Order of the Cloaker
A team of doctors and spell casters were brought in to find a process to increase the blood hunters' prowess through means of medicine and magic. After a long discussion the team made plans on using the alien abilities of aberrations to enhance the blood hunters. They set to work bringing in new recruits in the attempt of combining the bodies of both the hunters and different aberrations. Through the methods of body grafting and blood transfusions recruits where reduced to violent twisted monstrosities that no longer resembled humanoids. These failed attempts often suffered agonizingly short lives or were so brain dead that the research team would put the creatures out of their misery. It wasn't until a Cloaker utilized in a transmutation ritual in where the Cloaker became bound by mistake to the recruit's shadow that the team realized they were onto something worthwhile. With this new viable specimen, the team found that the recruit with the bound Cloaker was physically unchanged, but they still benefited from the union. The recruit came to learn that they could summon the aberrant shadow to leap forward and wreath themselves granting them aberrant abilities.
The team immediately went to work testing the capabilities of the recruit by placing them under dangerous conditions and while the shadow shrouded the recruit it became apparent that the shadow was able to move and interact with its environment. The results prompted the team to repeat the ritual on others and as more were formed, newly discovers were made. The Shadow could shift and camouflage, expand and catch the wind for flight, while in the most extreme cases they could even manifest duplicates much like Cloakers could. Knowing that they could safely use Cloakers to replicate the process the team started to manipulate the Cloakers before the initial ritual to draw out other benefits. This led to the refinement process in creating members of the future Order of the Cloaker.
Cloak and Dagger
At 3rd level, the very nature of your shadow cloak allows you an easier time going unnoticed in the dark. You gain proficiency in stealth and your proficiency bonus is doubled for any stealth ability checks you make.
Flight Cowl
At 3rd level, as a bonus action, you can don your shadow to take to the air. You have a flying speed of 30 feet which lasts for 10 minutes, until you die, or until you revert your shadow back to its normal appearance as a bonus action. Once you use this feature, you can’t use it again until you finish a long rest.
Evasion
At 7th level, your shadow grabs and launches you out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Dark Phantasms
At 7th level, as an action, you can tap into your Cloakers illusionary capabilities. You can magically create three illusory duplicates of yourself. The duplicates move with you and mimic your actions, shifting position so as to make it impossible to track which one is the real you. Whenever any creature targets you with an attack or a harmful spell while a duplicate remains, you roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight. A duplicate has your AC and uses your saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears. Once you use this feature, you can’t use it again until you finish a long rest.
Brand of the Struggling Cloak
At 11th level, your Brand of Castigation now cloaks the branded creature with a part of your shadow as well. Once per turn, whenever a branded creature within 5 feet of you hits you with an attack, reduce the amount of damage equal to one roll of your Hemocraft die. The branded creature takes additional psychic damage equal to the damage reduced. Additionally, the branded creature has disadvantage on all grapple checks.
Blood Curse of Heavy Toll
At 15th level, your shadow latches onto the shadow of your foes and punishes them for their step. You gain the Blood Curse of Heavy Toll for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of Heavy Toll: As a reaction, you can choose one creature you can see within 30 feet of you that is taking their movement and attach your shadow onto theirs. For every 10 feet of movement, they move they are dealt 1d4 necrotic damage to a maximum of 30 feet.
Amplify: For every 5 feet of movement, they move they are dealt 1d4 of necrotic damage to a maximum of 30 feet.
Keen Dodge
At 18th level, your shadow's abilities to move you around the battlefield allows you to flee large areas of immediate threat. When a spell or other effect would have you make a saving throw due to being in an area of effect, you can use your reaction to move up to half your movement speed, potentially moving you outside the effect’s area before it goes into effect.