The Order of Ancients Blood Hunter Order A sect of learned historians and archaeologists who take the time to wisely prepare before dictating the battle, the Order of Ancients learn from the past, studying the weaknesses of their forebears and the strengths of the monsters that felled them. If an ally falls in battle, or if an ancient burial is unearthed, they are not to be mourned; they are to be studied. Empires collapse, cities fall and temples crumble, and it is up to the Order of Ancients to defend the world from those accursed creatures responsible. Hunters of this Order study their enemy, recalling information on the creature, recognising the threats and opportunities. This gives them an unparalleled advantage in battle; one they can share amongst their allies to dictate their fate. Forewarned is Forearmed Starting at 3rd level you realise the benefit to studying your enemy before confronting them, recalling the myths, legends, rumours and research you have looked into. You can spend a Bonus Action to make a History check on a specific creature you can see, with a success being 3 + The Creature’s CR. If the roll is a success, the creature is now marked as your Interest. The Interest’s AC, highest stat, lowest stat, creature type, speed, maximum HP or one vulnerability then become known to you. Any time you attack your Interest or a creature of the same type with a weapon you have used your Rite on, you can add your proficiency to any damage. You can only have one Interest at any one time. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once) and regain any expended charges on a short rest. Student of History When you join the Order at 3rd level, you gain proficiency in History and Investigation, or any other Blood Hunter skill if you have these skills already. Also, you can study an item as if you had cast Identify, after doing so for at least a Short Rest. Student of Archeology By the time you reach 7th level you have become accustomed to the risky business of exploring ruins. You have advantage on Dexterity saving throws, you gain a climbing speed equal to your walking speed (or a doubled climbing speed, if you already have one) and you can roll and take the damage of a Hemocrft Die to attune to a magical item regardless of race or class (if this item requires you to be a spellcaster, treat it as if you are an Intelligence caster, like a Wizard). Also, you can take a Hemocraft Die’s worth of damage and add that roll to the History check in Forewarned is Forearmed after the DM tells you whether it was a Success or not. Brand of the Learned Starting at 11th level you realise the benefit in getting up close and personal with your enemy when studying it. If you hit a creature and mark it with your Brand of Castigation, you now only need to roll a History check above the creature’s CR to mark it as your Interest. Once a Branded creatured has been marked as your Interest, you can add your Intelligence modifier to any attack rolls you make against the creature, and as a reaction, you can extend this to an ally within 5ft. Damage dealt from these attack rolls cannot be resisted. Also, you will always start initiative with one use of Brand of Castigation, but can still only ever have one active Brand at any one time. Student of Time and Space By 15th level your mastery of hemocraft and history allows you to shift a slither of yourself into the distant past. After taking your Intelligence modifier and a Hemocraft Die’s worth of damage, you get to look into the history of a place or creature. Your DM decides what is the most important moment in its history, unless you have one specific moment you have in mind. You can walk around this moment freely, just you cannot interact with the world in any meaningful way. It is up to your DM to decide how vivid these moments are, using your roll of the Hemocraft Die as an ability check, essentially. Blood Curse of Knowledge Upon reaching 18th level you are so well versed in studying your enemies that you can read them in an instant. You can instantly mark a creature within 60ft as your Interest as a Bonus Action. You now get to know everything from the list that marking a creature as an Interest would give you a choice from. Amplified: Until the start of your next turn this creature has disadvantage on attacking anyone but you and your Intelligence modifier is added to your AC whenever you are attacked by this creature.