Base Class: Blood Hunter
The Order of the Cryptid is the most secret of the blood hunter orders, its members dedicating their lives to finding the terrifying monsters of myth and dispatching them. Cryptid hunters seek out and study the obscure knowledge of these beings, and obsessively attempt to harness it, taking on attributes of the very beings they seek to destroy. These resilient blood hunters stay occupied with folktale and myth, applying their obscure knowledge to written records of history and religious sects, for fear that without a breakthrough soon, they may become the very monsters they seek.
Monstrous Boon
At 3rd level, you choose a monstrous boon and gain its feature. At your option, you also gain minor physical attributes that are reminiscent of the Cryptid. For example, if you have a Tempest Monstrous Boon, you might grow feathers in your hair and have pale white eyes, or if your boon is of Leviatan, your skin may be slimy to the touch.
Frost Worm
You gain resistance to cold damage as a chill comes over you, the monster from your nightmares being aware of your presence.
Leviathan
You gain resistance to acid and poison damage as you receive a blessing from the depths of the deep.
Tempest
You gain resistance to lightning damage as the spirit of the storms acts as you guide.
Yeenoghu
You gain resistance to fire damage as part of Yeenoghu's demonic essence tethers itself to your very soul.
Mythical Hunter
Starting at 3rd level, you learn to master tracking all kinds of creatures. Make any survival checks to track a creature with advantage.
Uncanny Movement
At 7th level, you gain a magical benefit based on the Cryptid of your choice. You can choose the same Monster you selected at 3rd level or a different one.
Frost Worm
As you look to the mountains and wonder what lies within, you feel your physiology warp. You gain a burrow speed of 30ft, and 10ft of blindsight.
Leviathan
The depths beckon you forth, something urging you to join it down there. You gain a swim of 30ft. In addition, melee attacks made underwater no longer have the disadvantage property.
Tempest
A singular white feathered wing sprouts from your back, imparting you with the gifts of the sky. You gain a fly speed of 30ft and immunity to damage from non-magical weather effects.
Yeenoghu
The blinding speed of Yeenoghu is imparted unto you, as you can now dash as a bonus action. Additionally, you gain advantage on saving throws against becoming poisoned.
Cryptid Phisiology
At 11th level, you gain a magical benefit based on a Cryptid of your choice. You can choose the same Cryptid you selected previously or a different one.
Frost Worm
The harsh conditions of the tundra have given you supernatural physical prowess. You gain advantage on athletics and acrobatics checks.
Leviathan
The darkness of the murky depths clings to your being, allowing you to almost fade out of existence to the untrained eye. You gain advantage on stealth checks.
Tempest
The sky welcomes you as its own, granting gifts to entice you to stay eternally. You gain 60ft of darkvision and can see in magical darkness. Additionally, you have advantage on saving throws against the stunned condition.
Yeenoghu
The abyssal fracture in your mind whispers its secrets to you, imparting the gifts of knowledge. You gain the ability to speak, read and understand all languages. Additionally, you gain 90ft of telepathy.
Brand of the Fates
Upon reaching 15th level, your desire to sunder monsters from the world has empowered you. You may attack an enemy afflicted with your Brand of Castigation an additional time when you take the attack action.
Blood Curse of the Transmuter
At 18th level, you hone your hemocraft to keep yourself alive at all costs. You gain the Blood Curse of the Transmuter for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Transmuter
As a reaction, you transmute the damage of a spell that targets you to a damage type you resist from your Monstrous Boon feature.
Amplify. you can transmute any spell cast within 60ft of you to a damage type you resist. This does not have to be from your Monstrous Boon feature.
Blood Curse of the Transmuter
As a reaction, you transmute the damage of a spell that targets you to a damage type you resist from your Monstrous Boon feature.
Amplify. You can transmute any spell cast within 60ft of you to a damage type you resist. This does not have to be from your Monstrous Boon feature.
Previous Versions
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Coming Soon
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