Base Class: Blood Hunter
You have seen abominations of nightmarish origin. Horrors that should have never seen the light of day. Almost sickened to your core by the very sights you've seen you now seek to end their pitiful existence. Whether you consider it a favor to the world or a mercy on their souls you learn as much as you can about the amalgamation of magics and monsters so as to fight them more effectively.
Amalgamated Homunculus
At 3rd level when you gain this subclass you gain learn how to create a homunculus to study if not as a reliable servant but as a means to better understand your foe. At first it is more amorphous but as you gain more knowledge on the various creatures you meet it too becomes more defined and more capable on its own. It is a pseudo-physical manifestation of your knowledge of creatures brought to partial life for better studying.
Choose its creature type from among the following: Celestial, Undead, Fiend, Aberration, or Fey. Your homunculus is considered a Monstrosity in addition to its chosen creature type.
Tiny Monstrosity
Armor Class 8 + PB (natural armor)
Hit Points 4 + 4 times your Blood Hunter level
Speed 10 ft. Walking, 30 ft. Flying
Skills Stealth +6
Saving Throws Intelligence +3 plus PB, Wis +2 plus PB
Senses passive Perception 12
Languages 1 language you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Actions
Melee Attack. Melee Weapon Attack: +1 plus PB to hit, reach 5 ft., one target. Hit: 1d4 plus PB piercing/slashing/bludgeoning damage.
When you hit a creature that shares a creature type with your homunculus, you may choose to drain Hit Points up to your Intelligence modifier from your homunculus to deal that amount of extra damage of the same type that triggered this ability to your target. You can not use this ability to drain your homunculus' Hit Points below 1. You may only use this ability once per round. Depending on the additional creature type chosen, your extra damage from the drain has additional properties:
Celestial: You heal yourself for the amount of extra damage dealt.
Undead: The creature must make a Wisdom Save DC equal to your Hemocraft Save DC. If it fails it becomes Frightened of you until the beginning of your next turn. If a creature succeeds on its save it can not be affected by this ability for 24 hrs.
Fiend: The creature takes an additional 1d4 psychic damage on hit.
Aberration: The creature must make a Charisma Save DC equal to your Hemocraft Save DC. If it fails it becomes Charmed by you until the beginning of your next turn. If you or an ally damage the creature or affect it with a harmful condition the Charmed condition ends early. If a creature succeeds on its safe it can not be affected by this ability for 24 hrs.
Fey: After the extra damage is dealt you may teleport to an unoccupied space within 5 feet of you. This twice your movement as if travelling through difficult terrain and you must have the movement available in order to use this ability.
You gain this and all bonuses related to your homunculus as long as you are within (10 x Blood Hunter level) ft of it. If your homunculus dies, you can make another one of it by growing another. It takes 8 hrs to grow another, infusing it with your knowledge and you may only have one active at a time.
Unlock the Monster
Upon reaching level 7, you learn what makes a creature tick. You learn what makes them strong. And in such your homunculus takes on additional properties as do your Informational Strikes.
Celestial: Your homunculus is now under a constant Sanctuary effect with a save equal to your Hemocraft Save DC. A creature that passes the save once is not affected by this ability for the next 24 hrs. In addition, your Informational Strikes now heal for twice the extra damage dealt.
Undead: Your homunculus takes on features of the undying. It regenerates 1d4 Hit Points at the beginning of each of its turns. In addition, your Informational Strikes flow with dark energy giving your target disadvantage on its next saving throw from an ability that uses your hemocraft save DC before the end of your next turn.
Fiend: When your homunculus is dealt melee damage it retaliates with boiling blood dealing 2d6 Fire damage to its attacker. In addition, when you deal additional damage with your Informational Strike the base damage is double what you decide to drain from your homunculus.
Aberration: Your homunculus gains the effects of the spell Invisibility. The effect is lost under the same conditions as the spell and the homunculus must use its Action to turn Invisible again. Creatures that are dealt damage by your Informational Strikes gain disadvantage against abilities that use your hemocraft save DC until the end of your next turn.
Fey: Your homunculus gains the ability to Shadow Step. If it is in an area of dim light or lower it can teleport to an unoccupied space within 60 feet that is also in an area of dim light or lower. You have advantage on attacks made against the target of your Informational Strikes until the beginning of your next turn.
Brand of Transference
At 11th level, you tie your abilities even further to your homunclus. If you would roll a hemocraft die when dealing damage to the branded target or affect it with one of your abilities, you may instead have your homunculus take the damage instead. However, when you choose to transfer the damage in this manner it takes double the damage instead.
Amalgamated Defenses
At level 15 your studies and effects on the homunculus have helped it and you develop natural defenses based on the chose creature type.
Celestial: Your homunculus and you gain resistance to Radiant damage. You gain advantage on saving throws against spells and abilities from creatures of the Celestial type.
Undead: Your homunculus and you gain resistance to Necrotic damage. You gain advantage on saving throws against spells and abilities from creatures of the Undead type.
Fiend: Your homunculus and you gain resistance to Acid damage. You gain advantage on saving throws against spells and abilities from creatures of the Fiend type.
Abberrant: Your homunculus and you gain resistance to Psychic damage. You gain advantage on saving throws against spells and abilities from creatures of the Abberrant type.
Fey: Your homunculus and you gain resistance to Force damage. You gain advantage on saving throws against spells and abilities from creatures of the Celestial type.
Dynamic Amalgous Form
You gain additional features that show the exposure you and your homunculus have received based on the creature type you selected. You now are treated as the creature type you selected as your mind alters itself due to the amount of knowledge it’s taken in. You may choose to be treated as your normal creature type, the selected creature type, or both when you are subject to any effect that would either divine or affect that creature type.
In addition, as a Bonus Action you may turn into a creature based on the one you chose. This transformation lasts for 1 minute or until it reaches 0. Any equipment you have on you is either dropped where you stand or melds into your new form, you may choose when you transform.
Celestial: Cuprilach Rilmani
Undead: Boneclaw
Fiend: Chort Devil
Fey: High Fae Mage
Aberrant: Brain Breaker
You may use this ability once per Long Rest.
Previous Versions
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5/9/2024 3:17:24 AM
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