Order of the Subjugator (Blood Hunter) - D&D 5e

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Order of the Subjugator

To most blood hunters, the Hunter's Bane is a painful and irreversible process in order to protect the innocent. To those who followed the Order of the Subjugator, the Hunter's Bane was a rite of rebirth as a mortal above mortals. Subjugators are conquerors who defeat and control their enemies with no remorse, treating other people as potential resources to be harnessed and controlled.


The Subjugators, being of the youngest of the blood hunter orders, emerged from a dark chapter in recent history, where a faction of hunters sought to impose order and control over a "weak" world to prevent the slow death of blood hunter orders. They developed hemocraft techniques to dominate the minds and bodies of others, using their blood magic on the belief that true power comes from absolute dominion over others.

Rite of Assimilation

3rd-level Order of the Subjugator feature


Upon joining this order, you learn the Rite of Assimilation as part of your Crimson Rite feature. When you activate the Rite of Assimilation, the extra damage dealt by your rite is force damage, and you gain the following benefits while that rite is active on your weapon:

  • You have resistance to psychic damage and cannot be magically put to sleep.
  • When you hit a creature who is charmed or frightened of you with a weapon for which the Rite of Assimilation is active, you roll an additional hemocraft die when determining the extra damage from the rite.

Subjugator Magic

3rd-level Order of the Subjugator feature


Your hemocraft has given you access to enchantment spells which subjugate your enemies with relative ease. You learn the Mind Sliver cantrip spell. You also learn the Charm Person, Command, and Hex spells. You can cast each of these spells without expending a spell slot once, and you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Your spellcasting ability is Intelligence.

Cunning Harbinger

7th-level Order of the Subjugator feature


Your domination over others give you natural resilience around those like you. You gain expertise in Insight.


Furthermore, you gain advantage on saving throws against the charmed and frightened conditions.

Brand of the Frenzy

11th-level Order of the Subjugator feature


The joy of mangling your foes spreads to your magic. When you active your Brand of Castigation on a creature, you can choose for it to spread to up two other creatures of your choice within 10 feet of the target. If you do so, the Brand of Castigation instead has a duration of 1 minute.

Blood Curse of the Grim Omen

15th-level Order of the Subjugator feature


You shape your hemocraft into the perfect tool to warn those who disobey your elite authority that even darker times are to come. You gain the Blood Curse of the Grim Omen as part of your Blood Maledict feature. This does not count against your number of blood curses known.


Blood Curse of the Grim Omen


As an action, you tell tales of grim omens to creatures of your choice that can hear you within 30 feet of you. A creature must make a Wisdom saving throw as whispers fill its ears or become frightened of you for 1 minute, and also become deafened while frightened in this way. A creature can make subsequent saves at the end of each of its turns.


Amplify. A creature has disadvantage on the saving throws and it is also incapacitated for the duration.

Tormentor of Rebellion

18th-level Order of the Subjugator feature


You've become the embodiment of control and fear, but you need more than just that; you need to torment the rebellious souls that plague this universe. As an action, you shift your appearance and biology to something beyond humanoid in order to strike true primal emotions within your victims for 1 minute, gaining the following:

  • Your creature type becomes Aberration.
  • Your movement speed increases by 15 feet.
  • Your current size increases by one size category.

Also, you cast Blade of Disaster as part of the same action, summoning the blade in your hand; the blade's reach while in your hand is 15 feet, and the blade has the Rite of Assimilation active on it while in your hand. This spell doesn't require concentration when cast this way, lasting until the end of the benefits gained from this feature.


You can use this feature once every long rest.

 

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