Difference between revisions of "Order of the Riftwalker (5e Subclass)"

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==Order of the Riftwalker==
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==Order of the Riftwalker - Blood Hunter Subclass==
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Hunting creatures from beyond space and time, the Riftwalkers track monsters from other worlds who seek to invade ours and infiltrate our societies to dark ends. As such, they learn to chase foes across reality, prevent them from teleporting back to their far-away homes, and even chase down those that do teleport away, following them across the planes. However, these shadowed warriors do so at the cost of consuming themselves even more than other Blood Hunters, draining away their own life essence and often being forced to steal the life of their victims to survive their own power.
  
Hunting creatures from beyond space and time, the Riftwalkers track monsters from other worlds who seek to invade ours and infiltrate our societies to dark ends. As such, they learn to chase foes across reality, prevent them from teleporting back to their far-away homes, and consume your enemies with the power of the hungry darkness beyond the light of existence. However, these shadowed warriors do so at the cost of consuming themselves even more than other Blood Hunters, draining away their own life essence and often being forced to steal the life of their victims to survive their own power.
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===Planestalker===
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When you join this Order, your senses become more attuned to the extraplanar creatures you hunt. Your ''Hunter's Bane'' feature now functions against celestials, elementals and aberrations in addition to fiends, fey and undead.  
  
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===Rite of the Void===
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When you join this order at 3rd level, you learn the Rite of the Void esoteric rite. While this Rite is activate, part of the striking portion of your weapon appears to be covered in a deep, spectral blackness that is speckled with shifting points of light, as if it were a window into the night sky.
  
===Dark Wanderer===
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:'''''Rite of the Void.''''' Your rite damage is force damage.
  
At 3rd level, you gain two benefits: Void Nomad and Rift Slash.  
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While the rite is active, you gain the following benefits:
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*You gain resistance to force damage.
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*Your weapon deals one additional hemocraft die of rite damage when you hit a fey, fiend, celestial, elemental, or aberration.  
  
'''Void Nomad:''' You have worked hard to learn the skills needed to take down your extradimensional prey, and it's paid off, at the expense of partial madness. You gain proficiency in Dexterity saving throws, but lose proficiency in Wisdom saving throws. You also gain proficiency in any two of: Stealth, Survival, or Sleight of Hand. If you already have proficiency in two or more of these skills, you gain 1 hp per Blood Hunter level for every proficiency you would've gained via this class feature, up to 2 HP per class level.
 
  
'''Rift Slash:''' Your blood magic allows you to step across space, at a cost. When you make an attack roll against a foe with a melee weapon bearing your Crimson Rite, you may choose to take damage equal to your Crimson Rite damage in order teleport either before or after the attack, allowing you to either close the distance with a target or retreat after attacking. You may teleport 5ft in any direction for every point of Crimson Rite damage you willingly took. This can only trigger once per round.
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===Riftwalking===
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Beginning at 3rd level, your blood magic allows you to step across space, at a cost, using a special technique called Riftwalking, which earned the Order their name. You begin with a simple technique, and learn more advanced techniques as you grow in power and practice.
  
===Shattering Void===
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====Rift Points====
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You can gain a resource known as Rift Points, representing cosmic force gathered by your hemocraft. While you have Rift Points remaining, a glittering, dark smoke swirls around you, not unlike a billowing glimpse into the starry night sky. You can have a number of Rift Points at any given time equal to your Intelligence modifier, plus one-half of your Blood Hunter level (Min 1). At the end of a long rest, you regain all of your Rift Points; Additionally, when you lose hit points to a roll of your Hemocraft die (Such as when you activate your Crimson Rite, amplify a Blood Curse, or when you activate your ''Void Sacrifice''), you regain 1 Rift Point for every hit point lost to the die, up to your maximum number of Rift Points.
  
At 7th level, you gain two benefits - Anchoring Strike and Consuming Rite.
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====Void Sacrifice====
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Each round while your Crimson Rite is active on a melee weapon in your grasp, you can choose, at the beginning of your turn, to activate your ''Void Sacrifice'' - In doing so, you lose hit points equal to one roll of your Hemocraft die. ''Void Sacrifice'' occurs before any other event that would occur at the beginning of your turn.
  
'''Anchoring Strike:''' When you successfully strike a foe with a weapon bearing your Crimson Rite, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or be unable to use any teleportation or plane-shifting ability it has for a number of rounds equal to the amount of Crimson Rite damage it took from the attack; The creature can attempt another Wisdom save each round to end the effect. If it attempts to do so while under the effects of this ability, you heal a number of hit points equal to your Crimson Rite damage.  
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:At 7th level, whenever you lose hit points to a roll of your Hemocraft die, you can choose to increase the number of hit points lost - And consequentially, the number of Rift Points you gain - By an additional roll of your Hemocraft die.
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====Rift Step====
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You can use your cosmic energy to cut, puncture or crack the fabric of space momentarily, just enough for you to slip through. Immediately before or after any single melee attack made with your Crimson Rite weapon (Be it with the Attack action, an Attack of Opportunity, or etc.), you can choose to spend a number of Rift Points - Up to your Proficiency Bonus - To make a ''Rift Step''. This ''Rift Step'' allows you to teleport to an unoccupied space you can see, provided that space is within 5ft for every Rift Point you spent to activate that ''Rift Step''. This allows you to close a gap before an attack, or create one after you attack. You may only use ''Rift Step'' once per round.
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===Brand of the Shadowstealer===
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At 7th level, when a target under the effects of your ''Brand of Castigation'' attempts to teleport, leave their current plane, or summon a creature, you siphon off a bit of that power to fuel your own teleportation - You gain a number of Rift Points equal to one roll of your Hemocraft die, which last until the beginning of the branded creature's next turn if you do not spend them before then.
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:At 13th level, your ''Brand of Tethering'' also prevents the target from summoning creatures in the same manner that it prevents teleportation and plane-shifting. Additionally, each time a creature takes damage from your ''Brand of Tethering'', you can choose for that damage to be Psychic or Force damage, and you regain a number of hit points equal to the damage dealt.
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Additionally, you learn the ''Shadow Recall'' ability for your Riftwalking feature:
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====Shadow Recall====
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At 7th level, you learn to unfold yourself across space like a spool of yarn, then snap back into place, folding back into your original position. When lose hit points to a roll of your Hemocraft die, you can choose to mark your current location, leaving a still, ghostly silhouette of yourself at this marked location; As you move and act, additional silhouettes appear in each square you pass through. At the end of your turn, you automatically teleport back to this marked location, the silhouettes vanish, and you are Restrained until the beginning of your next turn (Even if you are otherwise immune to the Restrained condition). If the marked location is somehow occupied by a creature or solid object when you teleport back to it, you are immediately shunted to the nearest unoccupied space you can occupy, you take force damage equal to twice the number of feet you moved, and you are Stunned until the beginning of your next turn (Even if you are otherwise immune to the Stunned condition).
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If you have shifted to a different plane since you marked a location with your ''Shadow Recall'', you still return to the marked location on that plane, but because you crossed planar boundaries so violently, you are automatically Paralyzed until the beginning of your next turn (Even if you are otherwise immune to the Paralyzed condition), and you gain 1 level of Exhaustion.
  
'''Consuming Rite:''' When you successfully strike a foe with a weapon bearing your Crimson Rite, you may choose to have your Rite deal no additional damage to the target. Instead, you force the target to make a Consitustion saving throw, and if they fail, a tiny tendril of smoky black voidwraps around them, draining their essence. This is known as a Consuming Rift, which lasts one round per Blood Hunter level, and deals 1 damage to the target each round. They may attempt another Constitution saving throw each round to negate the damage that round, but that does not end the effect. The rift can be dispelled, and counts as a spell of a level equal to 1/3 the Blood Hunter's levels in the Blood Hunter class, min 1. You can have more than one Rift on a single target at once, but you can only have a maximum of three Rifts in existence at any one time.
 
  
 
===Umbral Hunter===
 
===Umbral Hunter===
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At 11th level, your blood curse can distort space to remove the distance between you and your foe. You gain the [[#Blood Curse of the Inescapable Hunter | Blood Curse of the Inescapable Hunter]] for your Blood Maledict feature. This does not count against your number of blood curses known.
  
At 11th level, you gain four benefits - Avoidance, Shadow Recall, The Void Beckons, and Inescapable Fate.
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====Blood Curse of the Inescapable Hunter====
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'''Prerequisite:''' 11th level, Order of the Riftwalker
  
'''Avoidance:''' Whenever you succeed a Dexterity saving throw, or someone fails an Attack Roll against you, you may choose to teleport 5 feet in any direction. You take 1 point of damage as part of this movement.
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'''Effect:''' You can use your hemocraft to follow a target, no matter its means of escape. When a target you can see within 60ft attempts to teleport, you can use your Reaction to activate this blood curse. If you do so, at the beginning of your next turn, you teleport to an unoccupied space of your choice adjacent to the creature, and make a single weapon attack against that creature.  
  
'''Shadow Recall:''' You can choose to use your reaction to teleport back to your location at the beginning of this round, or the end of the previous round. In doing so, you take 1 point of damage for every 5ft traveled in this manner, and are stunned until the beginning of your next turn.
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:When a target you can see within 60ft of you, that is under the effects of your ''Brand of Castigation'', attempts to shift to a different plane of existence, you can use your Reaction to activate this Blood Curse. If you do so, at the beginning of your next turn, the curse transports you to an unoccupied space of your choice adjacent to the creature, on that plane of existence, supernaturally grants you the ability to survive and act unhindered by the conditions of the plane until the end of your next turn, and allows you to make a single weapon attack against that creature.
  
'''The Void Beckons:''' Consuming Rite now heals you for an amount equal to the damage it deals every round. Anchoring Strike now also hinders Conjuration and summoning-type abilities, forcing the target to make a Wisdom saving throw. If they fail the save, the ability fails and you are healed by it as if it were a teleportation effect. If they succeed, the ability takes effect as normal.  
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'''Amplify:''' If the attack granted to you by this blood curse lands, the target must make a Charisma saving throw against your Hemocraft save DC. If it fails, at the end of your next turn, it is teleported to an unoccupied space of your choice adjacent to you. If the target is under the effects of your ''Brand of Castigation'', this teleportation can transport the creature to the same plane as you.
  
'''Inescapable Fate:''' Once per long rest, you may use your action to teleport directly to a single target of your Consuming Rift or Blood Curse via your Rift Slash class feature, no matter where they are. This can be done even if they teleport or plane shift, but this must be done within 1 round of their departure. If used in conjunction with this ability, your Shadow Recall allows you to teleport to your location when you used this ability, if done within ten rounds of using Inescapable Fate, but deals damage equal to your class level and paralyzes you until the end of your next turn in place of its normal self-harm and stun, and prevents you from using Shadow Recall, Rift Slash or Avoidance at all until you finish a short or long rest.
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<pre>
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Author's Note
  
===Endless Night===
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This blood curse is incredibly useful on its own, but using it in combination with Shadow Recall makes it especially potent, allowing you to follow the target to their destination, attack them, complete a full turn of actions and movement, and then return to the location at which you started your turn. On top of that, if you Amplify the curse, the attack lands, and the target fails its save, you can pull the target back to that location with you. This functions across planar boundaries if the target is branded by your Brand of Castigation when it commences its transportation.
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</pre>
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===Unseen Prowler===
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At 11th level, when you lose hit points to a roll of your Hemocraft die, you can expend a use of your Blood Maledict feature to become Invisible until the beginning of your next turn, or until you attack or cast a spell. Additionally, while you have Rift Points remaining, you can choose to be invisible to those attempting to perceive you with only Darkvision.
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Additionally, you learn the ''Cosmic Avoidance'' ability for your Riftwalking feature:
  
At 15th level, you gain two abilities - Entropic Surge, and Nightstalker.
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====Cosmic Avoidance====
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When your agility is tested, you can warp reality slightly to put more space between you and your assailant. At 11th level, while you have Rift Points remaining, whenever you succeed a Dexterity saving throw, or someone fails their Attack Roll when making an Attack of Opportunity against you, you may choose to spend 1 Rift Point to teleport 5 feet in any direction, to an unoccupied space you can see.
  
'''Entropic Surge:''' When a target under the effects of one of your Blood Curses dies to either your Consuming Rite or a blow from a weapon bearing your Crimson Rite, you instantly regain one use of your Blood Curse ability.  
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===Endless Night===
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At 15th level, you are everywhere and nowhere at once, like a storm of blades flickering about, endlessly twisting in shadow. This grants you the following benefits:
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*When you deal rite damage to a creature, you gain Rift Points equal to the damage dealt.
  
'''Nightstalker:''' You gain Darkvision out to 30ft if you do not already possess it, and can choose to be invisible to those attempting to perceive you with such a sense. Darkvision is black and white only. Additionally, your Rift Slash feature is no longer limited to once per round.
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*Rift Step can be used an unlimited number of times per round. This allows you to break up your teleportation, giving you finer control over where you end up, and allowing you to better attack and retreat.
  
===Soul of Black Rage===
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*When you use ''Shadow Recall'', you are not Stunned or Paralyzed, only Restrained. You still gain 1 level of Exhaustion if the recall causes you to cross planar boundaries.
  
At 18th level, when you have to make a death saving throw at the start of your turn, you can instead choose rise from the ground in a storm of black energy. Each creature of your choice that is within 30 feet of you takes Psychic damage equal to 2d8 + your Wisdom modifier, and is subject to your Consuming Rite class feature as if you had struck them. You regain hit points equal to the total amount of damage dealt by this ability, and stand up if you so choose.
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===Soul of the Void===
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When you slip into the void, you can steal power from it and surge back to your feet. At 18th level, when you have to make a death saving throw at the start of your turn, you can instead choose rise from the ground in a storm of starry cosmic energy. Each creature of your choice that is within 30 feet of you takes Force damage equal to two rolls of your Hemocraft die + your Intelligence modifier. You regain hit points - And gain Rift Points - Equal to the total amount of damage dealt by this ability, and stand up if you so choose.
  
 
Once you use this feature, you can’t use it again until you finish a long rest.
 
Once you use this feature, you can’t use it again until you finish a long rest.
  
  
 
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<!--==Additional Riftwalker Options==
==Additional Riftwalker Options==
 
 
The following options are only available to Blood Hunters who chose the Order of the Riftwalker.
 
The following options are only available to Blood Hunters who chose the Order of the Riftwalker.
  
 
===Blood Curses===
 
===Blood Curses===
 
====Blood Curse of Timeshatter====
 
====Blood Curse of Timeshatter====
'''Prerequisite:''' Order of the Riftwalker, ''Shattering Void''
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'''Prerequisite:''' Order of the Riftwalker
  
'''Effect:''' If the target fails a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier), they are forced to roll 1d8 on the following table on your turn each round while your curse persists, enduring the effects of their roll for 1 round, until it is replaced by the result of the next roll (If any).
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'''Effect:''' If the target fails a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier), they are forced to roll 1d8 on the following table on your turn each round while your curse persists, enduring the effects of their roll for 1 round, until it is replaced by the result of the next roll (If any). The curse lasts for 1 minute, or until dismissed or broken.
  
 
{| class="zebra d20"
 
{| class="zebra d20"
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|}
 
|}
  
'''Amplify:''' The target has disadvantage on the d8 roll.
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'''Amplify:''' The target must roll the d8 twice each round, and use the lower result.
  
  
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'''Prerequisite:''' Order of the Riftwalker, ''Shattering Void''
 
'''Prerequisite:''' Order of the Riftwalker, ''Shattering Void''
  
'''Effect:''' The target takes 1 point of damage every round, but their speed increases by 5ft for every 10ft they already possess. A Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) is allowed each round to negate the damage, but not the speed boost.
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'''Effect:''' The target takes 1 point of damage every round (Of the same type as your Crimson Rite damage, that cannot be reduced in any way), but their speed increases by 5ft for every 10ft they already possess. A Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) is allowed each round to negate the damage, but not the speed boost. If the target succeeds any three Wisdom saves in a row against this ability, the damage from the Curse ends (But not the speed increase or ''Haste'') and they are immune to the damage part of this curse for 24 hours or until they finish a short rest.
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'''Amplify:''' The damage each round is equal to your Crimson Rite damage, but the target is affected as if by the ''[[SRD5:Haste | Haste]]'' spell instead of the above speed boost. The DC of the Wisdom save is also increased by +2.
 
'''Amplify:''' The damage each round is equal to your Crimson Rite damage, but the target is affected as if by the ''[[SRD5:Haste | Haste]]'' spell instead of the above speed boost. The DC of the Wisdom save is also increased by +2.
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====Blood Curse of Frozen Renewal====
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'''Prerequisite:''' Order of the Riftwalker
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'''Effect:''' The target of the curse is healed for 1 point of damage per round (Up to half of their maximum hit points), but has their movement reduced by 5ft for every 10ft of speed they have. A Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) is allowed each round to negate the slow, but not the healing. If the target succeeds any three Wisdom saves in a row against this ability, the speed reduction or ''Slow'' ends (But not the healing) and they are immune to the slow part of this curse for 24 hours or until they finish a short rest.
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'''Amplify:''' The healing each round is equal to your Crimson Rite damage, but the target is affected as if by the ''[[SRD5:Slow | Slow]]'' spell instead of the above speed reduction. The DC of the Wisdom save is also increased by +2.
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====Blood Curse of Moment Stop====
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'''Prerequisite:''' Order of the Riftwalker, ''Grim Psychometry''
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'''Effect:''' You freeze time for a target for one round. They are Stunned, and all damage, healing and effects applied to them are delayed for 1 round. They can make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) to negate the effect.
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'''Amplify:''' The target is Paralyzed instead of Stunned, and the DC of the save increases by +2.
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===Feats===
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====Moment Of Midnight Clarity====
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'''Prerequisite:''' Order of the Riftwalker, Blood Hunter level 8
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'''Benefit:''' You can, once per long rest, spend a full uninterrupted minute meditating. If you complete the meditation without disturbance, you take damage equal to three rolls of your Crimson Rite damage die, but recover your Blood Hunter abilities as if you had just finished a short rest. You gain no other benefits of a short rest, such as expending hit dice, recovering spells, or recovering abilities from other classes.
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==Other Blood Hunter Options==
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New feats and curses available to all Blood Hunters.
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===Blood Curses===
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====Blood Curse of the Consuming Rite====
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'''Prerequisite:''' Level 5
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'''Effect:''' Activating this curse changes your Crimson Rite, causing it to slowly consume those wounded by it. For up to one minute after activating this curse, whenever you successfully strike a foe with a weapon bearing your Crimson Rite, your Rite will deal no additional damage to the target. Instead, you force the target to make a Consitustion saving throw, and if they fail, a tiny tendril of smoky black void wraps around them, draining their essence. This is known as a Consuming Rift, which lasts one round per Blood Hunter level, and deals 1 damage (Of the same type as your Crimson Rite damage) to the target each round. They may attempt another Constitution saving throw each round to negate the damage that round, but that does not end the effect. The rift can be dispelled, and counts as a spell of a level equal to 1/3 the Blood Hunter's levels in the Blood Hunter class, min 1.
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:Additional attacks created additional rifts; You can have more than one Rift in existence at once, including more than one on a single target at once, but you can only have a maximum of 5 Rifts in existence at any one time. The damage from multiple Rifts present on a single target stacks, but only triggers a single save per round to negate the damage from all present Rifts that round.
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'''Amplify:''' You are healed for an amount equal to the amount of damage dealt by the Consuming Rifts (Up to a maximum of one quarter of your maximum hit points), and the Rifts will jump to the closest enemy within 30ft, if the target of the Rift dies before the Rift's duration is over.
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====Blood Curse of Runic Blast====
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'''Prerequisite:''' Level 5
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'''Effect:''' You turn your curse into a blast of magic damage. You can hurl the blast anywhere within 60 feet, and it explodes in a 10-ft-radius sphere, dealing damage equal to your Crimson Rite dice. Those within the blast are allowed a Dexterity save (DC equal to 8 + your proficiency bonus + your Wisdom modifier) for half damage.
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'''Amplify:''' The damage increase to be equal to one roll of your Crimson Rite die for every Blood Curse you know other than this one, with a maximum of 5 dice; And the radius of the blast increases to 20ft.
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====Blood Curse of the Sanguine Shield====
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'''Prerequisite:''' Level 5
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'''Effect:''' Grant one target within 30 feet Resistance against the type of damage your current Crimson Rite deals, lasting 1 round for every Crimson Curse you know, including this one. However, during this time, they lose any Resistance they may possess to all other types of damage.
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'''Amplify:''' The protection now extends to any number of selected targets within 30ft.
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====Blood Curse of Withered Veins====
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'''Prerequisite:''' ''Grim Psychometry''
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'''Effect:''' The target of this curse must make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier), or have all healing they receive reduced by half for 1 minute.
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'''Amplify:''' The target instead cannot be healed whatsoever during the Curse.
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===Feats===
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====Extra Blood Curse====
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'''Prerequisite:''' Blood Hunter level 4 or higher.
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'''Benefit:''' You learn an additional Blood Curse of your choice from those available to you, and you gain an additional use per short rest of your Blood Maledict ability. You can only take this feat once.
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====Bloodlink====
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'''Prerequisite:''' Blood Hunter level 4 or higher, must know the ''Blood Curse of Mutual Suffering''.
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'''Benefit:''' You can expend a use of your Blood Maledict to link yourself to a target. The target is allowed a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) to negate the link. The link lasts for up to 1 minute if successful. During the link, whenever you receive magical healing or magic damage, you can choose for your linked target to be subject to half of the healing or damage amount in place of yourself, though they are allowed another Wisdom save at the same DC to negate the transfer. If they succeed, you are subject to the damage or healing as normal.
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Likewise, whenever they are subject to magical healing or magic damage, they may choose to transfer half of it to you by making a successful Wisdom save at the same DC; If they fail, they take the damage as normal.
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If the target succeeds any three Wisdom saves in a row against this ability, the Bloodlink ends and they are immune to the ability for 24 hours. Targets can willingly fail their saving throw at any time.-->
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----
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{{5e Subclass Breadcrumb|Blood Hunter}}
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[[Category:5e]]
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[[Category:User]]
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[[Category:Subclass]]
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[[Category:5e Subclasses]]
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{{Navboxes}}

Latest revision as of 08:08, 1 September 2022


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Author: Zhenra-Khal (talk)
Date Created: 5/30/2018
Status: Complete
Editing: Discuss on talk page first.
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Order of the Riftwalker - Blood Hunter Subclass[edit]

Hunting creatures from beyond space and time, the Riftwalkers track monsters from other worlds who seek to invade ours and infiltrate our societies to dark ends. As such, they learn to chase foes across reality, prevent them from teleporting back to their far-away homes, and even chase down those that do teleport away, following them across the planes. However, these shadowed warriors do so at the cost of consuming themselves even more than other Blood Hunters, draining away their own life essence and often being forced to steal the life of their victims to survive their own power.

Planestalker[edit]

When you join this Order, your senses become more attuned to the extraplanar creatures you hunt. Your Hunter's Bane feature now functions against celestials, elementals and aberrations in addition to fiends, fey and undead.

Rite of the Void[edit]

When you join this order at 3rd level, you learn the Rite of the Void esoteric rite. While this Rite is activate, part of the striking portion of your weapon appears to be covered in a deep, spectral blackness that is speckled with shifting points of light, as if it were a window into the night sky.

Rite of the Void. Your rite damage is force damage.

While the rite is active, you gain the following benefits:

  • You gain resistance to force damage.
  • Your weapon deals one additional hemocraft die of rite damage when you hit a fey, fiend, celestial, elemental, or aberration.


Riftwalking[edit]

Beginning at 3rd level, your blood magic allows you to step across space, at a cost, using a special technique called Riftwalking, which earned the Order their name. You begin with a simple technique, and learn more advanced techniques as you grow in power and practice.

Rift Points[edit]

You can gain a resource known as Rift Points, representing cosmic force gathered by your hemocraft. While you have Rift Points remaining, a glittering, dark smoke swirls around you, not unlike a billowing glimpse into the starry night sky. You can have a number of Rift Points at any given time equal to your Intelligence modifier, plus one-half of your Blood Hunter level (Min 1). At the end of a long rest, you regain all of your Rift Points; Additionally, when you lose hit points to a roll of your Hemocraft die (Such as when you activate your Crimson Rite, amplify a Blood Curse, or when you activate your Void Sacrifice), you regain 1 Rift Point for every hit point lost to the die, up to your maximum number of Rift Points.

Void Sacrifice[edit]

Each round while your Crimson Rite is active on a melee weapon in your grasp, you can choose, at the beginning of your turn, to activate your Void Sacrifice - In doing so, you lose hit points equal to one roll of your Hemocraft die. Void Sacrifice occurs before any other event that would occur at the beginning of your turn.

At 7th level, whenever you lose hit points to a roll of your Hemocraft die, you can choose to increase the number of hit points lost - And consequentially, the number of Rift Points you gain - By an additional roll of your Hemocraft die.

Rift Step[edit]

You can use your cosmic energy to cut, puncture or crack the fabric of space momentarily, just enough for you to slip through. Immediately before or after any single melee attack made with your Crimson Rite weapon (Be it with the Attack action, an Attack of Opportunity, or etc.), you can choose to spend a number of Rift Points - Up to your Proficiency Bonus - To make a Rift Step. This Rift Step allows you to teleport to an unoccupied space you can see, provided that space is within 5ft for every Rift Point you spent to activate that Rift Step. This allows you to close a gap before an attack, or create one after you attack. You may only use Rift Step once per round.


Brand of the Shadowstealer[edit]

At 7th level, when a target under the effects of your Brand of Castigation attempts to teleport, leave their current plane, or summon a creature, you siphon off a bit of that power to fuel your own teleportation - You gain a number of Rift Points equal to one roll of your Hemocraft die, which last until the beginning of the branded creature's next turn if you do not spend them before then.

At 13th level, your Brand of Tethering also prevents the target from summoning creatures in the same manner that it prevents teleportation and plane-shifting. Additionally, each time a creature takes damage from your Brand of Tethering, you can choose for that damage to be Psychic or Force damage, and you regain a number of hit points equal to the damage dealt.

Additionally, you learn the Shadow Recall ability for your Riftwalking feature:

Shadow Recall[edit]

At 7th level, you learn to unfold yourself across space like a spool of yarn, then snap back into place, folding back into your original position. When lose hit points to a roll of your Hemocraft die, you can choose to mark your current location, leaving a still, ghostly silhouette of yourself at this marked location; As you move and act, additional silhouettes appear in each square you pass through. At the end of your turn, you automatically teleport back to this marked location, the silhouettes vanish, and you are Restrained until the beginning of your next turn (Even if you are otherwise immune to the Restrained condition). If the marked location is somehow occupied by a creature or solid object when you teleport back to it, you are immediately shunted to the nearest unoccupied space you can occupy, you take force damage equal to twice the number of feet you moved, and you are Stunned until the beginning of your next turn (Even if you are otherwise immune to the Stunned condition).

If you have shifted to a different plane since you marked a location with your Shadow Recall, you still return to the marked location on that plane, but because you crossed planar boundaries so violently, you are automatically Paralyzed until the beginning of your next turn (Even if you are otherwise immune to the Paralyzed condition), and you gain 1 level of Exhaustion.


Umbral Hunter[edit]

At 11th level, your blood curse can distort space to remove the distance between you and your foe. You gain the Blood Curse of the Inescapable Hunter for your Blood Maledict feature. This does not count against your number of blood curses known.

Blood Curse of the Inescapable Hunter[edit]

Prerequisite: 11th level, Order of the Riftwalker

Effect: You can use your hemocraft to follow a target, no matter its means of escape. When a target you can see within 60ft attempts to teleport, you can use your Reaction to activate this blood curse. If you do so, at the beginning of your next turn, you teleport to an unoccupied space of your choice adjacent to the creature, and make a single weapon attack against that creature.

When a target you can see within 60ft of you, that is under the effects of your Brand of Castigation, attempts to shift to a different plane of existence, you can use your Reaction to activate this Blood Curse. If you do so, at the beginning of your next turn, the curse transports you to an unoccupied space of your choice adjacent to the creature, on that plane of existence, supernaturally grants you the ability to survive and act unhindered by the conditions of the plane until the end of your next turn, and allows you to make a single weapon attack against that creature.

Amplify: If the attack granted to you by this blood curse lands, the target must make a Charisma saving throw against your Hemocraft save DC. If it fails, at the end of your next turn, it is teleported to an unoccupied space of your choice adjacent to you. If the target is under the effects of your Brand of Castigation, this teleportation can transport the creature to the same plane as you.

Author's Note

This blood curse is incredibly useful on its own, but using it in combination with Shadow Recall makes it especially potent, allowing you to follow the target to their destination, attack them, complete a full turn of actions and movement, and then return to the location at which you started your turn. On top of that, if you Amplify the curse, the attack lands, and the target fails its save, you can pull the target back to that location with you. This functions across planar boundaries if the target is branded by your Brand of Castigation when it commences its transportation.

Unseen Prowler[edit]

At 11th level, when you lose hit points to a roll of your Hemocraft die, you can expend a use of your Blood Maledict feature to become Invisible until the beginning of your next turn, or until you attack or cast a spell. Additionally, while you have Rift Points remaining, you can choose to be invisible to those attempting to perceive you with only Darkvision.

Additionally, you learn the Cosmic Avoidance ability for your Riftwalking feature:

Cosmic Avoidance[edit]

When your agility is tested, you can warp reality slightly to put more space between you and your assailant. At 11th level, while you have Rift Points remaining, whenever you succeed a Dexterity saving throw, or someone fails their Attack Roll when making an Attack of Opportunity against you, you may choose to spend 1 Rift Point to teleport 5 feet in any direction, to an unoccupied space you can see.

Endless Night[edit]

At 15th level, you are everywhere and nowhere at once, like a storm of blades flickering about, endlessly twisting in shadow. This grants you the following benefits:

  • When you deal rite damage to a creature, you gain Rift Points equal to the damage dealt.
  • Rift Step can be used an unlimited number of times per round. This allows you to break up your teleportation, giving you finer control over where you end up, and allowing you to better attack and retreat.
  • When you use Shadow Recall, you are not Stunned or Paralyzed, only Restrained. You still gain 1 level of Exhaustion if the recall causes you to cross planar boundaries.

Soul of the Void[edit]

When you slip into the void, you can steal power from it and surge back to your feet. At 18th level, when you have to make a death saving throw at the start of your turn, you can instead choose rise from the ground in a storm of starry cosmic energy. Each creature of your choice that is within 30 feet of you takes Force damage equal to two rolls of your Hemocraft die + your Intelligence modifier. You regain hit points - And gain Rift Points - Equal to the total amount of damage dealt by this ability, and stand up if you so choose.

Once you use this feature, you can’t use it again until you finish a long rest.



Back to Main Page5eClassBlood Hunter (5e Class)

AuthorZhenra-Khal +
Canontrue +
ClassBlood Hunter +
Identifier5e Subclass +
RatingUnrated +
SummaryYou warp space and time to consume your foes, but are just as at risk of being consumed. +
TitleOrder of the Riftwalker +