have advantage on initiative rolls. Fury of the Righteous Starting at 11th level, the weight of all you have seen and done can be channeled into pure fury. As a reaction to you or an ally falling below half their maximum hit points, you can enter into a fanatical state. In this state, your speed is increased by 10 feet, your crimson rite deals one additional hemocraft die of rite damage, and you gain temporary hit points equal to your Intelligence modifier at the start of your turn (minimum of 1). These benefits last for 1 minute or until you fall unconscious. Once you use this ability, you can’t use it again until you finish a long rest. Brand of Unfocused Thought Beginning at 15th level, your Brand of Castigation now disrupts the focus of creatures effected by it. The branded creature cannot take reactions, and if they are concentrating on a spell at the start of their turn, they take psychic damage equal to a roll of your hemocraft die. Blood Curse of the Burning Witch Once you reach 18th level, your blood curse can burn heretics where they stand. You gain the Blood Curse of the Burning Witch for your Blood Maledict feature. This does not count against your number of blood curses known. Blood Curse of the Burning Witch Prerequisite: 18th level, Order of the Inquisition As a bonus action, you can direct your anger toward one creature within 30 feet of you. That creature must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. In addition, at the start of the cursed creature's turn, it and all creatures of your choice within 10 feet of them takes fire damage equal to one roll of your hemocraft die. Amplify. This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make another Wisdom saving throw. On a success, this curse ends.

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