Kindred
Base Class: Kindred

Tzimisce Kindred are not merely vampires; they are lords of possession and transformation. Known as Dragons, they seek mastery over everything they claim, reshaping both the world around them and their own immortal bodies. Through the forbidden art of Vicissitude, they twist flesh into perfection.

Tzimisce Bane

 You are bound by the ancient laws of hospitality, and violating them invites a supernatural curse. Whenever you knowingly break these customs, you have disadvantage on all attack rolls, ability checks, and saving throws until you finish a long rest.
Additionally, whenever you finish a long rest in a place you neither own nor have been explicitly invited to stay, you gain one level of Exhaustion. This Exhaustion cannot be removed until you complete a long rest in a proper sanctuary, such as your haven, ancestral domain, or another place where you have been formally welcomed.

Vicissitude

The mastery of your own flesh allows you to shape it into anything your mind wills.

Flesh-Weaving:
Your mastery of flesh allows you to reshape your own body at will. You can cast Alter Self without expending a spell slot a number of times equal to your Proficiency Bonus, and its effects last until you finish a Long Rest or  when you cast the spell again. You can also spend 1 Blood Point to cast it on another creature you touch. 

Plastic Surgeon: Expertise in Medicine 

Flesh Crafter

As part of a long rest, you can spend 2 Blood Points to fleshcraft a willing creature you touch or yourself, granting it one of the following benefits until it finishes its next long rest. A creature can benefit from only one modification at a time.

  • Predator's Muscles. The creature's speed increases by 10 feet, and it gains advantage on Strength (Athletics) checks.
  • Hardened Hide. The creature gains a +2 bonus to Armor Class.
  • Night Hunter's Eyes. The creature gains darkvision out to 240 feet and advantage on Wisdom (Perception) checks that rely on sight or smell.
  • Monstrous Claws. The creature gains natural weapons that deal 1d8 slashing damage, which it can use in place of its unarmed strikes.

You can maintain a number of fleshcrafted allies equal to your proficiency bonus(yourself counts as one). Replacing a modification causes the previous one to fade as the creature's flesh returns to normal.

Grotesque Torturer

Your mastery of flesh extends beyond your own body, allowing you to inflict horrific alterations upon others through the use of your vitae. As an action, you can spend 3 Blood Point to target a creature you can see within 30 feet. The target must make a Constitution saving throw against your class save DC. On a failed save, you reshape its flesh into a grotesque form of your choosing, causing one of the following effects:

  • Warped Musculature: The creature’s physical strength falters. It has disadvantage on Strength checks and Strength saving throws, and its weapon attacks deal reduced damage equal to your Proficiency Bonus.
  • Misformed Limbs: You twist the creature’s arms, legs, or natural weapons. Its movement speed is reduced  to 0, and it cannot make opportunity attacks.
  • Flesh Rupture: The creature’s body tears under the strain of your manipulation, causing it to take necrotic damage equal to your Proficiency Bonus at the start of each of its turns.
  • Sundered Form: The creature’s body becomes unstable. The next time it takes damage, it takes additional necrotic damage equal to your level.

The effect lasts for 1 minute, or until the creature succeeds on a Constitution saving throw made at the end of its turn. A creature that succeeds is immune to this feature for 24 hour

Fleshcrafted Retainer

Your mastery of Vicissitude allows you to create a servant unlike any mortal creature, a living masterpiece of flesh and bone crafted to serve your will. These creations are not simple undead—they are extensions of your artistry, carrying out your commands with unwavering loyalty.

At the end of a long rest, you may spend 4 Blood Points and perform a fleshcrafting ritual on the remains of a humanoid creature or a willing living creature. Over the course of the ritual, you reshape its body into a Fleshcrafted Retainer bound to your vitae.

Your Retainer gains the following benefits:

  • It obeys your commands without hesitation and understands any language you speak.
  • It retains fragments of its former personality, memories, or instincts, allowing it to develop its own quirks and mannerisms.
  • It does not require food, water, or sleep, though it must spend time resting and repairing its altered flesh.
  • It gains a number of hit points equal to five times your Kindred level and uses your proficiency bonus for its attacks and saving throws.
  • It can serve as a guardian, assistant, servant, scout, or companion depending on how you crafted it.

When you create your Retainer, choose one defining purpose for its design:

Guardian. You shape it into a protector of your domain. It gains proficiency in Athletics and can use its reaction to impose disadvantage on an attack against a creature within 5 feet of it.

Hunter. You create a creature designed to stalk and capture prey. It gains proficiency in Stealth and Perception, and it can track creatures by scent.

Attendant. You craft a servant capable of intelligence and delicate tasks. It gains proficiency in two skills of your choice and can communicate clearly.

Your Fleshcrafted Retainer remains until it is destroyed or you create a new one. If destroyed, you can harvest its remaining vitae, regaining 2 Blood Points

Horrid Form

Your mastery over flesh has surpassed mortal understanding. Your body is no longer a fixed form, but a canvas of endless biological possibility. With a surge of your Blood, you can reshape yourself into a monstrous manifestation of the Dragon within.

As a Bonus Action, you may expend 3 Blood Points to assume your Horrid Form for 10 minutes. While transformed, you gain the following benefits:

  • Your size increases by one category (up to Huge).
  • You gain temporary hit points equal to twice your Kindred level.
  • Your reach increases by 10 feet.
  • Your unarmed strikes become natural weapons, dealing 2d10 + your Strength modifier slashing or piercing damage.
  • You gain advantage on Strength (Athletics) checks and saving throws.
  • You gain resistance to bludgeoning, piercing, and slashing damage.

Your body may manifest claws, fangs, additional limbs, hardened flesh, wings, or other grotesque mutations. When you activate this form, choose two Flesh Adaptations:

Flesh Adaptations

Rending Claws: Your natural weapons deal an additional 2d6 damage.

Armored Hide: Your AC increases by 2.

Predatory Senses: You gain darkvision out to 120 feet and advantage on Wisdom (Perception) checks.

Monstrous Limbs: You gain an additional natural weapon attack when you take the Attack action.

Flesh Wings: You gain a flying speed equal to your walking speed.

Unnatural Regeneration: At the start of each of your turns, regain hit points equal to your Constitution modifier (minimum 1).

Once you use Horrid Form, you cannot use it again until you finish a Long Rest, unless you expend an additional 3 Blood Points to activate it again.

Level 18: One With the Land

Your Flesh crafting abilities have hit its Apex ; you and the land are now inseparable. When you enter you land you own, you may merge your body with it, becoming one with the environment itself.

While merged, you gain the following benefits:

  • You can move freely through natural surfaces within your land, including stone, earth, wood, and water, as if they were not present.
  • You cannot be detected by nonmagical means while within your land unless you choose to reveal yourself.
  • You are aware of everything that occurs within your land as if you were physically present, including the presence, movement, and emotions of creatures within it.
  • You can manifest any part of your body from any surface within your land, allowing you to speak, observe, or attack from unexpected locations.
  • As an action, you may instantly teleport to any point within your land.

Additionally, while merged with the land, you may spend 1 Blood Point to reshape the land itself in minor ways, such as creating passages, sealing entrances, moving natural objects, or altering terrain to suit your desires.

Leaving this state requires no action. You may return to your physical form anywhere within your land at any time.

Duration: Until you leave your land, enter direct sunlight, or are forced out by powerful magic.

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