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### Order of the Gloaming The Gloaming Order is a secretive group of controversial blood hunters who mistrust even the most benevolent-seeming fey at the best of times. They are dogged hunters who believe fey have no regard for mortal life, and seek to teach them the meaning of mortality to correct their capricious behavior. Gloaming Hunters are often quite friendly toward humanoids, but once immortality enters the question they are often known to be biased against such creatures. A Gloaming Hunter's bane is infused with the magic of the feywild and enchanted iron dust, enhancing their ability to hunt creatures from it, or that are averse to the metal. #### Iron Rites When you join this order at 3rd level, you learn one of the following blood maledicts or primal rites, which does not count against your rites or blood curses known. When you would learn another rite or blood curse, you can choose to instead learn the other option from this list. * ***Rite of the Ferrous.*** Your rite damage is magical bludgeoning, piercing, or slashing (of the same type as the weapon it is applied to), and makes your weapon considered iron for the purpose of damaging fey or creatures affected by the *Blood Curse of Shackling*. When you hit a Fey creature with Rite of the Ferrous, it suffers additional damage of the same type equal to your wisdom modifier. Upon reaching 11th level, any creature you hit with Rite of the Ferrous takes this damage. * ***Blood Curse of Shackling*** As a bonus action, you can hamper one creature you can see within 30 feet of you with spectral iron chains, forcing them to make a dexterity saving throw. On a failed saving throw, the cursed creature cannot become invisible, teleport, charm or frighten another creature, or fly for the next minute. A creature can repeat the saving throw at the end of their next turn. Creatures in midair when affected by this curse fall as normal. *Amplify.* The cursed creature is also considered vulnerable to bludgeoning, piercing, and slashing damage from weapons made of iron for the duration. When damaged in this way, the creature can make a charisma saving throw, ending the effect on a success. #### Lesser Fey Aspect When you reach 7th level, you become more in tune with the fey creatures you hunt, and your hunter's bane allows you to draw on the latent magic of the feywild. you gain the following effects: * You have advantage on saving throws to resist being charmed. When you get the *Hardened Soul* feature at 14th level, you instead gain immunity to the charmed condition. * When a creature takes the disengage action or teleports away from you to avoid provoking an attack of opportunity, you can use your reaction to teleport up to 60 feet to an empty space you can see adjacent to them. * You can use an action to gain truesight out to a range of 10 feet for 10 minutes. Once you do so, you must complete a short or long rest before you can do so again. #### Graceful Reproach At 11th level, you gain the ability to match even the unearthly martial graces of the fey. When you have a crimson rite active and a creature makes a weapon attack against you, you can use your reaction to deal your rite damage to that creature. You can use this feature a number of times equal to your wisdom modifier per long rest. #### Magic Resistace By 15th level, your hunters' bane has become so attuned to the feywild that it's infused your physiology with magic, granting you innate understanding and resistance against the arcane. You have advantage on saving throws against magical effects. #### Heartless Hunter When you reach 18th level, your heart hardens into a gemstone, and you no longer need it to survive. As an action, you can remove your heart from your body, or return it to your chest, taking 1d12 piercing damage that cannot be reduced in any way when you do. While heartless, the effects of the poisoned, exhausted, and paralyzed conditions are suppressed (and time passed while heartless does not count against the duration of said conditions), you are resistant to fire, cold, force, and psychic damage, and you cannot take or gain the benefits of short or long rests. While removed, your heart is a fist sized ruby worth about 1000gp, with an AC of 20 and 30 hit points, and is immune to all damage except force, bludgeoning, and psychic, to which it is vulnerable. If your heart is destroyed, you die. If a creature holding your heart casts *Dominate Person* on you, you automatically fail the saving throw. If a spell, effect, or damage would instantly kill you, even if it destroys your body, your heart will remain, and a *Greater Restoration*, *Revivify*, or more powerful spell of similar effect will return you to life at one hit point. Similarly, if you drop to 0 hit points with your heart inside your body, you are considered stable until you take damage, at which point you would resume making death saving throws. > ##### Losing Yourself > As you become more fey like, you will likely notice your empathy for normal humanoid creatures diminish, both for the weak you may believe it your duty to protect, as well as your loved ones. > >However, even if you do not succumb to your growing distance from the mortal realm, you will find your emotions and desires dampened if or when your heart is removed. Only your strongest convictions and intelligence will remain, and this may drastically alter the decisions your character makes. you may find yourself more cruel and ruthless while heartless, and regret upon the return of your heart may be debilitating.