Base Class: Blood Hunter
The Order of the Flesh draws in hunters who decided to sacrifice they're own humanity for the promise of greater power. Becoming monstrous themselves the flesh of these hunters lash out at the creatures you've sworn to kill. Characterized by the unique ability to augment your flesh into tendrils or launch shards of bone at enemies your body becomes your greatest weapon.
Altered Flesh
Through monstrous science and dark magics you've altered your form permanently. Integrating the flesh of some sort of monstrosity into your own providing you with the ability to turn your body into your greatest weapon. Overtime you learn to launch shards of bone against enemies, produce tendrils to grapple or climb, prowl the skies in search of your prey and even implant parasites to disrupt enemies. When you gain this feature choose a limb to alter with monstrosity flesh visually altering it and paving the way for your transformation to take hold.
Bone shards
As an action you can fire off 3 bone shards from your altered limb dealing 1d4 necrotic each.
at 7th lvl the shards benefit Crimson Rite feature
at 11th lvl you can fire 5 instead of 3
Feeding
Over the course of a minute you can feed on the flesh a nearby body to restore your vitality. After feeding on a body in this way you can regain 2d12 + Constitution modifier health back. Cuts and other minor wounds begin to rapidly close, You may use this feature 2 times per short rest, 3 at 18th lvl.
Flight Mimicry
You have a flying speed equal to your walking speed. The tendrils on your back twist and form into a grotesques pair of wings, the change is moderately painful. You can revert this change back at will but while wings are active you cant use tendrils to whip at enemies. Bone shards can be fired as a volley from your wings using a bonus action.
Tendrils
Tendrils stretch out from your back to augment your movement an defend you. These tendrils lash out at nearby walls or ceilings allowing you to climb hands free at your walking speed. As a bonus action lash a tendril out at a nearby enemy within 10 feet (15 at 11th) for 1d8 (1d12 at 11th) necrotic.
Unnatural Instincts
Your eyes form a film over them that lets you see things others cant, You now have a blindsight up to 15 feet from you.
Necrotic Form
When you reach 7th level, your body adapts to necrosis, giving you resistance to the damage type.
once per short rest a necrotic aura can emanate from you affected creatures within 10 feet for up to a minute dealing 1d8 necrotic each time they enter or start there turn in the aura.
this increases to 2 times (1d10) at 11th lvl and 3 times (1d12) at 15th.
Root Parasite
At 11th level, you produce parasitic spawn that can attach to enemies, if they fail a DC 15 Con save the Parasite tries to interrupt they're nervous system, limiting them to half movement until they succeeds on the save. The creature take 1d8 necrotic each of its turns until the creature repeats the save at the end of its turns and success.
Flesh Sentry
Starting at 15th level, you learns to produce detachable growths it can deposit along surfaces to guard an area. When you use this feature choose between melee or ranged.
You can decay your sentries as a free action, effectively getting rid of them entirely. Sentries decay when you get reduced to 0 HP or fall unconscious.
Melee, The growth takes the shape of a tendril that lashes at and attempts to grapple enemies within 20 feet.
Ranged, The growth takes the shape of a tendril that launches bone bullets at enemies within 60 feet, dealing necrotic damage.
Flesh That Hates.
At 18th level, your flesh sentries emit there own necrotic aura passively. Also the flesh sentries can spread, every two turns until either you decay the sentries or the original sentry has spawned two others. Sentries can spread themselves up to 15 feet from the original.
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Posted Oct 22, 2022This is my first attempt at making a homebrew, I really appreciate any feedback as I'm sure its likely unbalanced somewhat. All I ask is that we keep it civil and I hope you liked the concept. <3