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Blood Hunter: The Forbidden Orders

S
ome paths are best left unwalked. These Ace of Hearts
paths are not for the faint of heart, and Starting at the 3rd level, you gain a pool of temporary
catastrophe may come to those who health d4 dice equal to your blood hunter level. You can
misuse their power. These are the apply these to yourself or directly touch creatures your
Forbidden Orders. blood hunter level number of times before needing a long
rest to reset it.
Deep inside these writings, you may find the cheshire
Order of the Grin, the monstrous Order of the Marsh, and Down the Rabbit Hole
even the long forgotten Order of the Unseen. Read along At 7th level, you learn to journey through terrible shadow,
at your own risk. with some help from the white rabbit. You can teleport up
to 25 feet to an unoccupied location as a bonus action
Order of the Grin once per short rest.
When using Cheshire Grin, you
automatically regain usage of the ability and it increases in
You are filled with a madness that leaves no sanity within range to 40 feet.
you, bringing a cruel smile to your face and causing the
shadows around you to bow down to your thoughts. All Phantom Strike
who walk this path find themselves in contact with the Starting at 11th level, you learn to control the shadows
Cheshire Cat: an unusual creature that wanders the planes with the help of the Cheshire Cat. Your unarmed attack
twisting fate, and causing mischief for some unknown damage becomes boosted by 1d6. With the Cheshire Grin
goal. As you learn to walk the planes like it does, that cruel activated you gain a 1d8 instead of the 1d6 for your
joy within your heart grows ever stronger, granting you unarmed attacks.
powers unseen by mortal men. You are the stalking
panther, the hunting lion, and the sly grin that appears Looming Shadow
even as your form fades away. But in that shadows lies a Starting at 11th level, you can manipulate the shadows of
great beast named the Jabberwocky, a creature that hunts objects, gaining a special form of telekinesis. This form of
the shadows and the mad. In order to hunt this darkness telekinesis can only be used if you can see the shadow of
you must become one with it. the object affected, and works like the cantrip mage hand,
except the hand cannot be seen without a successful DC
Order of the Grin Quirks 15 Perception check.
d8 Quirk
You constantly feel like grinning no matter the Blood Curse of the Eternal Grin
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circumstance. At the 15th level, you gain the Blood Curse of the Eternal
Your eyes are a strange yellow instead of a normal Grin:
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color. As a reaction, you can make all nearby invisible objects
You have an extreme fascination with hats, and are able to be seen, and make all nearby spells to be affected
3
always happy to find a new one. by the dispel magic spell.
You tend to use big words, and are often accused of Amplify. The casters of all spells dispelled are stunned
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not knowing their meanings. until your next turn.
You are horrible at directions and constantly give the
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wrong ones.
You have a quick temper, and react at the smallest
6
things.
7 You tend to tell stories in an over the top manner.
You have a habit of disappearing from the group until
8
something exciting occurs.

Cheshire Grin
When you choose this path at 3rd level, you gain the
power of Cheshire Madness. As a bonus action you can
enter into a Cheshire madness, which turns you invisible
except for your cheshire grin. When invisible, the
opponent has disadvantage on checks on seeing you or
attacking you. The effect ends after 1 minute or being hit
by an attack from the opponent. Once used once, it cannot
be used again until you finish a long rest.
At 7th level, you
gain one extra use per long rest and the ability to recharge
one on a short rest, and at 15th level, you gain a third use.
At 3rd level, your body becomes empowered by the
All that Remains
swamp, and gains you spectral arms. These arms usually
At 18th level, your connection to the White Rabbit
look like seaweed-like plants.
These arms can carry single
empowers your body with a cheshire energy. You can
hand weapons for two weapon fighting, as well as 40
activate Cheshire Grin as a reaction. When in your
pounds of gear. These arms can be hidden or brought
Cheshire Madness, you can now use Down the Rabbit Hole
back with a bonus action.
an infinite number of times, though using it more times
than the amount you have available will cause all uses to
Ethereal Power
be gone after the battle.
At 7th level, you learn to step through the Ethereal Plane.
As a bonus action, you can cast the etherealness spell with
this feature, without expending a spell slot, but the spell
Variant Rule: Maddened ends at the start of your next current turn.
Thanks to your time with the Cheshire Once you use this feature, you can’t use it again until
Madness, you yourself are mad. If you so you finish a short or long rest.
wish, you can use the madness rules in the
Dungeon Master's Guide and give yourself a Nexus Dodge
short term madness while you are in your At 11th level, your Nexus based powers give you the ability
Cheshire Madness.
to avoid attacks as they come. Once per short rest, you can
cause an attack that would hit to miss instead as a
reaction. You also gain advantage in athletics and
Order of the Marsh acrobatics thanks to the portals you manipulate.

Born of the Nexus of All Realities, multiversal power flows Blood Curse of the Nexus
through your veins, the swamp from which you came At the 15th level, you gain the Blood Curse of the Nexus:
twists you into a guardian of all portals and planes. When You gain the ability to teleport enemies and allies. You
ever someone attacks the Nexus, or forces a portal open, create a portal in any location within 20 feet, and create a
the Order of the Marsh will hear it and stop it. linked portal within 30 feet using a bonus action. This can
be used once per long rest, and the portal lasts until
Planar Importance removed with a reaction or for 1 minute.
Your power as a protector of the Nexus makes your death
Amplify. Range increases to 30 and 40 feet.
have extreme impact. When you die, one of the following
occurs. The Protector of the Nexus
d4 Planar Effect At 18th level, you gain increased planar powers. You can
use Ethereal Power 3 times a day, and also gain the ability
Your death causes the Nexus of All Realities to close,
1 to use it on other teammates. You also gain full immunity
and forces other Order members back through.
to poison and acid, as well as a resistance to non magical
Your death causes a demon to be forced out of your
2 slashing, piercing, and bludgeoning damage.
corpse.
3 Your body collapses into a new planar portal.
Order of the Unseen
4 Your body evaporates into a pool of water.
You are always there, a watcher from the darkness of the
world. Your powers over the darkness and its inhabitants
Appearance give you a new life, and empower you down a new path,
one which can only lead to despair. Those who begin this
As a member of the Order of the Marsh, your
journey cannot turn back, so close your eyes and take the
body is slowly consumed by plants as you
level up. It may start as just a small vine journey into the Unseen.
running up one arm, but over time may
evolve into a full suit of armor, or full covering In the Darkness It Thrives
of swampy plants. Starting at 3rd level, your time in the dark has given you
unforeseen powers. You gain the ability to see when in the
dark and become skillful in staying hidden when in it. You
gain darkvision for 120 feet, and gain 10 feet of extra
Rite of Planes walking speed when in the dark or at night.
You gain the Rite of Planes, which changes your rite focus
damage to either psychic damage or poison damage. This
can be changed during a long rest.
Variant Rule: Light Sensitivity
Living Marsh As a member of the Order of the Unseen, you
thrive in the dark. When you are in direct
sunlight, you gain disadvantage on Wisdom
(Perception) checks that rely on sight.
Unseen Follower Credits
Starting at 3rd Level, you gain a spirit in the shape of a
raven that follows you around, using the statblock of a Lots of thanks to RuinSmith_Hlit for helping me balance
normal raven, but with health equal to 1 + your INT these ideas
modifier + your proficiency bonus. It will obey your Credit to my friend @PandaKing for the idea and a lot
commands, which can be relayed telepathically if you are of the abilities on the Order of the Grin
within 100 feet of it. Credit to Magic the Gathering Art from Tomasz
When the raven is on your shoulder, you gain a bonus to Jedruszek, that I felt really fit the Order of the Unseen,
Perception checks equal to your INT modifier. and made the picture for the document.
When the raven is not on your shoulder, you can see
through its eyes, and use it to awaken yourself from sleep.
If the raven dies, it will automatically reappear after a
short rest.

Shadow Sneak
Starting at 7th level, you can teleport through the
darkness. You can either teleport to a shadow within 20
feet of you, or to your Raven if they are within 100 ft,
effectively switching places with the raven. This does not
effect your movement, but does require a bonus action to
trigger.
You can use this a number of time equal to 1 + your INT
modifier per long rest.

Manipulation of the Unseen


Starting at 7th level, you have improved control of the light
level nearby. You can cast darkness and light at will
without using any spell slots.

Dark Protection
At 11th level, your dark path has given you improved
control of your life. You now have advantage on death
saving throws and a resistance to necrotic damage.

Blood Curse of the Eternal Night


At 15th level, you gain usage of the Blood Curse of the
Eternal Night:
You gain the ability to change what opponents see. As
an action, you can force one enemy in sight is forced to
make a WIS saving throw against your INT bonus plus 10. If
you succeed, the opponent sees you as non moving until
the end of your next turn. Otherwise, nothing happens.
Amplify. It automatically succeeds.

Emissary of the Night


At 18th level, your powers over the darkness have
exceeded your wildest dreams. Your darkvision increases
to 150 feet, and you gain an additional 5 ft to your walking
speed at night. You also gain immunity to necrotic
damage, as well as the ability to use Shadow Sneak as a
reaction.
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