Order of the Hellspawn - Blood Hunter Order (Po's Tavern, DND 5E)

by PosTavern

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Order of the Hellspawn

Order of the Hellspawn

The Order of the Hellspawn uses the secrets of blood magic to explore the further regions of experience. To some, members of this order are demons. To others, they are angels. In any case, they obsess over their knowledge of pain and pleasure. Like the chain devils that created them, they dedicate their hellish blood powers to torturing their prey and making them suffer fates worse than death.

Summon Hooked Chain

When you join this Blood Hunter order at 3rd level, your hemocraft gains mutilating power from its bond to the Nine Hells. When you take the attack action, you can forgo one of your attacks to summon an animated hooked chain within 30 feet of you. A hooked chain lasts for 1 minute or until you use this feature to create another hooked chain past your maximum amount. You can have up to two hooked chains summoned at 11th level and three at 18th level.

When you summon a hooked chain, you can make a melee weapon attack against one creature within 10 feet of it using your Dexterity modifier. On a hit, the target takes 1d8 piercing damage and is grappled (the escape DC equals your Hemocraft save DC). Until this grapple ends, the takes 1d6 piercing damage at the start of each of its turns.

When you take the attack action, you can forgo one of your attacks to move a hooked chain up to 30 feet and make another attack with it. At 18th level, you can summon or attack with a hooked chain as a bonus action.

You can use a bonus action to apply your Crimson Rite feature to a hooked chain as a single weapon.

You can summon a hooked chain a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Crimson Fanatic

Beginning at 3rd level, your abhorrent order teaches mastery over pain. When you use your Crimson Rite feature, you can choose to lose an additional number of hit points equal to double your proficiency bonus. When you do so, your chosen weapon deals additional damage of the chosen rite’s type equal to double your proficiency bonus once per round.

Rite of Pleasure

At 7th level, you learn the Rite of Pleasure esoteric rite.

Rite of Pleasure. Your rite damage is piercing damage.

While the rite is active, you gain the following benefits:

  • You gain a number of temporary hit points equal to your Blood Hunter level + your Intelligence modifier.
  • When you hit a creature with a weapon attack that deals rite damage, its speed is reduced by 10 feet until the start of your next turn.
  • When you score a critical hit with a weapon attack that deals rite damage, the target must succeed a Constitution saving throw or suffer a lingering injury. To determine the nature of the injury, roll on the Lingering Injuries table (as seen in Chapter 9 of the Dungeon Master’s Guide).

Brand of Lament

At 11th level, your Brand of Castigation now exposes your foe to the relentless power of the Nine Hells, leaving them vulnerable to your Crimson Rite. Whenever you damage a branded creature with your Crimson Rite, your weapon deals one additional hemocraft die of rite damage. In addition, you can use a bonus action to craft an illusion that takes root in the branded creature's mind which makes you look like one of its departed loved ones or bitter enemies (your choice).

Blood Curse of the Tearing Soul

At 15th level, you’ve honed your hemocraft to tear the souls of your enemies apart, punishing them for resisting your pleasures. You gain the Blood Curse of the Tearing Soul for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of the Tearing Soul. As a bonus action, you can choose one creature you can see within 30 feet of you that is grappled or restrained. Until the grapple or restraint ends, the cursed creature suffers 3d6 psychic damage each time it attempts to escape the condition, whether it succeeds or fails.

Amplify. If the cursed creature attempts to escape the condition and fails, it must make a Wisdom saving throw or the psychic damage it suffers is doubled.

Pocket Hell

At 18th level, when you reduce a creature to 0 hit points, its soul is transported to a pocket dimension of your design where it endures eternal pain and pleasure. The creature can be restored to life only by means of a True Resurrection or a Wish spell. For every soul you keep in your pocket dimension, you gain 2 temporary hit points at the start of each long rest.

Art: Rektor Shakenriste by Yan Kyohara




































Dark Gift of the Hellscarred

Your body has become enveloped in horrific mutilations and piercings, permanent signatures that mark you as a survivor of a terrible blood ritual. While this ritual has left you in physical and mental anguish, it has also given you a newfound appreciation for pain and suffering.

Roll on or choose an option from the Grisly Disfigurements table to determine the most notable feature of your maiming. Additionally, you gain the traits that follow.

Grisly Disfigurements
d6 Disfigurement
1 One of your limbs has been replaced with a horrendous tool or weapon
2 An unnerving mask has been sewn to your face
3 You have a gaping hole that exposes the inside of one portion of your body
4 Your eyes and/or mouth are held open by an apparatus
5 Your skin is covered in burns, rashes, and strange runes
6 Several tiny objects and/or one large object is pierced through your head






































Devil's Chains. You learn the thorn whip cantrip if you don’t already know it, and require no components to cast it. The whip created by the spell is a hooked chain that targets the points of the body most sensitive to pain. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (your choice when you gain this Dark Gift).

Pleasure from Pain. Whenever you take damage, you feel an invigorating sense of gratification and gain temporary hit points equal to double your proficiency bonus. While you have temporary hit points from this trait, you can roll a d4 and subtract the number rolled from your temporary hit points to add to an attack roll, ability check, or saving throw. If you have less than 4 temporary hit points when you do so, you can only add up to your remaining amount to the roll.

Mark of the Hellscarred. Your body is enveloped in horrific mutilations, causing you to gain advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks.

This is a Dark Gift, a type of player option described in Van Richten's Guide to Ravenloft.

Art: Kyton, Chain-Devil by Khiralas

Origins in Wildemount, Exandria

Ezekiel Thorn was once a young high elf who was tragically scarred by the experiences of the Marrow War between men and monsters. A blood hunter serving with the Order of the Mutant, Ezekiel witnessed the horrors of bloodshed driven by the devils and undead beings that swarmed his home valley. These atrocities broke his mind and snuffed the joy of life from his soul. When the Dwendalian Empire conquered the valley and banished the Claret Orders, he began to wander the world of Exandria. He indulged in a hedonistic lifestyle for a quarter century, seeking out every form of gratification and pleasure he could think of, yet after all that time he still hungered for something more. Eventually, he journeyed into the Nine Hells alongside a dwarvish lycan blood hunter named Tova and several new companions.

It was on this expedition where he discovered an infernal puzzle box that piqued his curiosity. When solved, the box opened a portal to Jangling Hiter, the city of chains and undying screams of torment in the third layer of the Nine Hells. Chain devils dragged Thorn from his companions and subjected him to every form of torture imaginable. Several hundred years of persecution helped him finally understand the true pleasures of suffering, and he was transformed into a kyton blood hunter known as Thornskull. He studied ways to combine his hemocraft techniques with his newfound kyton powers and discover more advanced methods of torture. This practice began the Order of the Hellspawn, formed by the very monsters that the blood hunters were founded on destroying so long ago. New blood hunters often became a part of this order by being captured by devils or by indulging their eldritch curiosities, much like Thorn himself.



Kyton Blood Hunter

Medium fiend (devil), lawful evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 85 (10d8 + 40)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 18 (+4) 18 (+4) 12 (+1) 14 (+2)

  • Saving Throws CON +7, WIS +4, CHA +5
  • Skills Acrobatics +5, Insight +4, Perception +4
  • Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
  • Damage Immunities Fire, Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft., Passive Perception 11
  • Languages Common, Infernal, Telepathy 120 ft.
  • Challenge 9

Blood Curse of the Tearing Soul. As a bonus action, the devil targets one creature it can see within 30 feet of it that is grappled or restrained. Whenever the creature attempts to escape the condition, it must make a DC 14 Wisdom saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one.

Blood Frenzy. The devil has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Devil's Sight. Magical Darkness doesn't impede the devil's darkvision.

Innate Spellcasting (3/Day). The devil can innately cast hex. Its innate spellcasting ability is Intelligence.

Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The devil makes two attacks with its chains

Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.

Animate Chains (Recharges after a Short or Long Rest). Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried.

Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.

Reactions

Unnerving Mask. When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.

Credits

Author and Designer

Cici (u/PosTavern)

Art Credits Note

As a commitment of respect and virtue, I have included each artist's name and artwork title in distinguishable bold text on their respective page. This is done to recognize the artists’ hard work and encourage all interested viewers to look into them further. Any art without this credit is public domain (CC0). If you are an artist and wish to have your piece removed from this product, please contact cici.imagineer@gmail.com.

Acknowledgements

My friends and significant other for their enthusiasm and support
The redditors who commented terrific feedback
The creators of Hellraiser (Clive Barker) and Critical Role (Matthew Mercer) for initially inspiring the order

Credits Art: Chain Devil by ChimericEcho