Base Class: Blood Hunter
work in progress description, idrk what to say
Sanguine experiment
by conducting a dark experiment, you are able to stitch together creature parts to create a monster of your own. The Sanguine Monster is friendly to you and your allies and obeys all your orders.
In combat, the monster shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.
If it has died within the last hour, you can use your medical kit as an action to revive it, provided you are within 5 feet of it and you expend a hemocraft die. The Sanguine Monster returns to life after 1 minute with all its hit points restored.
medium humanoid
Armor Class 15 (natural armor)
Hit Points 2 + your Intelligence modifier + five times your bloodhunter level (the Monster has a number of Hit Dice [d10s] equal to your bloodhunter level)
Speed 30 ft.
Saving Throws Dex +1 plus PB, Wis +2 plus PB
Damage Resistance poison
Damage immunities necrotic
Senses darkvision 60 ft., passive Perception 12
Languages the same as you
Challenge—
Proficiency Bonus (PB) equals your bonus
Stitched together. when a saguine monster is created, the creator chooses one of the abilities listed below and one of the actions. The Sanguine monster looses all abilities and attacks except the chosen two.
Robust. your Sanguine Monster's AC becomes 17
Nimble. your Sanguine Monster's mouvement does not trigger opportunity attacks and if it succeeds a Dexterity saving throw to avoid half incoming damage, it instead avoids all damage.
undead resilience. whenever your Sanguine monster begins it's turn with half hp or less, it recovers 1 hp
Arborial. The sanguine Monster gains a 30ft climbing speed
Aquatic. The snguine monster gains a 30ft swim speed and can breath underwater
Spikes. The Sanguine Monster grows spike on it's back. when hit with a melee attack, the Monster can use it's reaction once per short or long rest to detach and send the spikes to the attacked, dealing 2d4 damage.
Actions
Vicious Claws. Melee Weapon Attack: +4 plus PB to hit, reach 10 ft, one target. Hit: 1d8 slashing damage plus PB necrotic damage. The target must succeed on a wisdom saving throw against your hemocraft save or be frightened by you and the Sanguine Monster.
Noxious spit. Ranged Weapon Attack: +5 plus PB to hit, range 60ft, one target. Hit: 2d6 acid damage plus PB necrotic damage
Gruesome Horns. Melee Weapon Attack: +4 plus PB to hit, reach 5ft, one target. Hit: 1d8 bludgeoning damage plus PB necrotic. The target must succeed on a strength saving throw against your hemocraft save or fall prone. When taking the dash action, the Sanguine monster can take this action as a bonus action.
Sharp Pincers. Melee Weapon Attack: +3 plus PB to hit, reach 5ft, one target. Hit: 1d6 piercing damage plus PB necrotic damage. the target must succeed a dexterity saving throw against your hemocraft dc or be grappled by the monster.
Reactions
Hemo-transfer. when you activate a crimson rite or amplify a blood curse at least 30ft away from your sanguine monster, it can spend it's reaction to instead take the damage for you. that damage cannot be reduced in any way.
Stitched Together
when a saguine monster is created, the creator chooses one of the abilities listed below and one of the actions. The Sanguine monster looses all abilities and attacks except the chosen two.
Nimble
Your Sanguine Monster gains the nimble ability
Robust
Your Sanguine monster gains the robust ability
undead resilience
Your Sanguine Monster gains the a undead resilience ability
Advanced Hemothology
at 3rd level, you gain the Transfusion and bloodletting features:
Transfusion. you learn to give away your own life essence. as a bonus action, you may expend and roll a Hit Dice to heal a creature within 30ft. the creature is healed for the amount rolled plus your intelligence modifier
Bloodletting. as an Action, you may expend 3 Hit dice to cure any disease or end the poisoned condition on yourself or a creature within 5ft of you.
Dark genius
At 7th level, Your will to further push your research allows you to push the limits of your brain.
When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. Additionally, if you have no uses left, you can still use this feature but you take psychic damage equal to 2 rolls of your hemocraft dice. This damage cannot be reduced in any way.
Crimson Monstrosity
at 11th level, Your Sanguine Monster gains the following feature:
Extra attack. When taking the attack action, it can attack again
Crimson rite. your Sanguine Monster can now use a bonus action to activate any rite you know on it's natural weapons. the same rules for your crimson rite applies here
Addiotionally, you can pick a second ability to add to your Sanguine Monster.
Improved Sanguine Monster
Starting from level 15, your Sanguine Monster gets the following features.
-you pick a second action to add to it's statblock
-it grows to large size
-every attack it lands deal an extra 2d6 necrotic damage
Xenograft
At 18th level, you have mastered blood infusions and skin grafts. as an action you can reduce the hp of your Sanguine Monster to zero hitpoints. if it had over half Hp, you can then cast the Revivify spell as part of that action without expending a spell slot or any material components. once you use this feature, you cannot do so again nor create a new Sanguine Monster until you finish a long rest.
Blood Curse of the Reawakening
As an action , you perform a dark blood ritual. up to 4 incapacitated medium or small creatures you can see up to 30ft are reanimated, causing them to stand up immeadiately with 1 hp. it remains animated for up to 10 minutes.
In combat, during the first round they were reanimated in, their turn is skipped. then for the rest of the combat, the zombies' turn comes immediately after yours. they obey your mental commands, and the only action it can take is the Attack action, making one melee attack.
Amplify. Amplifiying the Curse allows the zombies to immediately act once reanimated.
Activating a Blood Curse requires a use of your Blood Maledict feature.
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