Base Class: Blood Hunter
Though Blood Hunter organizations have been secretive since their conception, you've begun to understand more and more about your previous Order through outside teachings. The Order of the Fissured Creature was born out of distance from a hunter in a distant land, and taken up after his death. Using the world as a catalyst, the Hunters of the Fissured Creature search for freedom above anything else as their ideals. They aim to crack the spider web between the Eldritch and mortal, godlike and plain. Now, finally, you've decided to join and leave your own organization for the endless cosmos and true freedom from the world.
Rite of the Toxin
When you join the order at the 3rd level, you gain a new use of your Crimson Rite feature: the Rite of the Toxin. Your rite damage is necrotic damage. Additionally, while that rite is active on your weapon, you gain the following benefits:
- Your weapon releases lightly obscuring smoke out to a range of 20 feet.
- You have resistance to poison and necrotic damage.
- When you hit a creature with a weapon that has this rite active, the creature must roll a constitution saving roll against your hemocraft modifier. If they fail, the creature must take 1d6 necrotic damage per turn until they succeed. This increases to 2d6 at 8th level, 3d6 at 12th, 4d6 at 16th, and 5d6 at 20th.
Nonliving Doctor
At 3rd level, you begin to expand your concept of life and death with your teachings. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has organic blood or not.
Contamination Zone
Upon reaching 7th level, at the start of your turn, you can release pent up toxins within an 15 foot radius as long as you aren’t incapacitated. You gain blindsight within the entire 15 foot radius of toxins, and the cloud inside the toxins counts as heavily obscured to those without blindsight.
This feature lasts for a number of rounds equal to your Hemocraft modifier in addition to your constitution modifier (minimum of 1 round). If your body is ever entirely obscured, Contamination Zone ends entirely if you do not re-enter your toxin zone after more than two rounds.
At 13th level, your Zone radius increase to a 30 foot radius, and all creatures inside must make a Constituion saving throw against your hemocraft save plus your constitution modifier (this is considered your Toxin Save) upon entering the smoke. Upon a successful save, any effects of the toxins end. However, if you hit a creature with a Crimson Rite, they must reroll the save. Upon a fail, roll the virus effects table and determine the effect on the creature.
- 1. The creature's speed decreases ten feet.
- 2. The creature cannot take any bonus actions until their next turn.
- 3. The creature's vision decreases 5 feet.
- 4. The creature has disadvantage on their next attack roll.
- 5. The creature takes necrotic damage equal to your hemocraft dice.
- 6. The creature takes one hemocraft dice of damage. You heal for half the damage taken.
At 20th level, your Zone radius expands up to a 45 feet radius. All creatures inside must make a Constituion saving throw against your Toxin Save. Upon a successful save, the creature is immune to your toxins until they are hit with a crimson rite feature. On a fail, roll on the virus effects table and determine the effects on the creature.
- 1. The creature's speed decreases by 20 feet.
- 2. The creature cannot take any bonus actions until their next turn. If they failed the save by more than five, the creature also cannot take any reactions.
- 3. The creature becomes completely blinded unless the creature has blindsight.
- 4. The creature has disadvantage on all attack rolls during their turn.
- 5. The creature takes two hemocraft dice of necrotic damage, unaffected by resistance.
- 6. The creature takes full hemocraft damage, and you heal for health equivalent to full damage.
However, at 20th level, you must also roll a constitution save against your own toxins wirh advantage. Upon a failure, take one of the effects from the lesser virus table upon yourself, and reroll next turn.
Once you use this feature, you must finish a short or long rest before you can use it again. You can use Contamination Zone twice between rests starting at 15th level.
Bound by Freedom
Beginning at 11th level, you can use your Brand of Castigation feature to fuse opponents with nature to your advantage. Upon hitting a creature that is not either a Beast or a Fey with your Brand of Castigation, roll an opposing constitution check with the targeted creature. Upon the creature failing the check, choose one of the following animal binds to fuse your opponent to.
- Bear. Increase the opponent's strength by two, but decrease their wisdom by two.
- Fox. Increase the opponent's dexterity by two, but decrease their constitution by two.
- Pig. Increase the opponent's constitution by two, but decrease their intelligence by two.
- Crow. Increase the opponent's intelligence by two, but decrease their charisma by two.
- Owl. Increase the opponent's wisdom by two, but decrease their dexterity by two.
- Snake. Increase the opponent's charisma by two, but decrease their strength by two.
In order to use this feature, you must actively have a part of the animal on you, and it must be at least one portion large. Upon expending a use of this feature, the portion of the animal is destroyed. The Brand and Bind feature can only be destroyed by you taking an action to dismiss the feature, using this feature on a different creature, or a magic dispelling spell being used to dispel the feature.
This feature can be used once per day, and recharges at dawn.
Blood Curse of the Rebel
At 15th level, you break free of the shackles of the mortal world- and, of course, you share this wisdom with those around you, and those that oppose you. You gain the Blood Curse of the Rebel for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Rebel- As a bonus action, you can choose one creature within 60 feet of you to make a constitution saving throw against your Toxin Save. Upon a fail, their mind will fill with the endless secrets of the universe, they will take psychic damage equal to your hemocraft dice, and will be unable to take reactions until the end of your next turn.
Amplify. You can force the creature to make another constitution saving throw, or the creature will be afraid of you. Upon a successful save, the blood curse ends.
Beautiful Mangle
Upon reaching 18th level, your connection to the universe itself starts to fundamentally blur the line between you and the world. When entering combat, you can sacrifice a use of your Crimson Rite feature and temporarily increase your stats for one minute.
For the duration of Beautiful Mangle, you gain double speed, add your hemocraft die to any attack roll you make, add your constitution modifier multiplied by half of your levels as temporary HP, and gain blindsight up to 90 feet around you. While in the Beautiful Mangle form, you cannot be surprised, restricted, afraid, or paralyzed.
After your use of the Beautiful Mangle feature, you take three levels of exhaustion. If you happen to die during the Beautiful Mangle state, then the air around you will fill with toxins (consult virus effects table for more information) for four hours.
After the first use of Beautiful Mangle, your body begins to permanently change to accommodate this newfound freedom. You undergo intense bodily disfigurement, which results in a warped appearance; specifically, the left arm and left facial structure. While not incredibly horrifying, it is off-putting to those that encounter. After that, your charisma is decreased by two, and your walking speed is reduced by 5. However, after the initial use of Beautiful Mangle, no more changes will follow.
Beautiful Mangle can be used once per long rest. If it is attempted to be used more than once, you automatically take one more level of exhaustion.
Previous Versions
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