Base Class: Blood Hunter
Born of ghoul lineage your biology has been irreversibly changed. Wanting more and more of flesh, nothing seems to satiate hunger. Senses have been heightened, super abilities have been gifted. Seek blood for blood and reap the powers hidden in your body. When in full embrace of your ghoulish ways your pupils shrink, the sclera turns black, and the iris becomes blood red.
Come Forth, Kagune
At 3rd level, you learn to control the Kagune, a ghoulish organ in your body that produces an external limb. As a bonus action, you summon your Kagune and have full usage of it for 10 minutes. When the Kagune is summoned roll a d12 to sacrifice HP. Once done you gain the following effects: +2 AC and gain Kagune Strikes (Check Ghoulish Archetypes) which can be used once per turn. You can revert your Kagune as a bonus action. It automatically disperses if you fall unconscious or die.
- This can be used as many times as your proficiency bonus, per short rest.
- At 6th, 11th, and 17th levels damage die increases.
Kagune Form
Selecting this option has updated the character sheet with the features of your Kagune Form.
Normal Form
Your character is in their normal form. Change this option to "Kagune Form" when the character has transformed.
Keen Senses
At 3rd level, you gain the improved senses of a natural predator. You have advantage on Wisdom (Perception) checks that rely on smell. Also advantage on Strength (Athletics) checks in an attempt to grapple or subdue enemies.
Hemocraft Modifier: Constitution
Your Hemocraft modifier is constitution.
Ghoulish archetype
At 3rd level, choose a Kagune manifestation
- Koukaku
- Rinkaku
- Ukaku
- Bikaku
Bikaku
Your Bikaku allows you to attack medium and short-range. As a bonus action with the Bikaku, grapple an enemy with the forked part of the tail and pull yourself forward to the enemy. max distance 30ft.
Kagune strikes becomes a d8 of magical bludgeoning damage, 6th is 2d8, 11th is 3d8, maxing out at 4d8 at 17th level
Koukaku
Your Koukaku is well suited for both offense and defense. Normally, they are generally shaped into armors or shields, but on the offense, they can be shaped like melee weapons such as hammers and spears.
Kagune Strikes now change to a d8 die of magical piercing or bludgeoning damage. 6th level is a 2d8, at 11th level, it increases to 3d8, and at 17th level max out at a 4d8 of damage.
With the Koukaku specifically, gain a +2 AC bonus.
Rinkaku
Your Rinkaku allows attempting to block incoming damage.
As a reaction, increase your AC by 3 + Proficiency Bonus, which can be used 2 times per short rest.
Your Kagune Strikes do 2d4 magical piercing damage. On 6th it is 4d4, 11th it is 6d4, and 17th level it is 8d4.
Ukaku
Your Kagune blooms into wings that can allow you to fly short distances (20ft) in any direction. Making you very agile gaining advantage on initiative. Suited for burst attacks the Ukaku form does not last as long as the others. Instead of 10 mins, it lasts for 5 mins.
Kagune Strikes can now be made from a distance of 60ft. Also can be used once per turn dealing a 2d4 of magical slashing damage. at 6th it is 4d4, at 11th it is 6d4, at 17th it is 8d4.
Kagune Form Features
While you are transformed, you gain the following benefits and drawbacks:
Ghoulish Might. You gain a bonus on Strength checks and advantage Strength saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 17th level.
Resilient Skin. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. Additionally, while you are not wearing heavy armor, you have a +2 bonus to AC.
Bloodlust. If you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 12 Wisdom saving throw or move directly toward the nearest creature and use the Attack action against that creature. If you’re concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian’s Rage feature), you automatically fail this saving throw.
If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself.
Ghoulish Might
You gain a bonus on Strength checks and advantage on Strength saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 17th level.
Ghoulish Might (level 11)
Your bonus to melee damage rolls increases to +2 at 11th level.
Ghoulish Might (level 17)
Your bonus to melee damage rolls increases to +3 at 17th level.
Normal Form
You are in your normal form with no additional features.
Resilient Skin
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. Additionally, while you are not wearing heavy armor, you have a +2 bonus to AC.
Ghoulish Hunting Prowess
At 7th level, your speed increases by 20 feet, and you add 20 feet to your long jump distance and 8 feet to your high jump distance. Your Kagune form also gains the following additional benefit.
Advanced Kagune Function
At 11th level, you learn to unleash and control more of the hunter within. Your Kagune form also gains the following additional benefits.
Ghoulish Regeneration. At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you gain hit points equal to 1 + your Constitution modifier (minimum of 1). If you are in Kagune form, you gain these hit points before you must make the saving throw for your bloodlust.
Bloodthirsty Bite. As a bonus action after getting a successful grapple, bite into the creature's neck for 4d8 piercing damage and heal for half the damage. Doing so lets the grappled creature free and they are left prone.
Bloodthirsty Bite
As a bonus action after getting a successful grapple, bite into the creature's neck for 4d8 piercing damage and heal for half the damage. Doing so lets the grappled creature free and they are left prone.
Ghoulish Regeneration
At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you gain hit points equal to 1 + your Constitution modifier (minimum of 1). If you are in Kagune form, you gain these hit points before you must make the saving throw for your bloodlust.
Brand of the Damned
Starting at 15th level, you have advantage on the saving throw for your bloodlust while in Kagune form. Additionally, your Brand of Castigation can now bind a foe to your hunter’s ferocity. While in your Kaguneform, you have advantage on attack rolls against a creature branded by you.
Ghoulish Mastery
At 18th level, you have mastered your inner ghoul. You can use your Kagune summoning feature an unlimited number of times, and your Kagune form lasts until you revert to your normal form, fall unconscious, or die.
You also gain the Blood Curse of the Damned for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Damned
As an action, you unleash a deadly presence full of bloodlust. Each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If a creature fails its saving throw by 5 or more, it is stunned while frightened in this way. A creature that succeeds on its saving throw is immune to this blood curse for the next 24 hours.
You can choose any number of creatures you can see to be unaffected by the surging presence.
Amplify. The range of this curse increases to 60 feet.
Activating a Blood Curse requires a use of your Blood Maledict feature.
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