REVAMPED: Subclass: Blood Hunter, Order of the Soulforged

by Sceptis

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Blood Hunter Orders

At 3rd level, a blood hunter gains the Blood Hunter Orders feature. The following options are available to a blood hunter, in addition to those offered on DND Beyond:

Order of the Soulforged

For every demon lord, for every arch lich, and for every corrupt king who has tarnished the land with evil, there is their aresnal. From the Wand of Orcus to the Hand and Eye of Vecna, artifacts have existed since the dawn of time and have been the supplied of wretched power given to mortals and immortals alike. This long pushed aside blood hunter order have devoted their study of blood instead to the study of steel, learning how to craft and hunt those that should remain inanimate.

Order of the Soulforged Features
Blood Hunter Level Feature
3rd Forging the Soul, Sound Soul, Sound Body
7th Improved Bond
11th Brand of Breaking
15th Blood Curse of Unattuned
18th Forged as One

Forging the Soul

When you join this order at 3rd level, you learn the secrets of sentient magics, and can instill competence and intellect into the inanimate. You can perform a one hour ritual as part of a short or long rest to forge your Soul Weapon. You may choose a nonmagical weapon to become your Soul Weapon, and the weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. You gain the following benefits while holding your Soul Weapon:

  • Linked Strike. When you attack with your soul weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.
  • Siege Weapon. You soul weapon deals double damage to objects and structures.
  • Forever Bound. You can't be disarmed of your soul weapon unless you are incapacitated.
  • Weapon Sense. You gain a bonus to your Wisdom (Perception) checks and your Wisdom (Insight) checks equal to your Intelligence modifier (Minimum of 1).
  • Rites of Steel. Once per turn when you deal crimson rite damage from an attack made with your soul weapon, you may reroll the hemocraft die and use the higher roll. When you do so, your Crimson Rite damage type changes to the damage type dealt by your soul weapon.

This item remains your Soul Weapon until you die, or until you use this feature again on another weapon.

Sound Soul, Sound Body

Beginning at 3rd level, your body has been hardened by your Hunter's Bane, allowing you to shake off harm. As an action, you gain temporary hit points equal to your Intelligence Modifier (minimum of 1).

Improved Bond

Upon reaching 7th level, your soul weapon and you fight as one. You gain the following additional benefits while holding your Soul Weapon:

  • Magical Strikes. You Soul Weapon counts as magical for the purposes of overcoming damage resistances and immunities.
  • Sentient Sentinel. As a reaction when you would be hit by an attack from a weapon or spell, you may gain a bonus to your Armor Class until the end of the attacker's turn. This bonus is equal to your Intelligence Modifier (minimum of 1). You can use this feature a number of times equal to your Intelligence Modifier (minimum of 1). You regain all uses of this feature when you finish a short or long rest.

Brand of Breaking

Beginning at 11th level, your Brand of Castigation now severs the arcane links between items and their wielders. A creature branded by you gains no benefits from magic items they wield or are attuned to. In addition, they do not add their proficiency bonus to their weapon attack rolls.

Blood Curse of Unattuned

Starting at 15th level, your blood curse can cut off the links cursed items have on their holders. You gain the Blood Curse of Unattuned for your Blood Maledict feature. This does not count against your number of blood curses known.

Forged as One

At 18th level, your bond with your Soul Weapon surpasses any connection in the cosmos. While holding your soul weapon, you become immune to being charmed, frightened and suprised. In addition, you have advantage on saving throws against being blinded, deafened, stunned, and knocked unconscious.

Blood Curse of Unattuned

As a bonus action, you can choose one creature you can see within 30 feet of you that is attuned to a magic item. That creatures attunement to a magic item of your choice ends. Amplify. The magic item you choose cannot be attuned to until next dawn. In addition, you learn information about the magic item as if you have cast the identify spell.

Roleplaying a Soul Forged Weapon

Some players may enjoy having the DM turn their Soul Weapon into an NPC with fleshed out personalities that the player can interact with and speak to. See the Dungeon Masters Guide for more information on Sentient Magic Items. For the purposes of interacting with other sentient magic items, the Soul Weapon's Intelligence, Wisdom and Charisma scores are equal to the Blood Hunters, The item can speak, read, and understand any language the blood hunter can, and has hearing and normal vision to 30 ft.

 

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