Blood Hunter
Base Class: Blood Hunter

The Order of the Hive is a newer order amongst the Blood Hunters. While other Blood Hunter orders mutate themselves, the members of the Hive have instead giving their cursed blood in payment as a host to an insect hive. Their bodies are no longer their own as their swarms have made it their home, feasting on the cursed blood, and through the blood the members have become one with their hive. These members have given themselves up as individuals and have opted to become a collective. Members of this order are sworn against threats to the planet, obsessing over the knowledge and wisdom of druids and sages, and have added the cursed hemocraft to what they have found. They are unfound of Aberrations and will hunt down any Mindflayer colonies that have made their own upon the plane.

Swarm Hive

At 3rd level, you allow a swarm of insects to make their home in your body, feasting on your cursed blood. You become a hive for this insect colony, becoming connected to them. You can call upon your swarm into battle, taking their turn immediately after yours. If your swarm falls in battle, you can release more by taking a Hemocraft die of necrotic damage. This damage can not be lowered by any means. Your swarm obeys only you, and you can communicate with your swarm through telepathic means. They will obey any command you give but can only reply back in pictures and images. You can take a blood die of damage to heal your swarm and will regain all hit points after a long rest. Your swarm shares your stealth, perception, and investigation scores.

Upon allowing your body to become a host, you can choose from three types of insect:

Buzzers

Swarm of Insects (Buzzers)
Cicadas, Locust, Hissing Roaches. These insects are able to make noise to distract and sometimes confuse enemies. While unable to burrow or fly, they are able to sneak around and deal slashing damage. Upon choosing this type you gain proficiency in stealth.

 Medium swarm of Tiny beasts, Unaligned 
Armor Class 12 (natural armor)
Hit Points 22 (5d8)
Speed 30 ft., Climb 30 ft.

STR 3 (-4) DEX 13 (+1) CON 10 (+0) INT 1 (-5) WIS 7 (-2) CHA 1 (-5)

Damage Resistances Bludgeoning, Piercing, Slashing
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses Blindsight 10 ft., Passive Perception 8
Languages Telepathy only with their host

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. 
For The Hive. The swarm is one with their Blood Hunter, obeying only their command.
Conduit. Blood Hunters can cast cantrips through their swarm. You also share your stealth, perception and investigation scores.
Blood Meal. Blood Hunters can offer up their blood to heal their swarm. Blood Hunters take necrotic damage equal to one roll of your Hemocraft die and heal the swarm for the same amount. If your swarm dies, you may take necrotic damage equal to one roll of your Hemocraft die to send out another. You may only use this ability equal to your proficiency score per long rest.
Hive Mind. Blood Hunters and their swarm are able to communicate telepathically within 120 ft. The swarm can not speak or understand language, but orders and sensory information can be transferred with thoughts. 

Pester. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: (Hemocraft die) bludgeoning damage.

Crawlers

Swarm of Insects (Crawlers)
Beetles, Ants, or Centipedes. These insects are able to crawl along the ground and even burrow through it. They usually have hardened exoskeletons and are able to attack with bludgeoning damage. Upon choosing this type you gain proficiency in Intimidation.

Medium swarm of Tiny beasts, Unaligned 
Armor Class 12 (natural armor)
Hit Points 22 (5d8)
Speed 20 ft., Climb 20 ft., Burrow 10ft.

STR 3 (-4) DEX 13 (+1) CON 10 (+0) INT 1 (-5) WIS 7 (-2) CHA 1 (-5)

Damage Resistances Bludgeoning, Piercing, Slashing
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses Blindsight 10 ft., Passive Perception 8
Languages Telepathy only with their host

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. 
For The Hive. The swarm is one with their Blood Hunter, obeying only their command.
Conduit. Blood Hunters can cast cantrips through their swarm. You also share your stealth, perception and investigation scores.
Blood Meal. Blood Hunters can offer up their blood to heal their swarm. Blood Hunters take necrotic damage equal to one roll of your Hemocraft die and heal the swarm for the same amount. If your swarm dies, you may take necrotic damage equal to one roll of your Hemocraft die to send out another. You may only use this ability equal to your proficiency score per long rest.
Hive Mind. Blood Hunters and their swarm are able to communicate telepathically within 120 ft. The swarm can not speak or understand language, but orders and sensory information can be transferred with thoughts. 

Infest. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: (Hemocraft die) slashing damage. 

Stingers

Swarm of Insects (Stingers)
Bees, Wasps, Moths, Butterflies. These insects are able to fly around. They usually have patterns that scare enemies and are able to attack with piercing damage. Upon choosing this type you gain proficiency in perception.

Medium swarm of Tiny beasts, Unaligned 
Armor Class 12 (natural armor)
Hit Points 22 (5d8)
Speed 5 ft., Fly 30 ft.

STR 3 (-4) DEX 13 (+1) CON 10 (+0) INT 1 (-5) WIS 7 (-2) CHA 1 (-5)

Damage Resistances Bludgeoning, Piercing, Slashing
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses Blindsight 10 ft., Passive Perception 8
Languages Telepathy only with their host

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. 
For The Hive. The swarm is one with their Blood Hunter, obeying only their command.
Conduit. Blood Hunters can cast cantrips through their swarm. You also share your stealth, perception and investigation scores.
Blood Meal. Blood Hunters can offer up their blood to heal their swarm. Blood Hunters take necrotic damage equal to one roll of your Hemocraft die and heal the swarm for the same amount. If your swarm dies, you may take necrotic damage equal to one roll of your Hemocraft die to send out another. You may only use this ability equal to your proficiency score per long rest.
Hive Mind. Blood Hunters and their swarm are able to communicate telepathically within 120 ft. The swarm can not speak or understand language, but orders and sensory information can be transferred with thoughts. 

Inflicit. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: (Hemocraft die) piercing damage. 

Rite of the Dissolution

When you join this order at 7th level, you learn the Rite of the Dissolution as part of your Crimson Rite feature. When you activate the Rite of the Dissolution, the extra damage dealt by your rite is acid damage.

Blood Of My Blood

When activating a Crimson Rite, you may apply the elemental damage to the attacks of your swarm. When applied, bonus elemental damage is applied to your swarm’s attacks equal to your Hemocraft die. 

Improved Swarm

At 7th level, your mastery of your blood grows, and so to does your swarm. As they continue to feed on your cursed blood, your swarm’s hit points increase to a total of 28.

This increases to 36 at 11th level, and 46 at 15th level. 

Brand of Infiltration

Starting at 11th level, your Brand of Castigation allows your swarm to infiltrate your enemy and determine their strengths and weaknesses. Whenever you hit a creature with a weapon or swarm for which you have an active crimson rite, you can analyze the creature to learn all of its damage vulnerabilities, damage resistances, damage immunities, and condition immunities. 

Evolved Swarm

At 11th level, your swarm evolves after feasting on your cursed blood.

Assailing Pester

Your buzzers have evolved to create a noise that scratches at nearby creatures. As a bonus action of your swarms turn, creatures within a 10 ft. radius make a Wisdom Saving Throw. On a failure, until the end of the swarm’s next turn affected creatures have disadvantage on saving throws. This ability can be used equal to your proficiency score and all uses are regained after a long rest. 

Carapace Defense

Your swarm has evolved to hardened their bodies and can protect you from incoming attacks. As a reaction, your swarm can increase your AC by 5 after an attack role is made but before it is announced. This ability can be used equal to your proficiency bonus. On a long rest, all usages are regained. 

Distracting Presence

Your swarm displays their hypnotic patterns, distracting a target from any incoming attacks. As a bonus action on your swarms turn, a target makes a Wisdom Saving Throw DC and on a failure incoming attacks have advantage until the end of your next turn. Your swarm can use this ability equal to your proficiency bonus and all uses are regained after a long rest. 

Blood Curse of the Hive

At 15th level, you manipulate your blood to have your swarm infest and invade another creature leaving them unable to escape the attack of your swarm. 

Blood Curse of the Hive

As a bonus action, choose one creature you can see within 30 ft. to make a Constitution Saving Throw. On a failure, your swarm infests the target, guaranteeing attacks from your swarm for 5 rounds, ending at the end of your turn.

Amplify. Your swarm releases stomach bile causing 4d6 acid damage at the beginning of your swarm’s turn for the duration of the Blood Curse.

Plague Swarm

Upon reaching 18th level, your swarm is able to completely leave the hive and circle around you in a plague swarm. In a 10 ft. radius around you, your entire hive creates a heavily obscured area damaging anything in a sphere centered around you. Sharing your perception with your swarm, you are able to perceive anything that enters the area. When a create enters the area or starts their turn within the area, they make a Constitution Saving Throw. The creature takes 4d10 acid damage plus any rite damage attached to your swarm on a failed save, or half as much damage on a successful one. The Plague Swarm lasts for 1 minute before the swarm returns to your body. Once used, you must complete a long rest before using this ability again. 

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