Base Class: Blood Hunter
Blood Hunters in the Order of the Paragon strive to understand their enemy inside and out. More favored to be scientists than hunters, these Blood Hunters gruel over every detail of their enemy of choice. To be a Paragon is to know your enemy, is to become them. Paragons use this understanding to fuel their blood and body, creating the perfect form to house their newfound abilities.
Evolutionary study
3rd-level Paragon feature
Beginning at 3rd level, you have studied intensely on how certain species survive and live. Choose a type of species to study: Beast, Celestial, Dragon, Fey, Fiend, Monstrosity, or Planets.
You gain advantage on any Wisdom (Nature) checks to recall any information in your research about the species.
Additionally, any time you deal Rite damage to a studied creature, you deal double the Rite damage dealt to the creature.
Paragons Husk
At 3rd level, your education of your chosen species has reached mastery. As a bonus action action, you can transform into an amalgamated form for up to 1 hour. You can speak, use weapons and armor, and interact with objects in this form. You can dismiss this form as a bonus action, or until you fall unconscious.
You can use this ability equal to your proficiency bonus per day.
Beastial Husk
While transformed in this Husk you gain the following benefits:
Impact Dive: If you move at least 20 feet straight forward toward a creature and make an unarmed strike on the same turn, that creature must succeed on a Strength saving throw against your Hemocraft Modifier or be knocked prone.
Adaptation Laceration: You can make a unarmed attack with talons, claws, tails or nails. You can choose to use either DEX or STR for the attack/damage rolls, which deals 1d6 slashing damage. This increases to 1d8 damage at 11th level.
When you use the Attack action, you can make one unarmed strike as a bonus action
Expert climbing: You gain a climbing speed equal to your walking speed.
Celestial Husk
While transformed in this Husk you gain the following benefits:
Heavenly Wings: You gain a flying speed equal to your walking speed
Mending Light: As a bonus action, you may touch a willing creature. The target gains 2d6 + your Hemocraft modifier die of hit points back. You may use this feature 3 times per long rest. This increases to 4d6 at level 11.
Divine Resistance: You gain resistance to radiant and necrotic damage.
Dragons Husk
When you While transformed in this Husk you gain the following benefits:
Wrym Wings: You gain a flying speed equal to your walking speed
Elemental Breath: You exhale your choice of acid, cold, fire, lighting or poison in a 15 ft cone. Each creature in that area must make a DC Dex saving throw against your Hemocraft modifier and take 3 x your hemocraft die or half as much on a failed save
Elemental Resistance: As a bonus action, choose a damage type: acid, cold, fire, lightning, or poison. You have resistance to that damage type until the end of your next turn.
Feylin Husk
While transformed in this Husk you gain the following benefits:
Flicker Step: You can teleport with any objects you are carrying up to 20 ft to an unoccupied space you can see. You can do this a number of times equal to your proficiency bonus
Charming Visage: Choose a creature you can see up to 30 ft away from you. If the target can see you, they must make a Wisdom saving throw against your hemocraft DC or be charmed for 1 minute. The target can retake the saving at the end of their turns
Bramble Walk: Difficult terrain composed of vegetation, such as foliage or thorns, doesn't cost you extra movement
Fiendish Husk
While transformed in this Husk you gain the following benefits:
Demonic Pelt: You gain resistance to cold and fire damage
Damnify: As a reaction, if a creature attempts to make an ability check within 10ft of you, you may subtract 1 roll of your Hemocraft die from the result. You may do this equal number to your proficiency bonus. You regain all uses after a long rest
Devils Luck: When you fail an ability check or saving throw you are proficient in, you can roll your Hemocraft Die and add the result. You can do so after seeing the roll but before any of the roll’s effects occur. You can use this feature a number of times equal to your Proficiency modifier. You regain all uses after a long rest
Oozling Husk
While transformed in this Husk you gain the following benefits:
Malleable frame: You can slip through a space as narrow as 1 inch wide without squeezing. You can also share a space with a medium or small creature
Gelatinous grip: Any creature that hits an melee attack against you must make a Str saving throw against your Hemocraft DC or be grappled by you
Caustic Body: When you make a melee attack against a creature, you can add 1d8 of acid damage to the damage roll
Planted Husk
While transformed in this Husk you gain the following benefits:
Excavation: You have a burrowing speed equal to your walking speed
Laced Spore: When you are hit with an attack, as an reaction you can make the attacker make a Constitution saving throw against your Hemocraft DC. On a failure, the creature becomes poisoned until the end of your next turn
Vine Whip: You can grow a vine -like limb that acts like a reach weapon. As an action, you can make a melee weapon attack against a creature with this vine, dealing 1d6 bludgeoning damage. This damage increases to 2d6 at level 11
Life Upheld
7th level Blood Hunter feature
Starting at 7th level, you have mastered the ability to keep your body from succumbing to unnatural afflictions. As an action, you can dismiss any non-physical conditions (Blinded, Charmed, Frightened, Poisoned) affecting you at the cost of your Hemocraft die of damage.
Further Evolution
11th level Paragon feature
At 11th level, you ability to push evolution increases. Your Husk forms gain another bonus based of your favored creature type
Blood Beast Husk
You gain the following benefit:
When you evolve into this form, you gain temporary hit points equal to 2 x your hemocraft die
Devil Husk
You gain the following benefits when evolving into this form:
You can cast flame blade at level 4 twice per long rest
You can also cast fire bolt at will
Drayd Husk
You gain the following benefits when evolving into this form:
As an action you can cast [spell]Conjure Fey[spell]. Once you cast it this way, you cannot cast it again until you have taken a long rest.
Oblex Husk
You gain the following benefits when evolving into this form:
Eat Memory: Choose a target that you can see within 5ft of you. Target must make a Constitution saving throw against your Hemocraft DC. On a failure, target creature takes 3d10 psychic damage and has its memory drained. When memory drained, choose a ability. For 1 hour, anytime that creature makes a ability check or save with that ability, it must subtract 1 roll of your Hemocraft die from the result. On a success, the target only takes 3d10 psychic damage and does not have it memory drained.
Planted Husk
11th level Paragon feature
Enroot: You regain 10 hit points at the start of your turn if you are in contact with the ground. If you take fire damage, this trait doesn't function at the start of your next turn.
Solar Husk
You gain the following benefits when evolving into this form:
You can cast resistance at will
You can cast the lesser restoration twice per short rest.
Wrym Husk
You gain the following benefits when evolving into this form:
You gain Blindsight up to 15ft and gain Darkvision if you did not have so already.
Coevolution
15th level Blood Hunter feature
Your thirst for knowledge has led down another path of study and power. At 15th level, you now can choose a secondary species to study and draw power from. You gain the full capabilities of each species, but must dismiss one Husk transformation before transforming into another
Apotheosis of Nature
At 18th level, your endless thirst for knowledge and understanding has shaped your body and mind to become the perfect form of your selected species.
If a member of those species as Disadvantage on every attack made against you. Additionally, if a member of that species forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw.
You also gain the Blood Curse of the Luminary. This doesn't count against your number of Blood Curses known.
Blood Curse of the Luminary
As an action, you can curse a target creature. The creature must make a Constitution saving throw against your Hemocraft DC. If the creature fails, you may add an additional species type of your choice to the target.
Amplify. The creature has disadvantage on the Constitution saving throw for this curse
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