Blood Hunter: Order Of The Namekeeper

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Blood Hunter: Order Of The Namekeeper

Naming

When you join this order at 3rd level, you gain the ability to extract people's names from their minds. As a bonus action with a range of 60 feet, you attempt to learn a target's name. The target must make a wisdom saving throw against your DC and upon failure they are charmed for 1 turn and you learn their true name. This can be used a number of times equal to your Intelligence modifier per long rest.

Named Spellcasting

When you learn a target's name your are able to cast spells on them. At 3rd level you learn 2 cantrips as well as spells of your choice from the list of Enchantment spells, as well as an improved Vicious Mockery, which deals 2d4 psychic damage.

Namekeeper Spellcasting
Blood Hunter Level Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
3rd Vicious Mockery + 2 3 2
4th Vicious Mockery + 2 4 3
5th Vicious Mockery + 2 4 3
6th Vicious Mockery + 2 4 3
7th Vicious Mockery + 2 5 4 2
8th Vicious Mockery + 2 6 4 2
9th Vicious Mockery + 2 6 4 2
10th Vicious Mockery + 3 7 4 3
11th Vicious Mockery + 3 8 4 3
12th Vicious Mockery + 3 8 4 3
13th Vicious Mockery + 3 9 4 3 2
14th Vicious Mockery + 3 10 4 3 2
15th Vicious Mockery + 3 10 4 3 2
16th Vicious Mockery + 3 11 4 3 3
17th Vicious Mockery + 3 11 4 3 3
18th Vicious Mockery + 3 11 4 3 3
19th Vicious Mockery + 3 12 4 3 3 1
20th Vicious Mockery + 3 13 4 3 3 1 1

Namekeeper Spells

Blood Hunter Level Spells
3rd Cause Fear, Wrathful Smite
7th Mind Spike, Detect Thoughts
13th Sending, Vampiric Touch
19th Locate Creature
20th Scrying

Rite Of The Name

At 7th level you learn the Esoteric Rite of the order.

Rite Of The Name Your rite damage is psychic damage, while the rite is active you gain the following benefits:

  • You deal an extra dice of damage to Named targets
  • You have resistance to psychic damage
  • Your weapon is inscribed with the names of targets you have named that glow with a radius of 10 ft

Furthermore, your Vicious Mockery now deals 1d10 psychic damage.

Name Branding

Beginning at 11th level, enemies that have been branded have disadvantage on saving throws against being named.

Blood Curse: Puppetry

Blood Curse Of Puppetry

As a bonus action you can attempt to take temporary control of the movement of a target you can see within 30 feet. The target must succeed on a strength saving throw or be paralysed for their turn.

Amplify You can move the target 30 feet in any direction.

Furthermore, your Vicious Mockery now deals 2d8 psychic damage.

Voodoo

Starting at 18th level, your Exract Name ability is regained on a short rest instead of a long rest.

Futhermore, you gain the ability to cast a spell on someone who's true name you know, from any distance. This can be done once per short rest and requires some part of the target, e.g. a strand of hair.

Also, your Vicious Mockery now deals 2d10 psychic damage.

 

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