Base Class: Blood Hunter
Order of the Chimeric Carapace
“When flesh is blueprint and blood is solder, the hunter becomes their own masterpiece.”
Carapace-wearers of this order hollow sinew and bone into living armor, woven from fragments of beast, scale, and marrow. Each hunter’s suit is a chimera of trophies: drake scales for resilience, boar sinew for flexibility, and Titan bone for crushing power. Bound by crimson hemocraft rites, the armor grows with its wearer, scarred and reforged by every wound.
At the forge of their own bodies, Chimeric Carapacists choose a singular chassis, Predator for savage mobility or Bulwark for immovable defense, and then graft potent Bio-Mods into its seams. These runic implants awaken claws of living steel, shoulders of layered chitin, and marrow-etched runes that pulse with each heartbeat. As their rites surge through the carapace, they trade flesh for fury, bleeding to empower each strike, each shielded stand, each shattering charge.
In the heat of battle, a Chimeric Carapace hunter becomes more than martial: they are a living amalgam of the wilds they’ve conquered. Their pinnacle form, Apex Chimera, melds every graft and glyph into perfect harmony, unleashing apex-speed claw flurries or unbreakable bastion defenses. Yet when the moment passes, their armor, and their body, remember every drip of blood, awaiting the next chapter in their sanguine metamorphosis.
Level 3: Grafted Plate
You undergo the Grafting, fusing monstrous parts into a living armor chassis.
Choose a Predator Frame for mobility and slashing Osteoclaws, or a Bulwark Frame for raw defense and ramming power. Each frame sets your base AC, grants integrated natural weapons, and defines your evolving playstyle. Your carapace becomes part of you, flexing, adapting, and bleeding with you.
Bulwark Frame
- AC: 17 (no Str req, no Stealth penalty)
- Fall Reduction: Resistant to Fall Damage
- Horn-Ram: Integrated 1d10 bludgeoning, two-handed;
- Juggernaut Bulk: can’t be knocked prone unless you choose
- For 1 hour after a long rest you can integrate a weapon that uses strength into the armor.
- You can integrate elements from magical armor to gain addition benefits that the armor provides but those benefits stay with the Frame type.
Predator Frame
- AC: 14 + Dex (max 2)
- Speed: +5 ft
- Osteoclaws: Integrated 1d8 slashing, finesse, light (counts as Blood Hunter weapon)
- Predatory Instincts: Expertise in Perception; advantage on initiative rolls
- For 1 hour after a long rest you can integrate another single handed weapon that melds into the gauntlets.
- You can integrate elements from magical armor to gain addition benefits that the armor provides but those benefits stay with the Frame type.
Level 3: Bio Mods Tier 1
- Camouflage Membrane : Advantage on Stealth
- Chitin Ramparts : +1 AC .
- Hydraulic Tendons : +5 ft speed; ignore difficult terrain.
- Serrated Spines : 1/turn add +1 Hemocraft die Rite damage on hit.
- Thunder Bladder: Hits push target 5 ft
Camouflage Membrane
Advantage on Stealth
Chitin Ramparts
+1 AC
Hydraulic Tendons
+5 ft speed; ignore difficult terrain.
Serrated Spines
1/turn add +1 Hemocraft die Rite damage on hit.
Thunder Bladder
Hits push target 5 ft
Level 7: Frame Evolution
Frame undergoes its first major evolution, mutating into a more refined battleform.
Feral Evolution (Predator): Gain a pouncing strike that knocks enemies prone and makes you harder to hit during movement.
Bulwark Evolution: Harden your plating to improve AC, and intercept attacks aimed at nearby allies, reducing damage and redirecting blows.
This feature sharpens your combat identity—strike fast, or shield others.
Feral Evolution
Pounce: After moving ≥10 ft straight at a creature, your first Osteoclaw hit that turn deals +1 Hemocraft die of Rite damage and forces a Strength save (DC 8 + PB + Hemocraft mod) or the target falls prone.
Skirmisher: Opportunity attacks against you are made with disadvantage
Bulwark Evolution
Hardened Plating: You gain +1 AC (stacks with magic).
Intercept: When a creature you can see within 5 ft is hit, use your reaction to become the target instead; damage to you is reduced by Hemocraft die + PB.
Level 7: Bio-Mod Slot Tier 2
- Reactive Carapace : 1/turn subtract Hemocraft die + mod from B/P/S damage (no reaction).
- Shock-Pulse Matrix : When a creature within 5 ft hits you, it takes Rite damage = PB+mod.
- Predetor Ligaments : Climb = walk speed.
- Reinforced Plating : After you’re hit, gain +2 AC vs. that attacker until your next turn.
Predetor Ligaments
Climb = walk speed.
Reactive Carapace
1/turn subtract Hemocraft die + mod from B/P/S damage (no reaction).
Reinforced Plating
After you’re hit, gain +2 AC vs. that attacker until your next turn.
Shock-Pulse Matrix
When a creature within 5 ft hits you, it takes Rite damage = PB + Mod
Level 11: Frame Ascension
- Your frame ascends into its apex battlefield role.
- Relentless Hunt (Predator): Channel blood-fueled speed and unleash follow-up claw strikes when you score critical hits.
- Living Rampart (Bulwark): Gain resistance to force, resist battlefield displacement, and repel attackers with your reactive defenses.
- This stage pushes your chosen role to its deadly extreme, overwhelming predator or immovable protector.
Living Rampart
- Living Rampart
- Siege Carapace: You gain advantage on strength checks and saving throws
- Retaliatory Spines: When intercept triggers, you also push the attacker 10 ft away.
Relentless Hunt
- Relentless Hun
- Adrenal Rush: When you take Crimson Rite self-damage, immediately move up to half your speed without provoking opportunity attacks.
- Savage Combo: Once per turn when you score a critical hit with your Osteoclaws, make one additional integrated-weapon attack (no action).
Level 11: Bio-Mod Slot Tier 3
- Living Fortress : PB/short rest, reaction to halve damage from an attack or spell.
- Kinetic Accelerators : +5 ft speed; 1/turn add PB damage & +5 ft reach on a hit.
- Chimeric Wings : Fly = walk speed; must land end of turn or fall.
- Adaptive Nullskin : After a short rest, choose one damage type to resist; change it once/short rest by taking damage = one Hemocraft die.
Adaptive Nullskin
After a short rest, choose one damage type to resist; change it once/short rest by taking damage = one Hemocraft die.
Chimeric Wings
Fly = walk speed ; must land end of turn or fall.
Kinetic Accelerators
+5 ft speed; 1/turn add PB damage & +5 ft reach on a hit.
Living Fortress
PB/short rest, reaction to halve damage from an attack or spell.
Level 15: Apex Chimera
- You unleash your full metamorphosis, activating your perfected form for 1 minute.
- Alpha Apex (Predator): Strike with a three-claw combo and inflict extra Rite damage on every hit.
- Titan Apex (Bulwark): Gain resistance to all damage but psychic, counterattack missed strikes, and become a bastion of punishment.This form is powered by blood and wrath, but when it ends, your body suffers backlash Rite damage. Choose your moment well.
Titan Apex
- Impenetrable Shell: Resistance to all damage except psychic.
- Crushing Counter: When a creature within 5 ft misses you, make one integrated-weapon attack against it.
- Rampaging Rite; Self-Damage Halved; Resist B/P/S; ignore Rite resistance; Backlash as above.
Alpha Apex
- Claw Flurry: When you take the Attack action with Osteoclaws, make one additional attack.
- Rampaging Rite: Every hit deals PB of Rite damage.
- Backlash: When Apex ends, suffer Crimson Rite damage = 2 Hemocraft dice.
Level 15: Bio-Mod Slot Tier 4
- Tyrant Shell : +3 AC; immune to critical hits.
- Self-Regen Matrix : If below half HP, regain PB + Hemocraft mod HP at start of turn or when you hit (once/round).
- Void-Phase Carapace : Reaction to teleport 30 ft and gain resistance to all damage until your next turn; leaves a husk granting half-cover (PB/long rest).
- Apex Predator Protocol : Integrated weapons crit on 19–20; +5 ft reach;
Apex Protocol
Integrated weapons crit on 19–20; +5 ft reach
Self-Regen Matrix
If below half HP, regain PB + Hemocraft mod HP at start of turn or when you hit (once/round)
Tyrant Shell
+3 AC; immune to critical hits.
Void-Phase Carapace
Reaction to teleport 30 ft and gain resistance to all damage until your next turn; leaves a husk granting half-cover (PB/long rest).
Level 18: Apex Engine
You become your Apex form—always active, always deadly.
You gain the passive benefits of your Apex Chimera permanently. In addition, once per long rest, if an attack would reduce you to 0 hit points, your carapace violently surges: you instead drop to 1 HP, rejecting death with raw graft-energy. This is the final evolution—where man, beast, and machine become one.
Integrated Apex Predator
You gain the passive benefits of your Apex Chimera form even when it’s not active
Integrated Apex Titan
You gain the passive benefits of your Apex Chimera form even when it’s not active
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