{"name":"Order of the Ghostslayer","overview":"[quote]\r\nThe Order of the Ghostslayer is the oldest of the blood hunter orders, its members having originally rediscovered the secrets of hemocraft and refined them for combat against the scourge of undeath. Ghostslayers seek out and study the moment of death, obsessing over the mystery of the transition from life, and the unholy power that can cause the dead to rise once more. These zealous blood hunters make it their life\u2019s work to destroy the scourge of undeath wherever it is found, tuning their abilities to engage undead creatures and those who manipulate the necromancy that creates them.[\/quote]\r\n\r\n[right]Source: DND Beyond[\/right]","skillproficiences":"","toolproficiences":"","lifestyle":"","languages":"","equipment":"","features":"\r\n[h2]Rite of the Dawn[\/h2]\r\n\r\nWhen you join this order at 3rd level, you learn the Rite of the Dawn as part of your Crimson Rite feature. When you activate the Rite of the Dawn, the extra damage dealt by your rite is radiant damage. Additionally, while that rite is active on your weapon, you gain the following benefits:\r\n\r\n[ul]\r\n[li]Your weapon sheds bright light out to a radius of 20 feet.[\/li]\r\n[li]You have resistance to necrotic damage.[\/li]\r\n[li]When you hit an undead creature with a weapon for which the Rite of the Dawn is active, you roll an additional hemocraft die when determining the extra damage from the rite.[\/li]\r\n[li]Curse Specialist[\/li]\r\n[li]Starting at 3rd level, you learn to master blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.[\/li]\r\n[\/ul]\r\n\r\n[h2]Aether Walk[\/h2]\r\nUpon reaching 7th level, at the start of your turn, you can magically step into the veil between the planes as long as you aren\u2019t incapacitated. You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object.\r\n\r\nThis feature lasts for a number of rounds equal to your Hemocraft modifier (minimum of 1 round). If you are inside an object when it ends, you are immediately shunted to the nearest unoccupied space and you take force damage equal to twice the number of feet you moved.\r\n\r\nOnce you use this feature, you must finish a short or long rest before you can use it again. You can use Aether Walk twice between rests starting at 15th level.\r\n\r\n[h2]Brand of Sundering[\/h2]\r\nStarting at 11th level, your Brand of Castigation exposes a fragment of your foe\u2019s essence, leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite. Additionally, if a branded creature has the Incorporeal Movement trait or a similar feature, it can\u2019t move through creatures or objects while branded.\r\n\r\n[h2]Blood Curse of the Exorcist[\/h2]\r\nAt 15th level, you hone your hemocraft to tear corruption from the minds and bodies of your allies \u2014 and to punish those responsible for it. You gain the Blood Curse of the Exorcist for your Blood Maledict feature. This doesn\u2019t count against your number of blood curses known.\r\n\r\n[h2]Rite Revival[\/h2]\r\nUpon reaching 18th level, you learn to protect your fading life by reabsorbing the energy you feed to your weapons. If you have one or more crimson rites active and you are reduced to 0 hit points but don\u2019t die outright, you can choose to have all your active crimson rites end and drop to 1 hit point instead.\r\n\r\n","suggestedcharacteristics":"","traits":"","ideal":"","bond":"","flaw":"","tabledata":"","tags":"Blood hunter","templateId":"24","blockId":"983797","world":"3e63a766-c8aa-4bf7-8476-8e3299c8b5f8","folder":"13743","isShared":"on"}