Blood Hunter
Base Class: Blood Hunter

Most blood hunters choose to become a part of their order in order to achieve their goals. For those who are a part of the Order of the Symnitrix, it started when an alien parasite did what it did. It stuck itself inside their mind with secrets that it hid. Now they've got weird blood powers, It's no ordinary kit.

Monster hunting Monsters

Blood hunters that are part of the Order of the Symnitrix have a strange ability to shapeshift and take on the forms of the past hosts of their Symnitrix parasites. Frequently alien in origin, the blood hunter can take aspects of these creatures and add their strengths to their own abilities. As they become more powerful and the bond between hunter and Symnitrix grows, the hunter can eventually take on a form combining all the best parts of the past hosts of their parasite. 

These parasites also have ghost-like abilities on their own, their base form being able to walk through walls and floors. Though this parasite, like all other ones, has its drawbacks. Should the hunter not consume the brain of another creature at least once a week, the hunter themselves will start to suffer from the requirements of their parasite. These things frequently force these blood hunters into becoming hunters of other people, usually warlocks.

These blood hunters frequently work alone due primarily due to the nature of their parasite, being unwilling to get close to others as a result. This makes it somewhat unique to find one traveling with companions and rarer still to find one with friends and loved ones willing to aid them in their efforts. 

Pact Magic

Also at 3rd level, you augment your combat techniques with the ability to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the warlock spell list.

Cantrips. You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.

Spell Slots. The Profane Soul Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 7th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.

Agonizing Blast. Your intelligence and charisma modifiers get added to the damage rolls of your eldritch blast.

Spells Known of 1st Level and Higher. At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Symnitrix Spellcasting table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 13th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability. Intelligence is your spellcasting ability for your warlock spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

BLOOD HUNTER LEVEL CANTRIPS
KNOWN
SPELLS
KNOWN
SPELL
SLOTS
SLOT
LEVEL
3rd 2 2 1 1st
4th 2 2 1 1st
5th 2 3 1 1st
6th 2 3 2 1st
7th 2 4 2 2nd
8th 2 4 2 2nd
9th 2 5 3 2nd
10th 3 5 3 2nd
11th 3 6 3 3rd
12th 3 6 4 3rd
13th 3 7 4 3rd
14th 3 7 4 3rd
15th 3 8 5 4th
16th 3 8 5 4th
17th 3 9 5 4th
18th 3 9 6 4th
19th 3 10 6 5th
20th 3 11 6 5th

Parasite's Past Hosts

Your symnitrix grants you the ability to take on the forms and abilities of it and its past hosts. Starting at 3rd level you can take on your symnitrixes true form.  You can transform into this form as a bonus action and further into one of the other forms with an additional bonus action. Once you've taken on the symnitrix form you can then turn into any of the selected creatures, which must be declared on character creation. You can only take on these forms for a number of hours equal to 1d4 times your character level divided by 5 rounded down.

At level 7 you can select any creature with an intelligence stat of 8 or lower and between a CR of 3 and 5.

At level 11 you can select any creature with an intelligence stat of 8 or lower and between a CR of 6 and 8 that has a swim or burrowing speed.

At level 15 you can select any creature with an intelligence stat of 8 or lower and between a CR of 9 and 11 that has a flight speed.

At level 19 you can select any creature with an intelligence stat of 8 or lower and between a CR of 12 and 15.

Symnitrix

Armor Class 12 + your Intelligence modifier + your Dexterity modifier.

Hit Points 2 + your Intelligence modifier + five times your character level (the symnitrix has a number of Hit Dice [d8s] equal to your character level)

Speed 40 ft.

STR
16 (+3)
DEX
12 (+1)
CON
16 (+3)
INT
10 (−3)
WIS
10 (+0)
CHA
14 (+2)

Saving Throws Dex +1 plus PB, Wis +2 plus PB

Skills Athletics +3 plus PB, Intimidation +2 plus PB × 2

Damage Vulnerabilities Thunder

Damage Resistances Bludgeoning, Piercing and Slashing

Damage Immunities poison, necrotic

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 10 + (PB × 2)

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Incorporeal Movement.  The symnitrix can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Grappling Bite.  If a target has been grappled for three turns, the symnitrix can choose to eliminate the target by biting off its head. 

Possession.   If a target has been grappled for at least two turns you can choose to possess them and take control of their actions. The target must pass both a Wisdom and Constitution saving throw with a save DC equal to your spell save DC. If it fails both, the symnitrix gains control of all the targets actions. If it passes one, but fails the other, then it takes 20 (3d10 + 5) psychic damage. If it passes both the symnitrix takes half that damage and escapes the grapple.

Actions

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: (Intelligence Modifier) d6 + (Str + Dex modifiers) piercing damage.

Claw. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target you can see. Hit: (Intelligence Modifier) d4 + (Str + Dex modifiers) slashing damage.

Grapple. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit:  The target is grappled (escape DC {12+Dex and Int modifiers}). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the symnitrix can't take any other actions. Only works on medium or smaller creatures.

Equivalent Exchange

Starting at 3rd level, if you have not eaten one creature of intelligence 6 or higher for days your maximum possible health is reduced by 1/8th rounded up for each day you fail to find an appropriate body (For example: 1 day without a body = 7/8 max health, 2 days = 6/8 max health, 3 days = 5/8 max health) until your health is 1/8th of your maximum possible health . This can be avoided by consuming one body once every four days.

If you consume another body before the four days is up, it will replace the need for two days worth of food as well as reset the countdown.

You and the parasite can communicate telepathically, while awake or unconscious.

Additionally, you are weak to thunder damage.

Two Minds, One Body.

Starting at 7th level, when you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action. 

Additionally, you have advantage on spell attack rolls made while in symnitrix form. You also have advantage on constitution saving throws to maintain concentration on spells.

Further, any spells you cast with a save DC have disadvantage for the creature being hit with the attack.

Approaching Equilibrium

At 7th level,  your symnitrix transformation's attacks count as magical for the purpose of overcoming resistances. 

Additionally, at 16th level, your transformation's attacks count as adamantine, also for the purpose of overcoming resistances.

Further, you can add the damage from your crimson rite class feature to your transformation's attacks. You can also use your blood maledict feature while transformed.

Brand of the Unseen Eye

Upon reaching 11th level, your Brand of Castigation feature leaves a small part of the symnitrix within the targeted creature. If a creature you hit with your Brand of Castigation feature fails a Constitution saving throw equal to your Hemocraft Save DC you will always know their location and be able to perceive through all of their senses. This effect disappears after a week, after you dismiss it, or the creature dies.

Homeostasis

At 15th level, You and your symnitrix can share attributes amongst you and your transformations. You can add your symnitrix's stat modifiers or the modifiers of your transformations to your own stats as well as the creature's abilities. After a long rest you pick two of your transformations, which will be added to you and your symnitrix transformation, with you receiving the abilities, movement speed, and stat bonuses of one creature, and your symnitrix receiving the same from the other. You and your symnitrix must have the same movement options as the creatures in order to use their same movement speed. You can chose not to use any aspects that you don't wish to add.

Additionally you can replace the mental stats of your transformation with the combined mental stats of you and the symnitrix.

Perfect Match

Starting at 18th level, your bond with your symnitrix allows you to combine all the best attributes of you transformations and resist death. You can take on this form once per day as an action. When you transform all your health is restored to full. You automatically take on this form as an action when your health hits zero.

Your health is equal to the combined health of you and your symnitrix.

Your AC is equal to the highest AC among your transformations plus your spellcasting modifier.

Your movement options include your own movement options but they use the highest speeds available among your transformations.

You have the senses of all forms with shared senses taking the higher number.

You use the vulnerabilities, resistances, and immunities of your symnitrix form.

You have the features of your symnitrix form and one feature from among your transformations.

Your actions are modified versions of your untransformed actions.

Your melee attacks use double the damage dice of the weapon(s) you had equipped when you transformed as well as the damage types.

You still have access to your class features and spells. Your spell save DC and spell attack modifier use the modifiers from both your intelligence and charisma stats.

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