Base Class: Blood Hunter
The Order of the Displaced is a small group of individuals who have formed an un-breakable bond with a pack of displacer beasts. Your magical ability originates from the magic of Displacer Beasts. As the result of your bloodline being mixed with that of a Displacer Beast's innate magic in a ritual known as "The Fating" - A ritual in which power is transferred to the willing host by the matriarch beast of the pack. Bloodlines capable of forming such a bond with the displacer beasts are incredibly rare as it requires the divine trust of a deadly beast, and are usually kept secret.
Your connection with both the physical, and your inner beasts grows exponentially throughout your training and studies with the creatures. As your powers grow, your connection with the beasts grow as well. Through vigorous training and studies of the ways of the beasts, you gain an increasing share of the unparalleled power of the displacer beasts you revere. Allowing the beast within to emerge in a manifestation of the beasts themselves, both as a hybrid and feral form.
Ex: You are a member of a Seldarine Drow clan of hunters, priestesses, and assassins living in a cave system beneath Waterdeep near a grotto of Elistraee. Your clan has spent millennia forming a symbiotic relationship with the fey creatures and denizens of the the material plane as well as the creatures from Arvandor. Throughout this time your clan elder's and children have formed a long standing bond between themselves and the matriarch and offspring of a Displacer Beast pack. As your mutual endeavors for survival and growth have expanded, so has the trust grown. With the expansion of trust, the ritual of "The Fating" began where the Drow and the beasts converged with a transfer of power between the chosen of the groups, as a way to grow their mutual strengths, as well as guarantee successors to inherit the gift of the packs' symbiotic pairing. Through this ritual, YOU have been chosen to inherit this gift, and with it, gaining the ability to learn the innate powers of the great displacer beast, taking their beastial form as well as a hybrid adaptation. You can choose to grow your powers with your pack, or you can choose the path of the lone wolf and hone your powers to the world around you during your adventures.
Keen Senses
When you choose this archetype at 3rd level, you gain the improved senses of a natural predator. You have advantage on Wisdom (Perception) checks that rely on sight or smell.
Modifier: Intelligence
Your Hemocraft modifier is Intelligence.
Modifier: Wisdom
Your Hemocraft modifier is Wisdom.
Feral Transformation
Starting at 3nd level, you can use your action to magically assume the shape of a displacer beast. You can use this feature twice. You regain expended uses when you finish a short or long rest.
You can stay in a beast shape for a number of hours equal to half your Blood Hunter level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
- When you transform, you retain your hit points and Hit Dice and gain 10 temporary hit points. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Displacer Kin
At 3rd level, you learn to manage the innate displacement abilities of the displacer beast. You learn the spells Misty Step and Blink. You can use these abilities once per short rest without expending a spell slot. You regain these spells after a short or long rest.
Hybrid Transformation
Also at 3rd level, you learn to control the Beast that courses through your veins. As a bonus action, you transform into a special hybrid form for up to 1 hour. You can speak, use equipment, and wear armor while in this form, and can revert to your normal form as a bonus action. You automatically revert to your normal form if you fall unconscious or die.
This feature uses and replaces the rules for lycanthropy in the Monster Manual. Once you use this feature, you must finish a short or long rest before you can use it again.
In the Character Builder, set the option for Hybrid Transformation to Hybrid Form to activate the bonuses for that form on the character sheet.
Hybrid Transformation Features
While you are transformed, you gain the following benefits and drawbacks:
Feral Agility. You have advantage on Dexterity checks and Dexterity saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level.
Avoidance. If you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead takes no damage if you succeeds on the saving throw, and only half damage if you fail.
Displacement. You project a magical illusion that makes it appear to be standing near your enemies location, causing attack rolls against you to have disadvantage. If you are hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted if you are incapacitated or has a speed of 0.
Multi-attack. You make two attacks with your tentacle rakers.
Fight or Flight. If you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 8 Wisdom saving throw or move away from the nearest enemy with your full movement. If you’re concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian’s Rage feature), you automatically fail this saving throw.
Feral Agility
You have advantage on Dexterity checks and Dexterity saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level.
Feral Agility (level 11)
Your bonus to melee damage rolls increases to +2 at 11th level.
Feral Agility (level 18)
Your bonus to melee damage rolls increases to +3 at 18th level.
Advanced Transformation
At 11th level, you learn to unleash and control more of the beast within. You can use your Hybrid Transformation feature twice, regaining all expended uses when you finish a short or long rest. Your hybrid form also gains the following additional benefit.
Displacer Regeneration. At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you gain hit points equal to 1 + your Constitution modifier (minimum of 1). If you are in hybrid form, you gain these hit points before you must make the saving throw for your bloodlust.
Brand of Binding
Starting at 15th level, you have advantage on the saving throw for your bloodlust while in hybrid form. Additionally, your Brand of Castigation can now bind a foe to your hunter’s ferocity. While in your shapeshifted forms, you have advantage on attack rolls against a creature branded by you.
Hybrid Transformation Mastery
At 18th level, you have mastered your inner predator. You can use your Hybrid Transformation feature an unlimited number of times, and your hybrid form lasts until you revert to your normal form, fall unconscious, or die.
You also gain the Blood Curse of the Howl for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
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