Base Class: Blood Hunter
A species of plant that once laid dormant inside you is awakened, covering part of your body in said species. Perhaps your arms start to spurt poisonous vines, or your skin slowly starts to turn into bark or moss. For some Overgrown, mushrooms my colonize part of their body, and perhaps every step they take leaves a trail of spores behind them. The plant, which will be called The Parasite for now on, only has the goal of spreading their growth as far as possible before it dies, starting with your body. Nonetheless, it is imperative for one to harmonize with The Parasite, and utilize the abilities it gives as efficiently as possible.
Rite of The Bramble
When you join this order at 3rd level, You learn the Rite of The Bramble as part of your Crimson Rite feature. While the Rite of The Bramble is active, the extra damage dealt by your rite is necrotic. While active you gain the following benefits:
- You have resistance to fire damage
- Your weapon has an additional reach of 5 feet
- Once per turn, Instead of making a melee attack, you can use your attack to cast Thorn Whip, using your Wisdom for your spellcasting
Curse Boost
Starting at 3rd level, your Parasite begins to learn how to master blood curses. Your blood curses can target Plant creatures. In addition, once per long rest, when you cast a blood curse, you can target two enemies instead of one. If you choose to amplify, you amplify both curses and roll two of your hemocraft die.
Shield of the Forest
Upon reaching 7th level, as a reaction to being hit, your Parasite will spring out of your body and cocoons itself around you, giving you the following benefits until the start of your next turn:
- Your AC increases by the roll of your hemocraft die
- Attacks against you will receive your hemocraft die worth of acid damage
- If you take more than half of your health in damage before the start of your next turn, the shield breaks along with its benefits.
You may do twice once per short rest at 7th level, and three times at 14th level.
Shield of the Forest
Upon reaching 7th level, at the start of your turn, you can magically step into the veil between the planes as long as you aren’t incapacitated. You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object.
This feature lasts for a number of rounds equal to your Intelligence modifier (minimum of 1 round). If you are inside an object when it ends, you are immediately shunted to the nearest unoccupied space and you take force damage equal to twice the number of feet you moved.
Once you use this feature, you must finish a short or long rest before you can use it again. You can use Aether Walk twice between rests starting at 15th level.
Thorn Dash
Starting at 11th level, your Parasite growth begins to spread towards your ankles and legs. When you dash, you can choose to leave a 5-foot wide path of thorns behind you, dealing 2d4 piercing damage for every 5 feet traveled on the thorns
Blood Curse of the Wilted
At 15th level, you hone your hemocraft to tear corruption from the minds and bodies of your allies—and to punish those responsible for it. You gain the Blood Curse of the Exorcist for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Reject Botany / Reject Humanity
Your Parasite has overwhelmed your body's limits. You know that if you do not act quickly, The Parasite will consume you and then die. Before you are two options: complete freedom or complete symbiosis.
Reject Botany: Your body squeezes and convulses every last bit of The Parasite out of you, piling up into a sludge-like puddle on the floor. The sludge begins to take shape into something very familiar as The Parasite sculpts its figure into your very image.
- The Parasite is now a separate being, acting fiercely at your will. As the Parasite no longer inhabits you, you lose all Parasite-related subclass benefits.
- The Parasite is considered a Plant, and mirrors your Blood Hunter health, abilities, and has all your subclass features. It has an AC of 16, and shares your attunement slots.
- The Parasite shares your Crimson, Primal, and Esoteric rites, but does not share the amount of Blood Curses you can cast.
- If you are above your Parasite's initiative, you may move your Parasite's initiative directly below yours.
Reject Humanity: You allow The Parasite to completely consume your mind and body, fusing you into one being. You gain the following benefits.
- You are considered a Plant .
- Your movement speed is reduced by 10 to a minimum of 20.
- All of your attacks deal an additional 1D8 necrotic damage.
- If you are below half health at the start of your turn, you regain 1D8 hit points
- When you cast a blood curse against a hostile target, they must also make a saving throw against your spellcasting DC or be poisoned.
- Once per long rest, you may cast Hail of Thorns
Reject Humanity
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