The Elder Blood

According to some, it is a powerful elven curse passed from generation to generation. Those in whose veins the infamous Hen Ichaer flows are said to carry death and destruction within them, to sow hatred and disdain in the hearts of men. It was from this contaminated blood that Ithlinne prophesied an avenger would be born, a destroyer of nations and worlds.

Others claim the Elder Blood is an extremely rare inherited talent, granting control over space to a degree unattainable even to elven Sages. Sadly, few bearers of this gift have been able to control it in full. This merely partial mastery inevitably leads to sudden outbursts of the Power that take the form of unpredictable, uncontrollable and thus extremely dangerous explosion. Behind the dark legends about the Curse of the Elder Blood lies the truth of these tragic cases.

The bearers of the Elder Blood gene are exceedingly rare, and when they appear subject to great interest to the might rulers of the world and mages alike. Prophecies are formed around them and there are those who seek to harness their powers or even at these powers to their own family lineage.

Regardless those who learn to harness the powers of the Elder Blood become incredibly powerful and capable of manipulating space itself.

Warrior of the Elder Blood

The archetypal Warrior of the Elder Blood focus on drawing on the innate power that flows with in their veins. Those who possess the Elder Blood within them use their powers to teleport and slash down their enemies, and unleash powerful psychic screams.

Reactive Jump

At 3rd after you have hit an opponent with an attack you may use a bonus action to disengage and teleport yourself to an unoccupied space that you can see up to your remaining movement speed.

Psychic Scream

Starting at 7th level, as an action you unleash a tremendously loud and power scream. All creature in 30-foot-radius of you must make a Strength saving throw. A creature takes 5d6 Psychic damage and is knocked 10-feet in a straight line away from you and falls prone on a failed save. On a successful one a creature takes half as much damage and is pushed back 5-feet.

You may use feature equivalent to half your proficiency modifier rounded down before you finish a short or long rest. For every two fighter levels after 7th the number of damage dice increases by 1d6.

Combat Jump

At 10th level you may make a Combat Jump before you make an attack, you are also able to travel an additional 15-feet when jumping.

When you teleport behind a creature the first attack you make against that creature on the same turn is made with advantage.

Rapid Jumps

At 15th level, as an Action you can focus your energy and lash out against up to five creatures in a 30-foot-radius of you. Choose up to five creatures you can see within range and make a melee attack against each target with advantage. On a hit, a target takes an additional 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

You may use feature once before you finish a short or long rest

Long Jump

At 18th level you can focus all of your energy you transport you and up to three other willing creatures that are in physical contact with to another plane of existence of your choice. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM’s discretion.

You may use feature once before you finish a long rest

Art credit: Anna Podedworna for Gwent