Base Class: Blood Hunter
Individuals once corrupted by the essence of the Krawl. now their minds are purified but the physical taint remains. they now use the darkness of the void against the aberrant threats to their home world. The manner of joining their order is by allowing the corrupting influence of Krawl dust to infect your body and then through a magical ritual killing it's influence in your mind. They're known to hunt the strange beasts from beyond the sky, those which lurk in the Astral sea and especially the kind that changed them into what they now are.
whispers of the Void
When you join this order at 3rd level, you have advantage on wisdom(survival) checks to track Aberrations and monstrosities as well as on intelligence checks to recall knowledge about them.
you also know how to hurt them more effectively gaining the ability to change the damage of your Crimson rite to force damage and add an extra d6 rite damage when used against aberrations or monstrosities.
Krawling weapon
Starting at 3rd level, you can mold your krawl flesh to your will. When you apply your Crimson rite to a weapon you can infuse it with krawl dust bringing it to life. the weapon has health equal to 10X half your level(rounded up) and retains the Crimson Rite active on the weapon while it is in this state, it uses your hemocraft modifier for it's attacks. you can give it a command as a bonus action and it takes it's turn after you on your initiative when no command is given it attacks the closest creature that isn't you. it lasts for 1 minute.
Krawling weapon stat block
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Armor Class 10+ DEX+ your proficiency bonus
Hit points 10X class level rounded up(uses represent Krawling weapon health)
Speed 0ft., fly 30ft.
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STR{12} DEX{15} CON{11} INT{1} WIS{5} CHA{1}
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Saving throws DEX +2
Damage resistance poison, psychic
Condition immunities Frightened, paralysed, poisoned, petrified.
Senses Darkvisions 60ft
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Rite bearer the Krawling weapon retains the chosen Crimson Rite when you summon it and applies the rite damage to it’s attacks.
Hunger of the Krawl the Krawling weapon is hyper aggressive and will attack any creature near it when not given a command wether friend or foe.
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Actions
Weapon attack the krawling weapon makes an attack the damage type and die is based on what weapon it is. And the attack is made using your hemocraft modifier.
Dominion of Self
Upon reaching 7th level, you become more intune with the aberrant matter in your blood. When in a natural environment that can support any amount of life you don't need to eat or sleep instead you draw energy from the land itself. You can take a long rest by doing light activity for eight hours when in nature.
You also gain the ability to wield krawl dust as a melee weapon. Whenever you take the attack action while your Krawling weapon feature is active you can Manifest shadowy claws and make the attack with those claws(a simple melee weapon with finesse) on a hit it deals 1d6+STR or DEX slashing damage. The Crimson Rite born by your Krawling weapon also empowers these claws.
Mark of Krux
Upon reaching 11th level, you remember the original the first to be corrupted by the krawl and the one who deserves your hatred. Your Brand of Castigation feature weakens your target against the effects of your Krawl dust. the branded foe has disadvantage on wisdom and constitution saving throws against your blood curses. when you strike a branded foe with a weapon that has an active crimson rite or your krawling weapon strikes the branded foe while bearing a rite you regain hit points equal to half the roll of your hemo craft die(minimum of 1).
Blood Curse of the Krawling Mind
At 15th level, you hone your hemocraft to inflict your own corruption on the minds of your foes—and to bend them to your will. You gain the Blood Curse of the Krawling Mind for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Krawling Mind-INT
As a bonus action, you choose one creature you can see within 30 feet of you. that creature must succeed on a Wisdom saving throw in order to attack you or anyone within 10ft of you until the end of you next turn.
Amplify. when first cursed the creature that is the target of this curse must use their reaction to attack a target of your choice within their reach.
Blood Curse of the Krawling Mind-WIS
As a bonus action, you choose one creature you can see within 30 feet of you. That creature must succeed on a Wisdom saving throw in order to attack you or anyone within 10ft of you until the end of you next turn.
Amplify. when first cursed the creature that is the target of this curse must use their reaction to attack a target of your choice within their reach.
Krux of being
Upon reaching 18th level, you gain perfect control of your krawl half. As a bonus action when your Krawling weapon is within 5ft of you. You can fuse with it taking on a monstrous form.
You gain temporary HP equal to the remaining hp of your Krawling weapon, you become resistant to psychic damage, your melee weapon attacks deal an extra 2d6 force damage .
when you expend a use of your blood maladic feature to cast a blood curse you can choose whether to spend the temporary hp or you normal hp.
Previous Versions
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11/10/2024 1:51:02 AM
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