Base Class: Blood Hunter
The Order of the Devourer was born during the Carrion Age, when the dead would not die and the land itself seemed to hunger. Early Blood Hunter's to this order learned that slaying abominations were not enough, monsters left behind with cursed remains and tainted blood would breed new horrors within days. Mass Graves became spawning pits. Cremation slowed the spread, but even the ash carried corruption. The earliest Devourer's refined the rite, learning how to break down monstrous essences with their own bodies through pain, fasting, and blood magic. Many died screaming as their insides rotted or their minds were overtaken by what they had eaten. Those that survived became something new, something dark, something corrupted.
The Order officially denies the existence of Order of Devourers, with most Blood Hunter sects and church's considering them an abomination. Even today, Devourers are rarely acknowledged as legitimate hunters. New hunters are only given the Rite of the Devourer in dire circumstances. Circumstances where just killing the curse is not enough. To become a Devourer is to accept that you will never be clean, never, be whole, and never be normal again. But will a little hope, the land just might survive because of your sacrifice.
"What we slay, we must finish. What the world cannot stomach, we will." -Edrin Malcar, First of the Order of the Devourer.
Hybrid Transformation
Also at 3rd level, you learn to control your darker tendencies, the monster's blood 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.
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 Might. Your size counts as Large for the purpose of Grappling and Shoving. You have advantage on Strength checks and Strength 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.
Siphon. Beginning at 3rd level, once per long rest, while using your Predatory Strike, in the form of a bite as an action, as a bonus action you can choose to feed on your target, draining an additional 1d6 damage, and healing you for the same amount.
Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. Additionally, while you are not wearing heavy armor, you have a +1 bonus to AC.
Consuming Predatory Strikes. While in hybrid form your claws and jaws elongate, you can use your claws and bite as an unarmed strike in which you can apply your Crimson Rite feature to and for the sake of activating the rite you treat as one weapon. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, which deal 1d6 bludgeoning, slashing or piercing damage (your choice). This damage increases to 2d6 at 11th level. Once per turn while using your predatory strikes you gain temporary hit points equal to your proficiency modifier.
Additionally, when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action.
Devouring Hunger. You feel a hunger that if not careful can take you over completely. You must feed on the corpses of targets that you have seen reduced to 0 hit points or that you have reduced to 0 hit points. Feeding is not subtle. It is violent, intimate, and unmistakably wrong.
Anyone who witnesses you feed is changed by it — including you. While you are feeding in line of sight of witnesses, (within 30 feet and not unconscious of blinded) you must roll a Stealth/Sleight of hand check.
DC 10+ the number of witnesses.
On a failure you receive Disadvantage on ALL Charisma based checks until your next Long Rest.
Feeding satiates your appetite until your next long rest. The Siphon ability counts as feeding as long as the target has blood and a soul.
At the start of each of your turns, if you took damage since your last turn, make a Wisdom saving throw:
DC = 6 + the number of creatures reduced to 0 HP since your last long rest
On a failure:
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You must move toward and attack the nearest creature you can see
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You cannot take the Dodge or Disengage action
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If multiple creatures are equally near, the DM decides (allies included)
Your hunger does not recognize friend from prey.
If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself.
If you have 3 consecutive failures, you lose control until you are rendered unconscious or dropped to 0 hit points.
If you lose control once you exit hybrid form you gain 2 points of exhaustion.
Fighting the Urge: If you go from long rest to long rest without feeding you gain 1 point of exhaustion.
Learning Control
At 11th level, you learn to unleash and control more of the abomination within. You can use your Hybrid Transformation feature twice, regaining all expended uses when you finish a short or long rest.
Mark of the Feast
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 mark a creature that you are intending to feed upon. You can only mark one creature at a time. While in your hybrid form, you have advantage on attack rolls against a creature branded by you. When the branded creature is reduced to 0 Hit Points, you may use your reaction to immediately feed. Feeding on a branded target automatically passes the Stealth/Sleight of Hand Check and you regain hit points equal to twice your proficiency modifier.
Soul Rend
At 18th level, you have mastered the monster inside of you. 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 have lived with your dark passenger without giving into its urges longer than most, because of this you have learned to control your hunger. You are no longer affected by the Devouring Hunger feature. Though there are times that you still choose to feed because you have grown accustomed to it.
You also get one use of Brand of Soul Rend per Long Rest
Measured Consumption
Beginning at 7th Level you gain the following ability:
Controlling the Hunger: Once per Long Rest while you are in Devourer Hybrid Form, when you hit a creature with an unarmed strike, you may choose to draw only a measured amount of life.
If you do:
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You deal additional 1d8 necrotic damage + your proficiency modifier
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You gain hit points equal to half the necrotic damage dealt (rounded down)
- This resets the number of creatures you have seen reduced to 0 hit points, since your last long rest, but does not eliminate the need to succeed your Devouring Hunger Saving throw
Again, this extra damage does not count as feeding for features that trigger on reducing a creature to 0 HP.
If the creature is reduced to 0 hit points using this feature the character does not get any of the benefits beyond the increased damage.
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