Blood Hunter
Base Class: Blood Hunter

Level 3: Alchemic Metabolism

Instead of sacrificing blood for Crimson Rites, you control the copper content of your exoskeleton and metabolic acid levels. As a bonus action, you may activate this ability by taking damage equal to your hemocraft die and shift between two metabolic states:
1. Copper Exoskeleton – Your carapace hardens, flooding with copper alloys.
• Gain temporary hit points equal to your hemocraft die plus twice your Blood Hunter level
• While this feature is active, when you take damage from a melee attack, you can use your reaction to reduce the damage by an amount equal to your WIS modifier + your blood hunter level. If you reduce the damage to 0, you can immediately make an unarmed strike against the attacker, dealing acid damage equal to a roll of your hemocraft die.
• You have resistance to acid damage and non-magical slashing damage while this state is active.

2. Acidic Blades – You divert copper reserves into a corrosive reaction.
• Your melee attacks deal additional acid damage equal to your hemocraft die.
• If you hit a creature with a melee attack, the must make a CON save equal to your hemocraft modifier, or take 2 acid damage at the start of their turn for the next minute (or until they wash it off with water/oil).
• Your acidic fluids burn and distract enemies, giving them disadvantage on opportunity attacks against you if they take acid damage from a melee attack on this turn.

Switching Forms: Changing between states takes a bonus action, and you can switch a number of times equal to your proficiency bonus per short or long rest. Switching does not retrigger the hemocraft die damage.

Level 7: Glide Bombing Assault

Your body is built for aerial ambushes, and you can launch yourself off of surfaces with terrifying agility.
• Your walking speed, vertical jump, and horizontal jump increase by 5 feet.
• When falling at least 10 feet, you may use your reaction to glide up to 30 feet horizontally instead of falling straight down.
• If you hit a creature with a melee attack after gliding at least 10 feet, you deal an additional 1d8 acid or slashing damage (your choice).
• You have advantage on Acrobatics checks to leap from walls, ceilings, or unstable surfaces.

Level 11: Pheromonal Warfield

You exude an invisible, chemical battlefield presence, using pheromones to subtly influence enemies and allies alike.
• As a bonus action, you can exude pheromones in a 10-foot radius around you for 1 minute. You must concentrate (as if holding a spell). Choose one:
• Predatory Scent – All enemies in the area must make a Wisdom saving throw (DC = 8 + your proficiency + your Intelligence modifier) or become Frightened of you until they leave the radius or the effect ends.
• Hive Coordination – Your allies in the radius can reroll 1s or 2s on damage rolls for attacks while inside your pheromone field.
• Prey Disruption – All enemies in the area have disadvantage on opportunity attacks against you or allies, as their senses are subtly dulled.

You can use this feature a number of times equal to your proficiency bonus per long rest.

Level 15: Apex Adaptation

You can now use both metabolic states at once (Copper Exoskeleton & Acidic Blades) for 1 minute once per long rest.

Additionally, when gliding, you may make a melee attack as part of the movement instead of waiting until you land.

Level 18: Perfect Metamorphosis

You have mastered your body’s biological control:
• Gliding no longer provokes opportunity attacks.
• Switching between metabolic states is now a free action and is not limited in use per day.
• Your pheromones extend to 30 feet.

Additionally, when using Glide Bombing Assault, you may force the creature hit to make a Strength saving throw (DC 8 + proficiency + Strength or Dexterity mod, your choice). On a failure, they are knocked prone from the sheer impact.

 

Alchemic Metabolism

As a bonus action, you may activate this ability to shift between two metabolic states.

Switching Forms: Changing between states takes a bonus action, and you can switch a number of times equal to your proficiency bonus per short or long rest. Switching does not retrigger the hemocraft die damage.

1. Copper Exoskeleton – Your carapace hardens, flooding with copper alloys.
• Gain temporary hit points equal to your hemocraft die plus twice your Blood Hunter level
• While this feature is active, when you take damage from a melee attack, you can use your reaction to reduce the damage by an amount equal to your WIS modifier + your blood hunter level. If you reduce the damage to 0, you can immediately make an unarmed strike against the attacker, dealing acid damage equal to a roll of your hemocraft die.
• You have resistance to acid damage and non-magical slashing damage while this state is active.

2. Acidic Blades – You divert copper reserves into a corrosive reaction.
• Your melee attacks deal additional acid damage equal to your hemocraft die.
• If you hit a creature with a melee attack, the must make a CON save equal to your hemocraft modifier, or take 2 acid damage at the start of their turn for the next minute (or until they wash it off with water/oil).
• Your acidic fluids burn and distract enemies, giving them disadvantage on opportunity attacks against you if they take acid damage from a melee attack on this turn.

Acidic Blades

You divert copper reserves into a corrosive reaction.
• Your melee attacks deal additional acid damage equal to your hemocraft die.
• If you hit a creature with a melee attack, the must make a CON save equal to your hemocraft modifier (DC 8 + proficiency bonus + Wisdom) or take 2 acid damage at the start of their turn for the next minute (or until they wash it off with water/oil).
• Your acidic fluids burn and distract enemies, giving them disadvantage on opportunity attacks against you if they take acid damage from a melee attack on this turn.

Copper Exoskeleton

Your carapace hardens, flooding with copper alloys. At the beginning of your turn, you gain temporary hit points equal to your hemocraft die plus twice your Blood Hunter level. 

You have resistance to acid damage and non-magical slashing damage.

While this feature is active, when you take damage from a melee attack, you can use your reaction to reduce the damage by an amount equal to your WIS modifier + your blood hunter level. If you reduce the damage to 0, you can immediately make an unarmed strike against the attacker, dealing acid damage equal to a roll of your hemocraft die.

Gliding Assault

• Your walking speed, vertical jump, and horizontal jump increase by 5 feet.
• When falling at least 10 feet, you may use your reaction to glide up to 30 feet horizontally instead of falling straight down.
• If you hit a creature with a melee attack after gliding at least 10 feet, you deal an additional 1d8 acid or slashing damage (your choice).
• You have advantage on Acrobatics checks to leap from walls, ceilings, or unstable surfaces.

Pheromonal Warfield

At 11th level, you exude an invisible, chemical battlefield presence, using pheromones to subtly influence enemies and allies alike. As a bonus action, you can exude pheromones in a 10-foot radius around you for 1 minute. You must concentrate (as if holding a spell).

Choose one:

• Predatory Scent – All enemies in the area must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or become Frightened of you until they leave the radius or the effect ends.
• Hive Coordination – Your allies in the radius can reroll 1s or 2s on damage rolls for attacks while inside your pheromone field.
• Prey Disruption – All enemies in the area have disadvantage on opportunity attacks against you or allies, as their senses are subtly dulled.

You can use this feature a number of times equal to your proficiency bonus per long rest.

Hive Coordination

Your allies in the radius can reroll 1s or 2s on damage rolls for attacks while inside your pheromone field.

Predatory Scent

All enemies in the area must make a Wisdom saving throw (DC = 8 + your proficiency + your Intelligence modifier) or become Frightened of you until they leave the radius or the effect ends

Prey Disruption

At 11th level, you exude an invisible, chemical battlefield presence, using pheromones to subtly influence enemies and allies alike. As a bonus action, you can exude pheromones in a 10-foot radius around you for 1 minute. You must concentrate (as if holding a spell).

All enemies in the area have disadvantage on opportunity attacks against you or allies, as their senses are subtly dulled.

Apex Predation

You can now use both metabolic states at once (Copper Exoskeleton & Acidic Blades) for 1 minute once per long rest.

Additionally, when gliding, you may make an additional melee attack as part of the movement instead of waiting until you land.

Perfect Metamorphosis

You have mastered your body’s biological control. Gliding no longer provokes opportunity attacks. Switching between metabolic states is now a free action and is not limited in use per day.
Your pheromones extend to 30 feet.

Additionally, when using Glide Bombing Assault, you may force the creature hit to make a Strength saving throw (DC 8 + proficiency + Dexterity mod). On a failure, they are knocked prone from the sheer impact.

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