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

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Order of the Avatar

Blood hunters who follow the Order of the Avatar believe that the universe is made of blood; a vessel for their magic. These blood hunters, commonly referred to as Avatars, have taken up the path of psionics—the magic of the mind—to bend the elements and actions of others.


Rite of Transmission

3rd-level Order of the Avatar feature


You learn the Rite of Transmission as part of your Crimson Rite feature. When you activate the Rite of Transmission, the extra damage dealt by your rite is psychic damage. Additionally, while that rite is active on your weapon, you gain the following benefits:

  • You have resistance to psychic damage.
  • You can telepathically speak to any creature you can see within 30 feet of you that can understand you.

Psionic Hemocraft

3rd-level Order of the Avatar feature


You learn psychic regimens that are fueled by special dice called psionic hemocraft dice.


Regimens. You learn three regimens of your choice, which are listed under "Psychic Regimens" below. Some regimens enhance an attack in some way. You can use only one regimen per attack.


You learn two additional regimens of your choice at 7th (five total), 11th (seven total), and 15th level (nine total). Each time you learn new regimens, you can also replace one regimen you know with a different one.


Psionic Hemocraft Dice. You have four psionic hemocraft dice, which are equal to your normal hemocraft dice. A psionic hemocraft die is expended when you use it. You regain all of your expended psionic hemocraft dice when you finish a short or long rest. You take damage equal to one roll of your hemocraft die when you expend a psionic hemocraft die, but you do not take multiple dice rolls of damage if you expend multiple dice with a single action or other trigger.


You gain another psionic hemocraft die at 7th level (five total) and one more at 15th level (six total).


Saving Throws. Use your Hemocraft save DC for your regimens that require your target to make a saving throw to resist the regimen's effects.


Misc. When a regimen explains "...each psionic hemocraft die spent", you roll for each die spent and use the total. When a regimen requires your concentration but does not specify a duration, the duration becomes 1 hour.

Avatar's Vocation

7th-level Order of the Avatar feature


You have dedicated yourself to one of the following vocations that an avatar pursues on their journey.


Avatar of the Fight. You gain a +1 bonus to your Armor Class, and you gain a +2 bonus to initiative rolls.


Avatar of the Flight. Your speed increases by 5 feet, and you can take the Dash action as a bonus action.


Brand of Harboring

11th-level Order of the Avatar feature


Your psionic magic can bend creatures branded by your Brand of Castigation. Creatures branded by you become vulnerable to psychic damage dealt by you. If the branded creature has a resistance or immunity to psychic damage, it is removed, but the creature does not become vulnerable to psychic damage.


Risen Mind

15th-level Order of the Avatar feature


When you roll initiative and have no psionic hemocraft dice remaining, you regain 1 psionic hemocraft die.


Body of the Avatar

18th-level Order of the Avatar feature


Your mastery of the psionic energy that flows through your veins has enhanced your mind and body. You no longer age, and you are immune to disease, poison damage, and the poisoned condition.

Psychic Regimens

The regimens are presented in alphabetical order.


Aura of Bloodletting. You can spend 2 psionic hemocraft dice as a bonus action to unleash an aura of bloodletting. Until your concentration ends, you and any creature of your choice that you can see within 30 feet of you have advantage on melee attack rolls.


Beacon of Recovery. You can spend 2 psionic hemocraft dice as a bonus action to allow you and up to five allies that you can see within 60 feet of you to immediately make saving throws against every effect they're suffering that allows a save at the start or end of each of their turns. Roll one of the spent dice, adding half of the total rolled to each saving throw made.


Blood Transfer. You can spend a psionic hemocraft die as a bonus action to heal a creature of your choice within 5 feet of you. The creature regains hit points equal to each psionic hemocraft die spent.


Boiling Blood. You can spend a psionic hemocraft die as a bonus action, boiling your blood with psionic energy. Until the end of your next turn, creatures of your choice who enter within 10 feet of you for the first time on a turn or start its turn there must make a Constitution saving throw or take fire damage equal to each psionic hemocraft die spent.


Call to Inaction. If you spend 1 minute conversing with a creature, you can attempt to seed it with overwhelming ennui. At the end of the minute, you can use an action to spend a psionic hemocraft die and force the creature to make a Wisdom saving throw. The save automatically succeeds if the target is immune to being charmed. On a failed save, it sits and is incapacitated for 1 minute or until your concentration ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.


Commander's Sight. You can spend a psionic hemocraft die as an action and choose one creature that you can see within 30 feet of you. Until the start of your next turn, you and your allies within 30 feet of you have advantage on attack rolls against the target creature.


Crown of Disgust. You can spend a psionic hemocraft die as an action to make the area in a 10-foot radius around you difficult terrain for any creature of your choice that isn't immune to being frightened for 1 minute.


Crown of Rage. You can spend a psionic hemocraft die as an action, causing enemies within 10 feet of you to have disadvantage on melee attacks against creatures other than you. This effect lasts for 1 minute.


Crown of Sorrow. As an action, one creature you can see within 60 feet of you must make a Charisma saving throw. On a failed save, it takes psychic damage equal to each psionic hemocraft die spent, and it can't take reactions until the start of its next turn. On a successful save, it takes half as much damage.


Hemocraftic Smite. When you hit a creature with a melee weapon attack, you can expend a psionic hemocraft die to deal psychic damage to the target as part of the attack, in addition to the weapon's damage. The extra damage is equal to 1d6 for each psionic hemocraft die spent.


Incite the Rite. You can spend 2 psionic hemocraft dice as an action to choose up to two allies that you can see within 60 feet of you. Each target can choose a weapon they are wielding to infuse with a Crimson Rite. You choose from your available rites for each creature, and the creature must take damage equal to one roll of your hemocraft die in order for the rite to activate. The rites last for 1 minute or until your concentration ends.


Mantle of Command. When you end your turn and didn't move during it, you can spend a psionic hemocraft die as a reaction to allow one ally you can see within 30 feet of you to move up to half their speed, following a path of your choice. To move in this way, the ally must not be charmed, frightened, or incapacitated.


Mantle of Courage. You can spend a psionic hemocraft die as a bonus action, giving yourself and allies within 10 feet of you who can see you have advantage on saving throws for 1 minute.


Mantle of Fear. You can spend 2 psionic hemocraft die as an action to cast the Fear spell, but it is reduced from a 30-foot cone to a 10-foot cone.


Mantle of Fury. You can spend a psionic hemocraft die as a bonus action, giving yourself and allies within 10 feet of you who can see you a bonus to their movement speed for 1 minute. The bonus is equal to 10 feet for every psionic hemocraft die you spend, to a max of 30 feet.


Mantle of Joy. You can spend 1 - 3 psionic hemocraft dice as an action, giving yourself and a number of allies equal to your proficiency bonus that you can see within 30 feet of you temporary hit points equal to each psionic hemocraft die spent. Remaining temporary hit points are removed after you complete a short or long rest.


Mournful Mind. As an action, you can spend 2 psionic hemocraft dice and choose one creature you can see within 60 feet of you. It must succeed on a Charisma saving throw, or it becomes incapacitated and has its speed reduced to 0, requiring your concentration. The creature can make subsequent saves whenever it takes damage or at the end of each of its turns.


Overwhelming Wrath. You can spend a psionic hemocraft die as an action to flood rage into one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw. Upon failure, it can only use its actions to make melee attacks for 1 minute or until your concentration ends. The creature can make subsequent saving throws at the end of each of its turns.


Visions of Despair. You can spend a psionic hemocraft die as a bonus action when you hit a creature with an attack to force it to make an Intelligence saving throw or become stunned until the start of your next turn.

 

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