Jsk Order of the Raven

Ravenous Hunger
At 3rd level, when you regain hit points, the dice for determined how many hit points you gain can be rolled again and you take the higher result. If multiple dice are rolled when you regain hit points, you can choose one of them to be rerolled. In addition, when a creature that you can see within 60 feet of you regains hit points, the next rite damage you deal to that creature is not rolled: the dice are treated as if you had rolled the maximum value.

Shadow Slide
At 7th level, you can expend your movement to merge with your shadow (no action required). While merged with your shadow, you can move a distance equal to the movement that was expended, and you can move across walls and ceilings without expending additional movement and without making ability checks. When you use up your shadow movement, or you end your turn, you emerge from your shadow. If you emerge from your shadow before the end of your turn, you can make a weapon Attack against a target as a bonus action. This movement does not provoke opportunity attacks. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

Brand of Lethargy
At 11th level, your Brand of Castigation causes negative shadowfell energy to radiate around the target of the brand. All hostile creatures of your choice within 15 feet of the branded creature, including the creature itself, have their speed halved, and they cannot use Reactions.

Blood Curse of Despair
At 15th level, you can effect the mind of your enemies using your hemocraft. You gain the Blood Curse of Despair for your Blood Maledict feature. This doesn't count against the total number of blood curses you can know.

Blood Curse of Despair
Prerequisite: 15th level, Order of the Raven

As a bonus action, you can choose one creature you can see within 30 feet of you and addle it's mind with self-doubt. You can choose one type of saving throw. The next time the cursed creature makes that type of saving throw, it does so with disadvantage.
 * Amplify: When the cursed creature makes the type of saving throw you chose, it can choose to fail it without rolling. If it chooses not to automatically fail the saving throw, it takes 4d6 necrotic damage before making the saving throw.

Raven's Blessing
At 18th level, death does not come easy to you. When you make a death saving throw, you roll with advantage. In addition, when you are reduced to 0 hit points but not outright killed, you become immune to all damage until the end of your next turn. You can only become immune to damage once per long rest.