Order of the Lucid (5e Subclass)
Order of the Lucid[edit]
Blood Hunter Subclass
While beasts that slash and colossi that smash may be an obvious threat to people around them, those entities that seek to subvert and control them through psionics and the twisted magics of the Far Realm often pose a subtler, but no less severe, danger to their prey. Blood hunters of the Order of the Lucid have devoted themselves to combatting such canny foes through strict self-discipline focused on hardening their minds more than any more obvious muscles. They are the enemy of every wicked aberration and psion, relentlessly pursuing them across planes both real and imagined until either their bodies or brains breaks. Unsurprisingly, usually their bodies fail first.
Founded by rogue illithids dedicated to maintaining their freedom, the ranks of the Order of the Lucid are mostly filled with psionically active races such gem dragonborn, githyanki, githzerai, thri-kreen, and kalashtar. The psionic defenses developed by the Order do not in any way weaken the blood hunter’s own offensive psionic abilities. In many situations, they can be complementary.
- Bruised Ego
You practice a unique form of internalized self-harm that allows you to channel your inner pain outward.
Starting at 3rd level, your Blood Maledict and Crimson Rite features deal psychic damage instead of necrotic. This damage can’t be reduced in any way. After you take psychic damage, you gain advantage on your next ability check, attack roll, or saving throw within 1 minute.
- Eldritch Knowledge
Your studies in hunting and slaying monsters from beyond humanoid comprehension have let you expand your repertoire to better understand and counter them.
Starting at 3rd level, you can speak, read, and write the Deep Speech language and your Hunter’s Bane feature affects aberrations. You can also replace any Crimson Rite you know with Rite of the Oracle when you select this subclass.
- Inner Sanctum
The order’s psionic rituals have turned your mind into a fortress that can stand up to any mental siege.
Starting at 3rd level, you gain resistance to psychic damage, immunity to magic that allows other creatures to sense your emotions or read your thoughts, and advantage on saving throws to avoid or end the charmed or frightened conditions. Starting at 14th level, you automatically succeed on saving throws to avoid or end both conditions. Creatures can telepathically communicate with you only if you allow it.
Additionally, your brain deals 1d20 x your blood hunter level poison damage to any aberration that consumes it. The creature is also poisoned for 1 minute.
- Wild Id
Your psyche is tough enough to take on some psionic strain in exchange for more destructive power, though even that has its limits.
Starting at 7th level, you can deal psychic damage equal to one roll of your hemocraft die to yourself as a bonus action. This damage can’t be reduced in any way. Until the start of your next turn, your weapon attacks with a Crimson Rite active deal extra damage equal to your hemocraft die. The damage dealt is the same type as your active Crimson Rite on the weapon.
- Pure Superego
Your familiarity with the enemies’ many tricks of the mind has rendered many of them impotent against your core of personality.
Starting at 11th level, you have proficiency in Charisma saving throws and 10ft. of truesight. When you are subjected to an effect that allows you to make a Intelligence, Wisdom, or Charisma saving throw to take only half damage, you instead take 1 psychic damage if you succeed on the saving throw, and only half damage if you fail.
- Blood Curse of the Guarded Mind
You now can extend your mental protections to others or, in the case of emergencies, reinforce your own.
Starting at 15th level, you gain the Blood Curse of the Guarded Mind for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Guarded Mind
When a creature you can see within 30 feet of you would be magically incapacitated, you can use your reaction to avoid or end any condition causing incapacited except dead or unconscious. You can use this reaction while incapacitated.
Amplify: The creature that caused the condition must make a Wisdom saving throw. On a failure, it is incapacitated and has its movement speed reduced to 0 feet until the end of its next turn. On a success, its movement speed is only halved for the same duration.
- Psolid Pstate Psyche
Pain is an illusion imposed by reality upon the flesh. You will impose your own delusions, for they will guide you towards grim victory.
Starting at 18th level, you have immunity to madness and psychic damage, but instead of reducing the damage to 0 you instead reduce it to 1. Whenever you take damage, you can use your reaction to change it to psychic damage. You can use this reaction a number of times equal to your hemocraft modifier (minimum of 1). You regain all expended uses when you finish a long rest.
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