CactusCrow's Blood Hunter Subclasses
New Hunting Orders
The following Blood hunter subclass options have been updated and revised throughout the history of the class. Here you will find the following orders:
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Order of the Cloaked - Harnessing the power of Cloakers for flight and illusion, these blood hunters excel at the art of stealth and agility.
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Order of the Curse Eater - These hunters have studied the art of Hexes and embedded wards into their bodies for the purpose of purging one's self and others of curses, afflictions, and possessions.
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Order of the Medusa - Through the power of poison and a dreadful gaze these hunters are cursed with the power of the Medusa to face off against their foes.
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Order of the Raven - After falling to the Shadowfell, these hunters were built back up with the very same power of the Shadowfell.
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Order of the Siren - These hunters have been transformed into alluring creatures with enchanting voices that charm and manipulate their foes.
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Order of the Vampire Spawn - Having willingly partaken of ancient vampiric blood, these hunters stalk the night with frightening undead power.
Additionally, I have made an alternative version of Order of the Cloaked that replaces the Flight Cowl feature with the Far Step Cowl feature.
Order of the Cloaked
A team of doctors and spell casters were brought in to find a process to increase the blood hunters' prowess through means of medicine and magic. After a long discussion the team made plans on using the alien abilities of aberrations to enhance the blood hunters. They set to work bringing in new recruits in the attempt of combining the bodies of both the hunters and different aberrations. Through the methods of body grafting and blood transfusions recruits where reduced to violent twisted monstrosities that no longer resembled humanoids. These failed attempts often suffered agonizingly short lives or were so brain dead that the research team would put the creatures out of their misery.
It wasn't until a Cloaker utilized in a transmutation ritual in where the Cloaker became bound by mistake to the recruit's shadow that the team realized they were onto something worthwhile. With this new viable specimen, the team found that the recruit with the bound Cloaker was physically unchanged, but they still benefited from the union. The recruit came to learn that they could summon the aberrant shadow to leap forward and wreath themselves granting them abberant abilities.
The team immediately went to work testing the capabilities of the recruit by placing them under dangerous conditions and while the shadow shrouded the recruit it became apparent that the shadow was able to move and interact with its environment. The results prompted the team to repeat the ritual on others and as more were formed, new discovers were made. The Shadow could shift and camouflage, expand and catch the wind for flight, while in the most extreme cases they could even manifest duplicates much like Cloakers could. Knowing that they could safely use Cloakers to replicate the process the team started to manipulate the cloakers before the ritual to draw out other benefits. This led to the refinement process in creating members of the future Order of the Cloaked.
Cloak and Dagger
3rd-level Order of the Cloaked feature
The very nature of your shadow cloak allows you an easier time going unnoticed in the dark. You gain proficiency in stealth and your proficiency bonus is doubled for any stealth ability checks you make.
Flight Cowl
3rd-level Order of the Cloaked feature
As a bonus action, you can don your shadow to take to the air. You have a flying speed of 30 feet which lasts for 10 minutes, until you die, or until you revert your shadow back to its normal appearance as a bonus action.
Once you use this feature, you can’t use it again until you finish a long rest.
Far Step Cowl (-Flight Cowl Replacement-)
3rd-level Order of the Cloaked feature
You can don your shadow and then materialize in a new location. As a bonus action, you magically teleport along with any equipment you are wearing or carrying, up to 30 feet to an unoccupied space you can see. Moving in this way does not provoke opportunity attacks.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Evasion
7th-level Order of the Cloaked feature
Your shadow grabs and launches you out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Dark Phantasms
7th-level Order of the Cloaked feature
As an action, you can tap into your cloaker's illusionary capabilities. You can magically create three illusory duplicates of yourself. The duplicates move with you and mimic your actions, shifting position so as to make it impossible to track which one is the real you. Whenever any creature targets you with an attack or a harmful spell while a duplicate remains, you roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight. A duplicate has your AC and uses your saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.
Once you use this feature, you can’t use it again until you finish a long rest.
Brand of the Struggling Cloak
11th-level Order of the Cloaked feature
Your Brand of Castigation now cloaks the branded creature with a part of your shadow as well. Once per turn, whenever a branded creature within 5 feet of you hits you with an attack, reduce the amount of damage equal to one roll of your Hemocraft die. The branded creature takes additional psychic damage equal to the damage reduced. Additionally, the branded creature has disadvantage on all grapple checks.
Blood Curse of Heavy Toll
15th-level Order of the Cloaked feature
Your shadow latches onto the shadow of your foes and punishes them for their step. You gain the Blood Curse of Heavy Toll for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of Heavy Toll
Prerequisite: 15th level, Order of the Cloaked
As a reaction, you can choose one creature you can see within 30 feet of you that is taking their movement and attach your shadow onto theirs. For every 10 feet of movement they move they are dealt 1d4 necrotic damage to a maximum of 30 feet.
Amplify. For every 5 feet of movement they move they are dealt 1d4 of necrotic damage to a maximum of 30 feet.
Keen Dodge
18th-level Order of the Cloaked feature
Your shadow's abilities to move you around the battle field allows you to flee large areas of immediate threat. When a spell or other effect would have you make a saving throw due to being in an area of effect, you can use your reaction to move up to half your movement speed, potentially moving you outside the effect’s area before it goes into effect.
Order of the Curse Eater
When desperate people fall prey to unfair deals of hags, the Curse Eater undoes the damage done. When dangerous items are sold to unsuspecting townsfolk, the Curse Eater removes them from the world. When bored fey creatures find their kicks in tormenting helpless mortals with bizarre afflictions, the Curse Eater returns the favor in kind. When lycanthropy runs rampant through a village’s populace, the Curse Eater is there to quell the beast inside those diseased.
Armed with wards engraved into instruments that are embedded into the hunter’s body and through the studying of old documentation on reverse engineering curses, the order works quickly to extinguish catastrophic magical effects. With the defined purpose of sniffing out hexes, jinxes, and curses, the order has won the hearts of those that have been liberated from these effects. They have also gained scorn from those who would use such vile tricks, especially when they find those tricks have little effect on the hunters.
Having the ability to resist such magic has given the order of the Curse Eaters a secondary role. When a hunter has become like the beasts they swore to eliminate, disregarded their oaths to protect the innocent, or fallen to darker temptations, it's certain that a Curse Eater will make their way to dispatch the rogue member. When the common folk ask “Who hunts the huntsman?” the Curse Eaters are there to answer those calls.
Bewitchment Seeker
3rd-level Order of the Curse Eater feature
You innately know when a creature is under a charm, curse, or possession on close inspection. Your weapon deals one additional hemocraft die of rite damage when you hit a fey creature. Additionally, you are immune to the curse effects of any curse item that you wield and you can end attunement from the curse item after a long rest.
Curse Specialist
3rd-level Order of the Curse Eater feature
Your ancient order teaches advanced mastery over blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.
Devour Curse
7th-level Order of the Curse Eater feature
As an action, you can touch a creature to have your wards consume the magical energies that are affecting the creature. The creature is no longer charmed, frightened, possessed, cursed as if under the effects of the remove curse spell, or the creature is granted advantage on the next spell saving throw to break free from an ongoing spell. If the creature is under an effect of a cursed item, that curse is broken and any attunement of the cursed item is severed. When you use this ability you lose one unspent hit die.
Once you use this feature, you can’t use it again until you finish a long rest. Additionally, you can expend a hit dice to use this ability again. If you don't have any hit die remaining, you instead suffer one level of exhaustion.
Brand of the Refined Jinx
11th-level Order of the Curse Eater feature
Your Brand of Castigation now holds the marked creature at the mercy of your vast familiarity of curses. When you are within 10 feet of the branded creature you can amplify your Blood Maledict against the branded creature without taking any extra damage when doing so.
Blood Curse of Shackled Revenge
15th-level Order of the Curse Eater feature
You’ve honed your hemocraft to lash powerful magic between yourself and the source of that power. You gain the Blood Curse of Shackled Revenge for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of Shackled Revenge
Prerequisite: 15th level, Order of the Curse Eater
As a reaction, when you or an ally within 15 feet of you are targeted by a spell, or other magical effect, you tether the effect of the spell to you and the source creature as the new targets of the spell. All saving throws are changed to an Intelligence saving throw DC of 8 + your proficiency bonus + your Intelligence modifier. If the spell or magical effect requires concentration, you maintain the concentration and any additional effects are determined as if you are the source of the effect.
Amplify. The tethered spell or magical effect only targets the source creature allowing you to ignore the effects entirely.
Crippling Hex
18th-level Order of the Curse Eater feature
When you hit a creature with an attack that bears your crimson rite you can use a bonus action to send a hex into the creature. The creature must succeed a wisdom saving throw or waste their action in a crippling contortion until the end of their next turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Order of the Medusa
With the long time it takes to train new members and a high mortality rate, the blood hunter numbers have never been at a healthy level. The mentors were growing old and very few rookies lived long enough to join the ranks of the masters. The elders feared that the day would come that the ways of the hunt would flicker out and they reached out in desperation. They sought out the help and magics of powerful mages to search for long forgotten rituals to grant them eternal youth. Little did the hunters know, the mages knew not what they uncovered or the reason the ritual was sealed away in the first place.
These rituals were used in the past by vain people to retain their beauty forever, but this magic would always turn disastrous resulting in the transformation of a Medusa. The curse was already implanted into the elders, but with alterations to the Hunter's Bane they found that the effects could be harnessed. They were gifted with sight that cursed others with stone petrifying abilities. With their new power under their control these hunters went on to make a new order offering the the same gift to anyone that would take on the curse.
Rite of the Viper
3rd-level Order of the Medusa feature
You learn the Rite of the Viper esoteric rite (detailed below).
Rite of the Viper. Your rite damage is poison damage. While the rite is active, you gain the following benefits:
- Weapon attacks made with this crimson rite ignores poison damage resistance and poisoned condition immunity.
- You have resistance to poison damage.
- Once per turn, when you damage a target with your Rite of the Viper poison the target must make a constitution saving throw or be inflicted by the poisoned condition until the end of their next turn.
Horrid Visage
3rd-level Order of the Medusa feature
You can sprout forth a head of snake hair that rattles most resolve. You gain proficiency in intimidation and your proficiency bonus is doubled for any intimidation ability checks you make. The cursed magic that first created the order activates and slows your aging. For every 10 years that pass, your body ages only 1 year and you can no longer be aged by magical means.
Medusa's Reflection
7th-level Order of the Medusa feature
As an action you can inflict the medusa sight on yourself causing your skin to become stone like for 1 minute or until you release this form. You gain a +2 to your AC, resistance to all bludgeoning, piercing, and slashing damage,and your speed is halved. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Brand of the Death Lock
11th-level Order of the Medusa feature
Your Brand of Castigation now causes your foe to stiffen up and petrify their joints leaving them more vulnerable to incoming attacks. The branded creature has their armor class reduced by 3.
Blood Curse of the Stone Stare
15th-level Order of the Medusa feature
You’ve honed your hemocraft to focus the petrifying stare to target your enemy's offensive capabilities turning them into stone. Weapons are hard to handle and can be dropped while natural weapons become useless. You gain the Blood Curse of the Stone Stare for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Stone Stare
Prerequisite: 15th level, Order of the Medusa
As a bonus action, you can choose one creature you can see within 30 feet of you to partially petrify until the end of your next turn. For the duration of this curse, they cannot make more than one melee or ranged attack during its turn until the end of your next turn.
Amplify. This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a constitution saving throw. On a success, this curse ends. Additionally if the cursed creature fails the saving throw, they drop any items they are holding.
Petrifying Gaze
18th-level Order of the Medusa feature
As an action, you can force a creature within 60ft to make a Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. If the creature is below a 1/4 of its max health, they make the saving throws at disadvantage. The petrified creature reverts back if you move out of line of sight of the petrified creature, the creature is shattered, you fall unconscious, you drop to 0 hit points, or you die.
Once you use this feature, you can’t use it again until you finish a long rest, unless you take a level of exhaustion to use it again.
Order of the Raven
The first members belonging to the Order of the Raven did not have their start as blood hunters, but as followers of the Raven Queen. These worshipers went on a pilgrimage to kneel in the presence of their deity, but found themselves alone in the colorless torn landscape of the Shadowfell. The followers wandered without a clear path, racked with fear and despair. Most of the followers fell to madness and lost their sense of self. It was months until members of other Blood Hunter orders found them among the ruins of the degraded landscape. Those followers that had any shred of motivation left, pushed forward under the care of the steadfast hunters, fighting the sense of hopelessness.
It wasn't until they had made it past the veil into the Material plane that the hunters made the terrible discovery. It was far to late for the survivors and they noticed that there was a significant change made. The hunters had tried to find a way to fill the emptiness that had rooted itself into the poor souls, but the final decision was made to give them the Hunter's bane in hopes to reverse some of the damage. It was a shocking revelation when every rescued individual had survived the deadly imbibing of the poisonous concoction. It seemed to give them back some clarity and focus which they payed back in full pledging to aid in the fight against the dark forces.
The order of the Raven often seeks the companionship of adventurers, because of the pure emotion that kind of company brings. It is because of the emotion draining properties of the Shadowfell that the Ravens have insight to the wonderful nature of emotion, and they often express themselves unwilling to become unfeeling husks once again. The leaders to the Order of the Raven continue to pray to the Raven Queen for guidance despite their past ordeals and when new members seek to join the order they venture once more into the Shadowfell on a holy pilgrimage to test if they have what it takes to rebuild themselves back from nothing.
Ravenous Hunger
3rd-level Order of the Raven feature
Whenever you regain hit points, the dice for determining how many hit points you receive can be rolled again and you take the higher result. In addition, when a target regains hit points within line of sight of you, you treat any roll of your hemocraft die of rite damage as having rolled their maximum value to that target until the end of your next turn.
At 18th level, Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.
Shadow Slide
7th-level Order of the Raven feature
As your movement, you can chose to merge with your shadow and slide across the ground up to 30ft. After emerging from your shadow you can make a melee attack against a target as a bonus action. This movement does not provoke attacks of opportunity.
You can use this feature a number of times equal to your Proficiency modifier. You regain all uses of this feature after you finish a short or long rest.
Brand of Lethargic Ward
11th-level Order of the Raven feature
Your Brand of Castigation now cause shadowfell feathers to swirl in the air in a 15-foot-radius sphere centered on the branded creature causing waves of lethargy. All hostile creatures inside the 15-foot-radius sphere centered on the branded creature can't use their reactions and their movement speed is halved.
Blood Curse of the Despairing
15th-level Order of the Raven feature
You’ve trained your hemocraft to attack the body and mind of enemies with the sapping power of shadowfell energies. You gain the Blood Curse of the Despairing for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Despairing
Prerequisite: 15th level, Order of the Raven
As a bonus action, you can choose one creature you can see within 30 feet of you that you seed a small mote of shadowfell energy to interrupt the target's defenses depending on where the mote is planted. You pick a type of saving throw that the cursed will have disadvantage when they go to make that saving throw next.
Amplify. The cursed creature fails the saving throw unless they strain taking 4d6 necrotic damage to attempt to make the saving throw at disadvantage.
Resist the Veil
18th-level Order of the Raven feature
You resist the call of the afterlife as your soul reaches out to the Raven Queen. You roll with advantage on all death saving throws. Additionally, the first time you are reduced to 0 hit points per long rest, you become immune to all damage while rolling death saving throws.
Order of the Siren
Villagers were taken away in the talons of harpies with smiles on their faces listening to their other worldly voices. Sailors have crashed their ships on the rocks enchanted by an enrapturing song on the winds. Farmers have been seen leaving their fields following mysterious woodland beauties into dark deep forests. By observing these creatures and one painful surgical process, the elders transform willing hunters into enchanting beasts. These hunters became the members to the Order of the Siren. Through training one's newly formed vocal cords and mixing in some blood magic these hunters have mastered enchantments through singing. There is an element of horror observing a fair maiden singing and seeing her enemies mindlessly following her every word. The process to transform a siren can be done to any willing subject wanting to go down this path, regardless of gender or race. The transformation takes many forms from becoming like the alluring feathered harpies, to the mysterious scaled mermaids ,to the whimsical floral nymphs, or seductive Succubus/incubus. Regardless of which kind of siren they manifest into, every song and dance are deadly.
Gifted Vocal Cords
3rd-level Order of the Siren feature
Due to the new implanted vocal cords you have a beautiful voice. You gain proficiency in performance and your proficiency bonus is doubled for any performance ability checks you make. Additionally, you can be heard by creatures of your choice up to 60 feet away as if you were whispering to them.
Siren Dance
3rd-level Order of the Siren feature
Whether you have regal feathers, iridescent scales, colorful foliage, or fiendish skin, all have a deadly edge. You gain an unarmed strike in the form of Predatory Strikes.
Predatory Strikes. You can apply your Crimson Rite feature to your unarmed strikes as a single weapon. You can use Dexterity instead of Strength for the attack and damage rolls for your unarmed strikes. When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action.
Your unarmed strikes deal 1d6 slashing damage. The damage increases to 1d8 at 11th level.
Loving Touch
7th-level Order of the Siren feature
You can easy the suffering and soothe your allies with a mere touch. As a bonus action, you can touch a creature and heal them a number of hit points equal to one roll of your hemocraft die plus your intelligence modifier (minimum of 1) or cure the creature of the paralyzed condition or the poison condition.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Brand of the Siren Call
11th-level Order of the Siren feature
Your Brand of Castigation now rings out an eerie siren song that confuses the branded creature. The branded creature has disadvantage on all attacks made against you when you are within 10 feet of the branded creature. Additionally, the branded creature is deafened while branded.
Blood Curse of the Alluring Song
15th-level Order of the Siren feature
You’ve honed your hemocraft to cause your victims to dance across the battlefield to where you want them. You gain the Blood Curse of the Alluring Song for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Alluring Song
Prerequisite: 15th level, Order of the Siren
As a bonus action, you can choose one creature you can see within 30 feet of you and they must make a Charisma saving throw or be charmed by you until the end of your next turn. While charmed, you choose a point within 30 feet of you that the cursed creature must use its movement to go to, but it must be a position that wouldn't bring them in direct danger from the surrounding area such as a cliff or a pool of lava.
Amplify. This curse lasts for 1 minute. As your bonus action, you can designate a new point the cursed creature must move to. At the end of each of its turns, the cursed creature can make a Charisma saving throw. On a success, this curse ends.
Draining Touch
18th-level Order of the Siren feature
As an action, you can grasp a creature in attempt to draw out their life force, the target must make a Constitution saving throw or take 5d10 necrotic damage and you regain half the damage dealt on a failed save, or half as much damage on a successful one and you regain no health.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Order of the Vampire Spawn
In the times of long hunts and even longer nights, the Blood hunters were facing some of their biggest threats. One of which had succeeded in infiltrating the ranks of the blood hunter members. Vampire lords had turned many hunters into their mind controlled spawn after the hunters failed at storming the ancient ones' lairs. What transpired afterward was dark times of paranoia and bloody infighting. The fact that their vampire spawn brethren were gifted with supernatural powers was frightening, but it paled in comparison to the knowledge that they possessed of the blood hunters' ways and secrets. Safe houses were overrun, stock houses burned to the ground and sacred ritual sites were leveled in very little time.
It wasn't until a radical idea was posed at a hushed meeting of master rank hunters. They were to use the same methods that brought them such ruin. They subjected volunteers of a suicidal mission to injections of vampiric blood that was harvested from a previously slain Vampire Lord. This ensured that they would not be mentally manipulated by the blood's originator, but they would appear to be one of the vampiric fold. After a series of gruesome conflicts, both sides had suffered great loses. Over a long period of time and the efforts of all the other blood hunter orders coordinating , they struck the final blow. The Vampire Lords that had started it all were dragged out of their hiding and dealt a swift death.
All blood hunters cursed as vampire spawn were then purged, excluding a small remainder of the volunteers that undertook the infiltration mission. Although they were regarded as heroes, they had succumb to the old blood. They are kept comfortable, though under careful watch, their blood was collected and distilled to make an advance serum that new blood hunters used to gain diluted vampiric abilities. The imprisoned elders of the Order of the Vampire Spawn run things shackled behind bars and the only means of communication are written orders handed over to the guard. This ensures that the possibility of mind control is diminished and no other internal conflict arises. Despite this order's grim past, its members are ever vigilant as they stalk the night.
Children of the Night
3rd-level Order of the Vampire Spawn feature
As an action, you summon from any blood nearby into a swarm of blood bats that swirls around you that remain in your space for 1 minute. The mass of bats impose disadvantage on all ranged attacks made against you. The bats revert back to inert blood as an action, the 1 minute runs out, you fall unconscious, drop to 0 hit points, or die.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Blood Potency
3rd-level Order of the Vampire Spawn feature
The depths of your potent blood can sometimes power your abilities without harming you in their activation. When an ability would cause you to roll your hemocraft die for determining the loss of hit points you take no damage when the die rolls an even number.
Spider Climb
7th-level Order of the Vampire Spawn feature
You adhere to surfaces being able to walk along walls and ceilings. You can climb difficult surfaces, including upside down, without having to make an ability check.
Umbral Senses
7th-level Order of the Vampire Spawn feature
You can transfer your senses to a creature’s shadow that is in line of sight of you. By doing so you see through the shadow and hear any noises in the immediate surrounding area. During this time, you are deaf and blind with regard to your own senses. As long as you are present within the shadow, there is a visible shimmer or quivering to the shadow. A creature can use its action to examine the shadow to determine that it is under the effects of an outside force with a successful Intelligence (Investigation) check (DC equal to 8 + your proficiency bonus + your Intelligence modifier)
Brand of Blood Gorging
11th-level Order of the Vampire Spawn feature
Your Brand of Castigation now siphons your foe’s life force, healing you while quenching your thirst. Whenever you damage a branded creature with your Crimson Rite, you gain temporary hit points equal to the damage rolled on your hemocraft die. When temporary hit points can be acquired you take the new amount of temporary hit points if its value is larger than your current temporary hit point amount. Temporary hit points are lost on a short or long rest.
Blood Curse of the Serene
15th-level Order of the Vampire Spawn feature
You’ve honed your hemocraft to cloud the minds of others around you to make them more susceptible to manipulation. You gain the Blood Curse of the Serene for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Serene
Prerequisite: 15th level, Order of the Vampire Spawn
As a bonus action, you cloud the mind of a creature within 30 feet of you, making them susceptible to honeyed manipulation. Until the end of your next turn, all creatures have advantage on Charisma (Persuasion) checks and Charisma (Deception) checks directed at the target creature.
Amplify. The next Intelligence saving throw or Charisma saving throw the target makes before this curse ends has disadvantage. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.
Legendary Resilience
18th-level Order of the Vampire Spawn feature
When you make a saving throw, you can gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the save succeeds or fails.
You can use this feature three times. You regain expended uses when you finish a long rest.
Created by CactusCrow
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