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Order of the Astral Clocktower

T
he Order of the Astral Clocktower seeks to Quickening
discover the hidden mysteries of their
hemocraft powers. They seek to improve the At 7th level, you learn how to invoke the art of Quickening
powers that the Hunter's Bane has given them which accelerates your blood flow in order to improve your
and push the threshold on what can be done reaction speed and avoid incoming attacks.
solely by the power of their own blood. When a creature hits you with an attack, you can use your
reaction to add your proficiency bonus to your AC for that
Sanguine Blades attack, potentially causing the attack to miss you. As part of
this reaction, you can move up to half your speed without
When you join this order at 3rd level, you've learned to use provoking any attacks of opportunity.
your own blood to extend your melee attacks. As a bonus You can use this feature a number of times equal to your
action, you can take one hemocraft die of damage to extend Intelligence modifier (minimum of 1 use). You regain all
the range of your melee attacks by 5 feet for one minute . This expended uses when you finish a short or long rest.
range increases to 10 feet at 11th level and 15 feet at 18th
level. Brand of Rallying
You can use this feature once. Beginning at 11th level, you Upon reaching 11th level, your Brand of Castigation feature
can use your Sanguine Blades feature twice between rests allows you to steal the life force of your branded foe.
and at 18th level you can use it three times between rests. Whenever you damage a branded creature, you gain the
You regain all expended uses when you finish a short or long damage you deal as temporary hit points. The maximum
rest. temporary hit points you can have from this feature equals
A Place of Learning your bloodhunter level + your Intelligence modifier (minimum
of 1).
Additionally at 3rd level, the Order of the Astral Clocktower
imparts you with their knowledge of the Hunter's Bane ritual, Blood Curse of the Honest Death
and with it a deeper understanding of how the body can be At 15th level, you gain the Blood Curse of the Honest Death,
altered. You gain proficiency in the Medicine skill. as detailed below, for your Blood Maledict feature. This
doesn't count against your number of blood curses known.
Blood Curse of the Honest Death
You've learned how to convert the raw hemocraft power of
your blood curses into a devastating attack. As an action,
while you have at least one Crimson Rite active, each
creature within a 15 foot radius of you must make a Dexterity
saving throw, taking 6d6 damage of your active Crimson Rite
type on a failed save, or half as much on a successful one.
Amplify. The radius increases to 30 feet.
Dual Rites
At 18th level, your weapons can now hold two active rites on
them. Whenever you activate your Crimson Rite feature, you
can choose to take an additional hemocraft die of damage to
apply a second Crimson Rite on your weapon.

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Design By: u/drmorroco


Art Credit: Namcofy
https://namcofy.artstation.com/

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