Ordo Heretical
There are those among the jaegers who, by some deceptive maneuvering by the enemy or an inexorable temptation, fall prey to the dark forces they once sought to combat.
Lore of Escape
Starting when you consign yourself to this Order at 3rd level, you have mastered the art of avoiding those who pursue you. You add an additional bonus equal to your Intelligence modifier to stealth and deception checks.
Heretical Indulgence
Also at 3rd level, your heretical acts have marked you forevermore in the form of an immutable change to your person. Choose the nature of your heresy, the indulgence which shapes your nature:
- The Aberrant You radiate a palpable and deeply unsettling aura that defies explanation. Whenever you score a critical hit on a creature, that creature and creatures of your choice within 10ft of them are frightened of you until the end of your next turn.
- The Fiendish Your eyes and hands smolder lightly with hellfire. While you have the Slayer's Initiative, your first attack each turn deals 1d6 additional fire damage.
- The Lycanthropic Your features are rougher, somewhere between animal and human. While you have the Slayer's Initiative, each of your hands transform into a bestial claw, which you can use as a weapon when it's empty. It deals 1d6 Slashing damage on a hit, and has the finesse property. whenever you score a critical hit with this natural weapon, you roll one additional damage dice when determining the extra damage.
- The Undead Your skin is pallid and your veins show black under your flesh. You have resistance to necrotic damage and advantage on saving throws against being poisoned.
- The Vampiric Your teeth are unnaturally sharp and you harbor a subtle bloodlust. Whenever you take the Slayer's Initiative, you regain hit points equal to your Intelligence modifier.
- The Wild Your skin has a faint glitter to it that catches the light at certain angles. Whenever you take the Slayer's Initiative, you may teleport up to 10 feet to an unoccupied space you can see.
Cloaked Conviction
Beginning at 6th level, you've learned to obscure your intentions until the critical moment to strike. Whenever you roll Initiative, if the result of the roll (modified or unmodified) is 20 or higher, you take the Slayers Initiative until the end of your next turn.
Corrupt Resilience
Beginning at 11th level, your heretical fancy takes deeper root, granting you an unnatural resistance according to your indulgence:
- The Aberrant You Gain Resistance to Psychic damage.
- The Fiendish You Gain Resistance to Fire damage.
- The Lycanthropic You Gain Resistance to Slashing damage.
- The Undead You Gain Resistance to Necrotic damage.
- The Vampiric You Gain Resistance to Bleed damage.
- The Wild You Gain Resistance to Force damage.
Mutable Indulgence
One is not nearly enough. Also at 11th level, you may gain the 3rd-level benefits of an additional indulgence of your choice. You cannot choose the same option as you selected at 3rd level. You may change this additional indulgence over the course of a short or long rest.
Apostasy
Beginning at 1th level, your sacrilege reaches its apex and your heretical vice takes its fullest hold.
- The Aberrant Your mind has twisted into an ineffable and alien intrusion on the natural world, a hulking presence that shatters wealer minds. Once per turn, when you score a hit against a Frightened creature, you may ply your mind against theirs. The target must make a wisdom saving throw (DC 8 + your Intelligence modifier + your proficiency bonus) or be paralyzed until the start of your next turn or until it takes damage.
- The Fiendish Your infernal good fortune bends fate to your whims. Whenever you make an attack roll, ability check, or saving throw, you may choose to roll an additional die. You can choose to do so after you roll the die, but before the results of the roll are determined. You choose which of the die to use. You may use this feature a number of times equal to your Intelligence modifier, and expended uses are regained at the end of a long rest.
- The Lycanthropic Your form is shrouded in fur and claw, only resembling humanity after careful scrutiny. Your claw's damage die increases to 1d10, if you hit a creature with multiple claw attacks they take an additional d4 per time they were previously hit, on each consecutive hit. Additionally your resistance extends to piercing and bludgeoning in addition to slashing.
- The Undead Your body is corpselike and cold, now considered living only by technicality. When you would fall to 0 hit points or die outright, you can use your reaction to get up with 1 hit point. When you do, you gain temporary hit points equal to half your maximum hit points. If you place a missing limb in its correct place as a part of this reaction, it reattaches. Use of this feature is regained at the end of a long rest.
- The Vampiric You can disperse your form in response to harm, taking the shape of mist or a small swarm of bats or rats. Whenever a source would deal non-radiant damage to you, you can use your reaction to halve the incoming damage.
- The Wild You carry a glamour about you that marks you a claimed child of the Feywild. As a bonus action, you can teleport up to 30ft. When you do, creatures of your choice within 10 feet of your starting and ending positions must make a Charisma saving throw (DC 8 + your Intelligence modifier + your Proficiency bonus) or be charmed by you until the start of your next turn, as you flare with faerie beauty. you may use this feature a number of times equal to your Intelligence modifier, and expended uses are regained at the end of a long rest.

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