Blood Hunter: Order of the Twin Rings

by MrIpsilon

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Order of the Twin Rings

While most blood hunter orders specify their craft on alterations of the body, not many actually make use of what bodily function is already available. The Order of the Twin Rings seeks to defy this trend, working blood magic into traditional magic in hopes of designing ideal warrior to train in the art of hand-to-hand combat. The order's power - unsurprisingly - is channeled into customized rings, which act as the nexus point between a creature's life essence and the manifestation of their magical force.

Magic Rings

As part of your indoctrination into the Order of the Twin Rings, you recieve a pair of signature rings. At 3rd level, these rings become linked to your blood and spirit. These rings are the heart and soul of a member of the Order of the Twin Rings, and are mechanical in nature with tiny blades hidden inside. When the wearer twists the band of the ring, these blades extend, drawing blood in order to activate the hunter's Crimson Rite. These rings can be seen as relics and advance as a blood hunter learns and grows as an individual, but should they fail in their duties to the Order, their worthiness to wear the rings may be stripped.

As part of a long rest, you can imbue the essence of a weapon with which you are proficient into either of the rings. You can use an action to summon a ghostly yet tangible image of the weapon into your hand, including any magical effects. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.

You can dismiss the weapon with your free object interaction. The weapon also disappears if you lose your grip on it, or when you die. If you imbue a different weapon into a ring, the previous weapon's essence is lost.

Rite of the Ring

When you join this order at 3rd level, you learn the following esoteric rite:

Rite of the Ring. Your rite damage is force damage. While the rite is active, you gain the following benefits:

  • You can choose to target your own body with the rite instead of a weapon. If you do, your attacks using improvised weapons and unarmed strikes deal bludgeoning damage equal to 1d4 + your Strength or Dexterity modifier for the duration.
  • You have resistance to force damage.
  • When you hit a creature concentrating on a a spell (or similar effect) with the rite weapon, it takes a penalty on the check to maintain concentration equal to a roll of your hemocraft die.

Art Credit

Arcane Green Lantern by phroZac

Arcane Expertise

By 7th level, your ability to create mystical weapons and the magical nature of your rings helps you better understand the subject of magic. You can cast the identify spell at will without requiring material components, but only as a ritual.

In addition, you gain proficiency in the Arcana skill. If you are already proficient in Arcana, you may double your proficiency bonus when making ability checks using the skill.

Mystical Shield

Starting at 11th level, with your experience in the usage of Mystical Weapons, using the same innate magic you gain the ability to summon a mystical shield.

You can activate this feature as a reaction, with one of two uses. When you activate this feature, a large shield - similar in appearance to summoned weapons from your Magic Rings - manifests to protect you.

  • You cast the shield spell on yourself.
  • When you are forced to make a saving throw which would allow you to take half damage on a success, you can activate this feature to instead take no damage if you pass the saving throw or half as much damage if you fail the saving throw.

You can use this feature a number of times per long rest equal to Intelligence modifier.

Blood Curse of Shackling

Starting at 15th level, you can project the power of your ring to restrain your foes. You gain the Blood Curse of Shackling for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of Shackling

Prerequisite: Order of the Twin Rings, 15th level

As an action, you project a circular spectral force to bind a creature you can see within 30 feet of you that is no more than one size larger than you inside the essence of your ring. The target makes a Strength saving throw, becoming restrained on a failure. If the target carries your Brand of Castigation, it makes this save with disadvantage. It can attempt to break free from this restraint as an action, repeating the save: if it fails, it takes force damage equal to a roll of your hemocraft die plus your Intelligence modifier.

Arcana Unleashed

Starting at 18th level, you can use an action to imbue yourself with the unchecked power of your Magical Rings. On the turn you activate this feature, you can summon one or both weapons imbued in your Magic Rings as a bonus action and activate your Rite of the Ring as a free object interaction.

For 1 minute, you gain the following benefits:

  • You gain resistance to bludgeoning, piercing, and slashing damage.
  • You make all Strength, Dexterity, and Constitution checks and saving throws with advantage.
  • Your hemocraft die becomes 1d12.
  • You can attack three times instead of two when you take the Attack action on your turn.

When this feature ends, you cannot use it again until you finish a long rest, and you gain one level of exhaustion.

Extra Fighting Style

This custom Fighting Style is available to Blood Hunters, and is recommended for use by member of the Order of the Twin Rings to follow along with their tendency to learn the nature of magic. It is also available to Fighters, allowing the class to have a little taste of magic without needing to take the Eldritch Knight subclass, while also strengthening the utility of that subclass.

Fighting Style: Arcane Warrior

Classes: Blood Hunter, Fighter

You learn two cantrips of your choice from the wizard spell list, with Intelligence as your casting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the wizard spell list.

 

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