Blood Hunter Order: Order of the Psion
Psionic Talents
You learn one Psionic Talent from the Subclass list that is equal to or lower than your blood hunter level, you learn an additional Talent at 7th, 11th, 15th and 18th level.
When you gain a level in this class you can replace any talent you know with another that you meet the requirements for.
Telekinetic Assault
Starting at 3rd level, while you have a crimson rite active you can cause the weapon to float on it's own, leaving your grip while your rite remains active. As part of the same bonus action used to activate a crimson rite or as a bonus action while a rite is active you can cause a weapon with your crimson rite active to levitate by itself and float up to 20ft. A weapon cannot be further than 60ft from you and you can only have one weapon levitating at a time.
When a weapon is floating and you take the attack action you can attack using the floating weapon as if you were standing in that location or from your space, you must still your senses for the attacks from the weapon.
As a bonus action while the weapon is within 60ft you can recall the weapon causing it to fly back into your hand.
This feature lasts as long as the rite persists but requires your concentration (as if concentrating on a spell).
If you stop concentrating on the weapon or if you move more than 60ft from the weapon it falls on the ground in its location and the crimson rite ends.
Infalliable Will
Starting at 7th level you gain resistance to psychic damage and gain proficiency in Wisdom saving throws. If you're already proficient in Wisdom saving throws, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Additionally, when you take damage from your hemocraft die, such as activating a crimson rite or amplifying a blood curse, you do not need to make constitution saving throws for maintaining concentration.
Serrated Assault
Starting at 11th level, when you move your floating weapon you can move it through a creatures space and force it to make a Dexterity saving throw against your Hemocraft save DC or take damage from your weapon. A weapon can only cause a creature to make this save once per turn.
Brand of the Shattered Mind
Starting at 15th level, when a creature under the effects of your Brand of Castigation makes an Intelligence, Wisdom or Charisma saving throw they subtract your Intelligence modifier from their roll.
Blood Curse of Cerebral Restraint
Starting at 18th level, your hemocraft gives you the ability to limit the thoughts of those you face giving you the advantage. You gain the Blood Curse of Cerbral Restraint for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse
Blood Curse of Cerebral Restraint
Prerequisite: 18th level, Order of Psionics
As an action, you target a creature that you can see within 30ft of you. The creature must make a wisdom saving throw against your Hemocraft save DC. On a failure the creature cannot take either it's action, it's bonus action or it's movement (your choice) on it's next turn.
Amplify. The creature cannot take reactions until the start of your next turn.
Talents
3rd Level
Telepathy
You gain telepathy for a range of 60ft.
Telekinetic Recall
When you throw a weapon you can cause it to immediately return to your hand after being thrown. If the weapon was affected by your Crimson Rite it remains active.
If you lose concentration or move more than 60 feet from your floating weapon using your Telekinetic Assault feature you can use your reaction to recall that weapon so long as you are aware of a path it can take to reach you.
Minor Projection
You learn the minor illusion and mage hand cantrip and can cast them without components. When cast in this way the Mage Hand is invisible. These spells are psionic and require no components.
7th Level
Telekinetic Ward
When you expend a use of your blood maledict feature you gain temporary hit points equal to your blood hunter level, if you amplified your blood maledict you add your intelligence modifier (minimum of 1) to the temp hp gained, you choose whether to gain this temporary hp before or after you take the damage from amplifying your blood maledict.
Mystic Drive
Your movement speed increases by 10ft and your jump distance is tripled.
Psionic Reach
While under the effects of a crimson rite the range of your affected melee weapon attacks increases by 5ft, this bonus also applies to your Telekinetic Assault melee attacks.
11th Level
Quantum Translocation
As an action you can target a willing creature within 30ft of you and cause you and the target to magically swap locations.
Innate Psionics
Prerequiste: Have spells from a racial trait or racial feat
Spells you know from a racial trait or racial feat are now Psionic, meaning no components without gold cost are needed and can be cast/remain active in anti-magic zones.
You can choose to use your intelligence as their spellcasting ability instead of what is listed in the racial ability or racial feat.
Repelling Blast
When you are hit by a melee attack, you can use your reaction to force the attacker to make a Strength saving throw against your Hemocraft save DC or be pushed directly away from you a number of feet equal to five times your Intelligence modifier. (minimum of 5 feet)
15th Level
Telekinetic Bulwark
Prerequisite: Telekinetic Ward
When you gain the Temporary Hit Points from Telekinetic Ward you can target any number of creatures you can see within 30ft, those creatures gain temporary hit points equal to half the amount you gain (rounded up).
Rite of the Psion
You learn a new Crimson Rite: Rite of the Psion, which deals force damage.
Stellar Gaze
You gain truesight to a range of 30 feet.
18th Level
Psionic Shade
At the start of your turn you can form a spectral copy of yourself in your space. It has it's own movement, action and bonus action and acts under your control (no command needed), it uses your statistics and equipment for everything and is under the effects of any blood hunter abilities you have active such as your crimson rites. At the end of your turn it fades away alongside all of it's copied equipment.
You can use this feature once and must finish a long rest before you can use this feature again.
Imprinted Brand
You can have two creatures affected by your Brand of Castigation feature. When you apply a brand while you have two active you choose which brand ends.
Rending Assault
The maximum range and movement speed of your Telekinetic Assault feature are doubled. Your Telekinetic Assault no longer requires concentration and you can have two weapons floating at a time. Whenever you use your bonus action to move your floating weapons or activate a crimson rite you can move both of your weapons independently.