Base Class: Blood Hunter (archived)
Blood Hunters that seek additional power take many forms. Some choose to become beasts, while others alter their bodies from within. The members of the Order Of The Scorpion do a little of both.
Partaking of a special, if dangerous, concotion of their own making, they alter their bodies to be able to create their own internal supply of poison, while becoming immune to it and any other poison that may assault them. They develop a gland in their mouths that allows them to expel this toxin.
This newly infused ability is then combined with training with the order's signature weapon: The Stinger. A clawed gauntlet with small needles in the glove that allow the Blood Hunter to unleash his poison supply into the target of their attacks. Each member of the order becomes a master of the use and maintenance of their Stinger, eventually developing it's abilities along side their own. By the end, a Hunter of The Order Of The Scorpion creates something akin to a symbiotic relationship with their Stinger as it becomes their most deadly and useful weapon.
The Order Of The Scorpion focuses on improving the individual, to become an even greater threat on the battlefield.
Poison In The Blood
Starting when you choose this archetype at 3rd level, you gain some new abilities from your mutated blood. You gain immunity to poison and the poisoned condition.
You are able to make a Poison Spit attack against a single creature, dealing 1d6 + your Constitution Modifier of Poison damage on a hit. You can also use this ability when you make a melee attack with your Stinger. You can use this poison a number of times per long rest equal to your Constitution Modifier. The damage die for your Poison attack increases as you gain levels in this class [1d8 (7th level); 1d10 (11th level)].
You also gain a Poison DC for abilities gained later in this class. Your Poison DC is equal to 8 + your Constitution Modifier + your Proficiency Bonus.
The Stinger
When you choose this archetype at 3rd level you gain proficiency with The Stinger, a specialist weapon designed by the Order Of The Scorpion. You gain access to your own Stinger at this level. Work with your DM to decide wether you had it made at a blacksmith or if you made it yourself with materials you collected in your travels.
The Stinger is a martial weapon with the light and finesse properties. It deals 2d4 piercing damage on a hit.
Septic Stab
At 7th level you've learned to better control the poison that runs through your veins, channeling it's more durable effects into your targets. When you make a melee attack with The Stinger and choose to add the Poison damage from your Poison Spit, you can force the target to roll a Constitution Saving Throw against your Poison DC. On a failure the target suffers from the Poisoned condition for 1 minute. On a success, no effect takes place.
Paralyzing Puncture
At 11th level, you've learned to tinker with your Stinger, giving it an added effect for those times when your Poison abilities aren't an option.
When you make a successful attack with your Stinger, you can choose to make the target roll a Constitution Saving Throw against your Poison DC. On a failure, the target becomes paralysed until the end of your next turn. On a success, no effect takes hold. You can use this ability 3 times per long rest.
Armored Stinger
At 15th level, your continued improvement with your Stinger's design grants you some improved defensive and reactionary options. Your Stinger now provides you with a +1 bonus to your AC. Also, whenever a creature makes an attack against you, you can use your reaction to make a melee weapon attack with your Stinger. This attack does not need to be against the creature whose attack triggered this reaction.
Curse Of The Black Blood
You have mastered the use of The Stinger and the power of the poison that runs through your veins. You are now capable of unleashing a massive supply of poison into your target's blood stream, potentially causing instant death.
When you make an attack with your Stinger and hit, you can choose to make your target roll a Constitution Saving Throw against your Poison DC. If the target fails it's saving throw and assuming it has, at most, half of it's total HP at the moment of this attack, the target dies instantly. If it succeeds it's saving throw, or has more than half it's HP, the target suffers 10d10 Poison damage. This damage is added to the weapon attack damage.
You can use this ability once per long rest.
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