Blood Hunter
Base Class: Blood Hunter

Every Order of Blood Hunters walks the line between good and evil, taking the corrupting tools of evil and turning them into weapons to strike back against the fiends and abominations that threaten the world. The Order of the Symbiote embraces that idea, using their Hunter’s Bane rite to bind initiates to a monstrous entity using a combination of alchemy and unholy magics. The hunter and monstrosity become inextricably linked, and the Bonded (as this order calls themselves) can draw on that relationship for power, summoning forth their symbiote to hunt down even greater threats. The appearance of this monstrous entity varies from hunter to hunter, and the true nature of the creatures is one of the Order’s most closely guarded secrets.

Bonded Symbiote

When you choose this archetype at 3rd level, you learn to summon forth the monstrosity that you share a symbiotic relationship with.

As an action, you can magically summon the symbiote that you have been bonded with. It appears in an unoccupied space of your choice within 30 feet of you.

The symbiote is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Bonded Symbiote stat block, which uses your proficiency bonus (PB) in several places. When you summon the symbiote, choose Burrower, Crawler, or Stalker. This determines certain traits in the symbiote’s stat block, as well as additional abilities that you gain while it is summoned.

In combat, the symbiote shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the symbiote will attack the closest creature other than you.

The symbiote remains until it is reduced to 0 hit points, until you use this feature to summon the symbiote again, or until you die. If the symbiote is reduced to 0 hit points, you immediately take necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way. Anything the symbiote was wearing or carrying is left behind when the symbiote vanishes.

Once you summon the symbiote, you can’t do so again until you finish a long rest.

Bonded Symbiote - Burrower

 

Bonded Symbiote

Armor Class 12 + PB (natural armor)

Hit Points 4 + four times your blood hunter level (the symbiote has a number of Hit Dice [d8s] equal to your blood hunter level)

Speed 30 ft.; burrow 10 ft.

STR
12 (+1)
DEX
14 (+2)
CON
14 (+2)
INT
5 (−3)
WIS
12 (+1)
CHA
6 (−2)

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

Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 12

Languages -

Challenge — Proficiency Bonus (PB) equals your bonus

Actions

Multiattack. The symbiote makes a number of attacks equal to half your PB (rounded down).

Bite. Melee Weapon Attack: +2 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage.

Acid Spray. Ranged Weapon Attack: +3 plus PB to hit, range 10/30 ft., one target. Hit: 1d6 plus PB acid damage. If the attack hits, any creatures within 5 feet of your target must succeed a Dexterity saving throw against your Hemocraft save DC or suffer 1d6 acid damage.

 

Bonded Symbiote - Crawler

 

Bonded Symbiote

Armor Class 12 + PB (natural armor)

Hit Points 4 + four times your blood hunter level (the symbiote has a number of Hit Dice [d8s] equal to your blood hunter level)

Speed 30 ft.; climb 20 ft.

STR
12 (+1)
DEX
14 (+2)
CON
14 (+2)
INT
5 (−3)
WIS
12 (+1)
CHA
6 (−2)

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

Senses darkvision 60 ft., passive Perception 12

Languages -

Challenge — Proficiency Bonus (PB) equals your bonus

Spider Climb.  The symbiote can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The symbiote makes a number of attacks equal to half your PB (rounded down).

Bite. Melee Weapon Attack: +2 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage.

Tentacles. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d4 plus PB poison damage, and the target must succeed on a Constitution saving throw against your Hemocraft save DC or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.

 

Bonded Symbiote - Stalker

 

Bonded Symbiote

Armor Class 12 + PB (natural armor)

Hit Points 4 + four times your blood hunter level (the symbiote has a number of Hit Dice [d8s] equal to your blood hunter level)

Speed 40 ft.

STR
12 (+1)
DEX
14 (+2)
CON
14 (+2)
INT
5 (−3)
WIS
12 (+1)
CHA
6 (−2)

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

Senses darkvision 60 ft., passive Perception 12

Languages -

Challenge — Proficiency Bonus (PB) equals your bonus

Skulking Predator. The symbiote has advantage on attacks made while in dim light or darkness. In addition, while in dim light or darkness, if the symbiote is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Actions

Multiattack. The symbiote makes a number of attacks equal to half your PB (rounded down).

Bite. Melee Weapon Attack: +2 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage.

 

First Aspect of the Monster

Your relationship with the symbiote is about more than just control. You have also begun to show elements of the monstrosity. While your symbiote is summoned, you gain a supernatural ability, based on the current form your symbiote has taken.

Aspect of the Burrower

You gain Tremorsense out to a range of 20 feet, and move at your regular speed through difficult terrain caused by uneven or disturbed earth. While underground, you have an unerring sense of direction and always know which way is north.

Aspect of the Crawler

You gain resistance to poison damage, and have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.

Aspect of the Stalker

You gain advantage on Wisdom (Perception) checks that rely on hearing or smell, and add your Hemocraft modifier to Initiative checks.

Hideous Strength

At 7th level, your link to your symbiote grows stronger and starts to move beyond the physical. While your crimson rite is active, your symbiote’s Bite attack deals extra damage equal to your hemocraft die of the type determined by the chosen rite.

Second Aspect of the Monster

While your symbiote is summoned, you gain defensive capabilities, based on the current form your symbiote has taken.

Once you use this feature, you must finish a short or long rest before you can use it again. You can use Second Aspect of the Monster twice between rests starting at 15th level. 

Aspect of the Burrower

As a reaction, you can toughen your skin like carapace or chitin to deflect attacks. Until the end of your next turn, you have a bonus to AC equal to your Hemocraft modifier, including against the triggering attack.

Aspect of the Crawler

As a reaction, you can make your flesh tough and rubbery to absorb the force of blows. You have resistance to bludgeoning, slashing and piercing damage until the end of your next turn.

Aspect of the Stalker

As an reaction, you can cloak yourself in shadow. Until the end of your next turn, attack rolls against you have disadvantage.

Brand of Unification

Starting at 11th level, your symbiotic bond fortifies you against any quarry you have marked with your Brand of Castigation. While your symbiote is within 30 feet of you, you have advantage on any saving throws caused by a creature that has been branded by you. In addition, any creature you have branded cannot use telepathy to communicate.

Thicker Than Ichor

At 15th level, you and your symbiote grow more powerful and ever more interconnected. The symbiote’s size increases to Medium and its speed increases by 20 feet (including its burrowing and climbing speed when in Burrower or Crawler form).

As a bonus action, you can cause your symbiote to take necrotic damage equal to up to three rolls of your hemocraft die. This damage can’t be reduced in any way. You regain a number of hit points equal to twice the necrotic damage your symbiote takes. Alternatively, you can take the damage, with your symbiote regaining hit points. 

You can use this feature a number of times equal to your Hemocraft modifier (minimum of once). You regain all expended uses when you finish a long rest.

Blood Curse of the Devouring Maw

At 18th level, you learn to consume your prey’s essence to replenish you and your symbiote. You gain the Blood Curse of the Devouring Maw for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of the Devouring Maw. When a creature that isn't a construct or undead is reduced to 0 hit points by your symbiote, you can use your reaction to absorb its remains into yourself and the symbiote. The creature's body is destroyed. Until the end of your next turn, you gain any resistances and immunities that the target creature had, and you and your symbiote's melee attacks deal an extra 3d6 magical bludgeoning damage.

Amplify.  Additionally, you and your symbiote regain hit points equal to your hemocraft die + your blood hunter level. Once you've amplified this blood curse, you must finish a short rest before you can amplify it again.

Previous Versions

Name Date Modified Views Adds Version Actions
8/21/2022 1:09:44 PM
23
1
1.1
Coming Soon
Order Of The Symbiote Image

Comments

Posts Quoted:
Reply
Clear All Quotes