Blood Hunter
Base Class: Blood Hunter

Using your training in hemocraft and monsters you are able to mutate and twist your body to replicate that of a doppelganger. 

Blood of the Duplicate

When you reach 3rd level, you learn to twist your blood maledict to your will in a way to allow you to bend your physical shape into a creature of your choosing that you have struck with any of your Crimson Rites. 

You may transform a number of times equal to your total blood maledict uses. Transforming in this way consumes a use of your blood maledict until you complete a short or long rest. You may stay in the form of a creature for a number of hours equal to your proficiency modifier.

Your Blood Hunter level determines what creatures you may turn into. You may transform into a creature that has a challenge rating of half your total Blood Hunter level rounded up. For example, at 10th level you may transform into a creature with a challenge rating of 5 or lower. When you transform in this way you may transform in to any creature of CR rating 1 or lower, regardless if you have struck them with your Crimson Rites. 

Creature Shapes

Level

Max CR

Limitations

3rd

2

No flying or swim speed or spellcasting

5th

3

No flying speed or spellcasting

8th

4

No spellcasting

14th

7

-

 

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the creature, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary, lair or mythic actions, you can’t use them. If you shape change into an intelligent creature you do not gain their memories or past knowledge.
  • When you transform, you assume the creature’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your creature form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the Form.

Myriad of Thought

At 7th level, you may as a bonus action you may magically read the surface level thoughts of one creature within 60 feet of you. This feature can penetrate physical barriers unless otherwise specified by the barrier. While the target is in range, you may continue to read the thoughts of the creature as long as your concentration is not broken (as if concentrating on a spell).

While reading the thoughts of a creature in this way you have:

  • Advantage on Wisdom (insight) and Charisma (Deception, Intimidation and Persuasion) checks against the target
  • Advantage on all attack rolls made against the target

Involuntary Contribution

At 11th level, your abilities of hemocraft extend outside of your own self. When a creature is marked by one of your Crimson Rites you may, as an bonus action, expend up to 3 hit dice of the creature's remaining hit dice to heal yourself. You may not know what the hit dice will be unless you already have the ability to shape change into said creature. If the creature does not have the hit dice available, you will instead use the closest amount available. Example: If you attempt to consume 3 hit dice from a creature, however they only have 2 available; you will instead only use 2. You will not know this until you have already used this feature if your DM wishes to disclose. 

At 15th level you may use 5 and at 18th level you may use 7.

Alternating Forms

You can now rapidly shift between your shape change forms. If you are currently under the effects of your Blood of the Duplicate feature, you may either:

  • Expend an additional Blood Maledict charge to alter your form once more. Once doing so, you may as a bonus action alternate between your forms at will, without expending any further Blood Maledict charges. However, when you change shape in this way you do not gain the benefit of any further creature’s health or hit die. 
  • As a bonus action, you may alter yourself back to your true form at will. You may then shape change back to any of the forms that may be “active” from the writing above.

Master of Duplication

At 18th level, when you change shape using your Blood of the Duplicate feature, you may expend an additional Blood Maledict charge to double the challenge rating available when determining the creature you are shape changing into. 


Additionally, you gain two more charges of your Blood Maledict feature.