Blood Hunter
Base Class: Blood Hunter

You gain the ability to fuse with a weapon of your choice by consuming the weapon. You can do so as your long rest (8 hours). When you do this the weapon becomes your weapon type and is destroyed. Any other weapons that you have fused with are forever destroyed. This weapon can be any non-magical weapon. If it is a ranged weapon you do not need ammunition. If you fuse with a non-magical weapon that is special in some way from the material it's made of, you do not gain these properties and only gain the shape and function of the weapon. i.e. silvered, adamantine, Mythril.

The appearance of the weapon is up to the individual.

You are considered a magic item and your attacks are considered magical.

If you fall unconscious, enter an anti-magic field, are stuck by moonlight, or any other spell with similar effects, you revert back into your humanoid form.

Weapon Transformation

At level 3 you gain the ability to transform into your weapon type in various ways.

Partial Transformation:

If you have chosen a weapon you can, as a bonus action, transform one limb at a time, into at most 1/2 of your weapon type.

The weapon has the same attack and damage as the original weapon, you are automatically proficient.

The weapon uses the same modifier as the original weapon, and it has a range of 5ft.

If your weapon has versatile then treat it as if it is one-handed. If the weapon is two-handed you attack at disadvantage unless you use both hands.

You can transform your limb back to normal as a bonus action.

If you transform a second limb the other limb transforms back into its original form.

You gain +2 to your AC as if you were holding a shield.

Full Transformation:

As an action, you can completely transform your body into your weapon type. You transform into the weapon with its base stats. You give a bonus to attack that is equal to your proficiency modifier. You also give extra damage equal to your strength or constitution modifier (Whichever is higher).

You can transform back into your humanoid form as an action. If you do so you are incapacitated until the beginning of your next turn.

When you transform your equipment gets absorbed into your body. You lose all effects from magic items until you transform back. Sentient items go into stasis.

Your senses work normally and can use the help action to assist with related checks.

Your movement speed is 0 and you cannot perform any type of action that requires a body. This includes spells and other somatic or verbal requirements.

You have immunity to bludgeoning, slashing, and piercing damage. And have resistance to magic damage. You are vulnerable to psychic damage.

You can only telepathically communicate with anyone that is touching you. They can respond back telepathically. You can also telepathically communicate with anyone that opens a telepathic link with you.

While being wielded your turn is the same as your wielders.

If a creature were to make an attack against you and you are not being wielded, you are considered paralyzed and prone. If you are being wielded, you are not considered paralyzed and any attack against you has disadvantage. Any Dexterity saves that need to be made are made by the wielder for you in addition to the wielders own Dexterity save.

Your AC equals 12 + you Constitution mod or Strength mod (Whichever is higher)

Self-Rite

At level 3 you gain the ability to use Crimson Rite on yourself for your full transformation or partial transformation. When you are fully transformed Crimson Rite and other abilities function as if you were the one wielding the weapon.

This Crimson Rite cannot be stacked with any other Crimson Rite.

You can instantly activate a blood maledict ability after your wielder hits with an attack made using you in your fully transformed state as a reaction. The blood maledict ignores range requirements.

Soul Binding

At level 7 you gain the ability to attune with your wielder. This effect takes up an attunement slot. The ritual for becoming attuned with your wielder is completely up to the weapon, wielder, and DM. Once you are attuned you gain the following benefits.

You always know the rough direction and distance of your wielder as long as you are on the same plane. Your wielder also knows the rough direction and distance of you as long as you are on the same plane.

You can telepathically communicate with your wielder at a distance of 100ft.

You grant an extra weapon damage die to attacks made with you in weapon form.

Soul Resonance

At level 7 you gain the ability to resonate your soul with an attuned wielder. Doing so is an action and can be performed a number of times equal to half your proficiency modifier, minimum of 1, per long rest. The ability lasts for 1 minute. This ability can be ended as a free action.

You gain the following benefits:

Your Crimson Rite damage, proficiency bonus to attack, and attack range are doubled.

You grant an extra attack after an attack action has been performed, this can be stacked with other extra attack bonuses.

You half your normal base movement speed is added to your wielder’s movement speed.

True Resonance

At level 11 your bond between you and your wielder is greatly enhanced. You gain the following benefits to Soul Binding and Soul Resonance.

Soul Binding Boost:

You can teleport to your wielder from a distance of 100ft as a reaction a number of times equal to your proficiency modifier. This can be in any form and can be in any location within 5 feet of your wielder.

Your wielder now gains resistance to the damage type chosen for your active Crimson Rite.

Soul Resonance Boost:

You gain an additional weapon damage die while in resonance.

You and your wielder gain +2 AC.

Fused Soul

At level 15 you can choose to fuse your soul with your wielder. The ritual for becoming Fused with your wielder is completely up to the weapon, wielder, and DM. You can no longer be un-attuned. You can only use this feature if you fuse your soul.

You gain the following benefits:

You always know the exact location of your wielder as long as you are on the same plane. If they are on a different plane, you know which plane they are on.

Your wielder knows the exact location of you as long as you are on the same plane. If you are on a different plane, they know which plane you are on. 

You can telepathically communicate with your wielder at any distance as long as you are on the same plane.

Your teleportation distance is unlimited as long as you are on the same plane.

While you are being wielded, your wielder has Magic Resistance and resistance to magic damage.

Amplified Resonance

At level 18 you gain the ability to massively increase your output from your resonance.

As a bonus action, and immediatly activating the Soul Resonance ability, you can roll your Hemocraft Die twice and take that much damage. You can perform this ability once per long rest and you must have a Fused Soul. The ability lasts for 1 minute.

Doing so gives you and your wielder the following benefits:

Your Crimson Rite damage, proficiency bonus to attack, and attack range are tripled instead of doubled.

Your wielder gains immunity to your Crimson Rite damage type.

You grant two extra attacks instead of one.

You gain two additional weapon damage die while in resonance instead of one.

You can add your movement speed to your wielder's movement speed.

You and your wielder gain +4 AC.

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