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Hunter Order - Oblation

Your research into the occult has granted you insight to the inherit value of things.  Monetary value is not the only determining factor when it comes to worth.  Power, influence, connection, resources, and many other overlooked pieces are inherit to the puzzle of all things that make up the universe.  By tapping into this knowledge, you can transform this value into power for yourself.  However, the Order of Oblation easily can lead one to see everything as an expendable assets to their goals, and great caution must be taken not to fall to corruption. 

Sense Value

When you choose this archetype at 3rd level, you gain the ability to sense the value of a creature or object. You can spend a bonus action observing a creature or object and make an appropriate knowledge check based on the creature or object. If you are successful, you learn the monetary, spiritual, social, or other value a creature or object possesses. This can be the value of their soul, the impact they have socially in the world, or any other indicator of value. You don't get to choose which value is represented and no other details about the creature are provided. 

Sacrifice

Also at 3rd level, you may choose an object or creature within 5' to sacrifice in exchange for power as a bonus action. If targeting a creature, it must be willing or be at 0 hit points.  When you sacrifice an object or creature, they die in a spectacular implosion that destroys the target and you may choose one Sacrificial Boon based on its value.  You can not save up these values and they must be expended to gain a boon or be lost.  Boons last until you switch them out by sacrificing again.  You may also only choose each boon once.  You may only have a number of Sacrificial Boons equal to your proficiency modifier.  The value of a Sacrifice can be determined by your DM or the table below. *DM may choose to adjust these values at their discretion, talk to your DM*


Value 1

  • Bloody Strike - You may deal additional necrotic damage to the target equal 1 roll of your Hemocraft Die when you make a successful weapon attack if you also deal the damage to yourself.  The damage dealt to yourself cannot be reduced or negated in any way.
  • Hunter's Eyes - You gain Darkvision out to 30' or an additional 30' to your existing darkvision.
  • Stolen Skill - You gain proficiency with a skill or tool of your choice 
  • Arcane Spark - You learn one cantrip from the Wizard's spell list.  You use your Intelligence modifier when setting the saving throw DC for this cantrip when you cast and when making an attack roll.
  • Divine Tap - You learn one cantrip from the Cleric's spell list.  You use your Intelligence modifier when setting the saving throw DC for this cantrip when you cast and when making an attack roll.

Value 2

  • Accelerate - You gain 5' to your walking speed
  • Cartilaginous Coating - Your body becomes coated with hardened cartilage granting +1 to your armor class
  • Masterful Appropriation - You gain expertise in a skill.
  • Flesh to Bone - You gain access to the Animate Dead spell but can only create and maintain control of one skeleton using this feature.  You regain uses of the spell at the end of a long rest.  Your spell casting ability is Intelligence.
  • Blood Caked - You gain temporary hit points equal to two rolls of your Hemocraft die when you roll initiative.

Value 3

  • Ichor Cloud - As a bonus action, you can cause a crimson smoke to bellow out your mouth for 1 round.  All creatures within 5' of you are blinded until they leave the smoke.  You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Flesh Forged - You create an uncommon weapon of your choosing.  This weapon is created from the sacrificed remains of a creature or object of appropriate value.
  • Orb of Flesh - As an action you create a semi porous dome of flesh around you.  The dome then launches with you inside towards a creature you can see within 120'.  The target must make a Dexterity saving throw.  A target takes 4 rolls of your Hemocraft die as your Crimson Rite damage or half as much on a successful save.  The flesh then melts away and deposits you 5' from your target.  You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Rising Earth - As an action, you can cause the earth to rise beneath you.  A pillar 10' high with a 5' radius is created.  Strands of tendons, bones, and flesh anchor it in place.  The pillar lasts for 1 minute or until another is created.  You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Crimson Rain - As an action, you create a precipitation that contains the power of your Crimson Rite.  You create a 20' high 10' radius cylinder at point you can see within 60'.  While you remain within this area, you may re-roll your crimson rite damage.  You deal double damage with effects that use your Hemocraft die to creatures that are within this area.  You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Value 4

  • Invigorating Offering - You gain 2 additional hit points for each level.
  • Crimson Flesh - You learn the spell Absorb Elements and can cast it at will.  Your spell casting ability is Intelligence.
  • Ritualistic Slaughter - When you sacrifice a creature you can roll up to your proficiency in short rest die to heal yourself.
  • Flight Membrane - You gain a flying speed equal to your walking speed as a membrane of flesh and bone fuse to your back.
  • Blood Port - When a creature within 120' takes damage, you can use your reaction to teleport within 5' of that creature.  You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Value 5 

  • Taken Power - You gain +2 to an ability score of your choice.  This increase cannot exceed 20 in any ability score.
  • Lost Memory - You gain a feat of your choice.

Memories of the Slain

Upon reaching 7th level, the memories of those slain by you give you flashes of their experiences.  Whenever you make an attack roll, an ability check, or a saving throw, you can roll a Hemocraft die and add it's result to the roll.  You make this roll after you know the result of your roll but not whether you know it succeeded or not.  You may use this feature a number of times equal to your proficiency bonus and you must finish a short or long rest to regain its uses. 

Path of Corpses

Starting at 11th level, you can choose to forgo granting a Sacrificial Boon when you use Sacrifice.  When you do you may deal double damage when you roll your Hemocraft die for damage for 1 hour. 

Brand of the Greedy

Starting at 15th level, when a creature that you applied your Brand of Castigation reaches 0 hit points it is automatically sacrificed and grants you Sacrifice Value of the maximum amount for your level. 

Hecatomb

At 18th level, you may Sacrifice any number of creatures within 30' as an action, minimum of 3.  When you choose to do so, instead of gaining a Sacrificial Boon you gain a small coalesced trinket that contains the power of the slain creatures.  You may activate this trinket as a bonus action to gain the following effects.


  • You may make an additional weapon attack each turn
  • Your Crimson Rite is applied to allies within 60'

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