Blood Hunter
Base Class: Blood Hunter

Rumor states that the art of sculpting was birthed with the first necromancers, a cult of people whose devotion to Orcus went unanswered for too long and fell deeply into madness. Some claim to have unearthed said craft, this rituals of blood and flesh which invoke such darkness that those many who have tried suffer fates worth than death.

There are some blood hunter orders that have perfected this forbidden craft, drawing power from the Dark Powers, deep in the darkest corners of the universe. Forging life from death, creating new beings of flesh and sinew, creatures of bone and blood devote to their masters until their very last breath.

Blood hunters from said orders tend to explore the outer planes in order to expand the limits of their construct companions, always thirsty for more knowledge and power.

Kindred Flesh

By 3rd level, you uncovered a forgotten ritual that bestows you with a faithful companion made of flesh and bone, called a Fleshborn. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the fleshborn stat block. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, the fleshborn shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on it's own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide or Search action.

If it has died within the last hour, you can revive it by losing a number of hit points equal to one roll of your hemocraft die, provided you are within 5 feet of it. The fleshborn returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new fleshborn. If you already have a fleshborn from this feature, the first one immediately perishes.

 

Master of Anatomy

Beginning at 3rd level, your ancient order grants you knowledge over the anatomy of all living things. You gain proficiency with the Medicine skill if you didn´t already have it, and have advantage on Wisdom (Medicine) checks you make to recall information about the anatomy of fey, fiends, or undead. 

Additionally, you can use a Healer´s kit for 10 minutes to heal a number of hit points equal to one roll of your hemocraft die to a creature you can touch.

Fleshborn Augmentations

Upon reaching 7th level, your knowledge over flesh and bone can be used to strengthen your fleshborn companion. At the end of a long rest, you can use any osseous matter or meat from any slain creature and enhance your fleshborn in different ways, depending on the creature type.

CREATURE TYPE

FLESH

BONE

Humanoid/Beast

The fleshborn gains a 2d6 bonus to its hit point maximum.

The fleshborn gains a bonus of 1 to its Armor Class.

Giant/Monstrocity

The fleshborn gains a bonus of 1d8 damage on melee attacks, keeping the same damage type.

The fleshborn´s size category becomes Large.

Undead

If damage reduces the fleshborn to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the fleshborn drops to 1 hit point instead.

The fleshborn gains immunity to necrotic damage.

Fiend

The fleshborn gains resistance to fire damage.

The fleshborn grows horns, with which it can make a melee attack using their Strength modifier + Proficiency to hit and dealing 1d12 + Strength modifier bludgeoning damage on a hit.

Celestial

The fleshborn gains the ability to use its regenerate action on other creatures.

The fleshborn gains a bonus of 1d4 radiant damage on all its attacks.

Fey

The fleshbron gains the ability to cast the misty step spell on itself once before a long rest.

The fleshborn gains a bonus of 10 feet to its walking speed

Aberration

The fleshborn grows tentacle-like limbs. The Slam attack now has a 10 feet reach and the fleshborn can attempt to grapple creatures from a 10 feet distance.

The fleshborn grows new eye sockets, and now has advantage on Wisdom (Perception) checks that rely on sight.

Dragon

The fleshborn grows a pair of wings that give it a flying speed equal to its walking speed.

The fleshborn gains resistance to one type of damage (depends on the type of dragon).

Construct       

The fleshborn is immune to any spell or Effect that would alter its form.

The fleshborn gains resistance to bludgeoning, piercing and slashing damage from non-magical attacks.

Plant

The fleshborn gains the ability to use its regenerate action for free if at least half its body is submerged in water.

The fleshborn gains a bonus of 3 to its Armor Class, but it gains vulnerability to fire damage.

Ooze

The fleshborn gains the ability to use an action to spit caustic saliva to a target within 30 feet of it, using their Dexterity modifier + Proficiency to hit and dealing 1d8 acid damage on a hit.

N/A

 

It´s only able to have one Flesh and one Bone modification at the same time, which can be swapped after a long rest. You have to succeed a Wisdom (Medicine) check against your hemocraft save DC to maintain the materials swapped in sufficient condition for future enhancements. 

Brand of Disturbance

Beginning at 11th level, your Brand of Castigation now impedes any kind of healing the branded creature gets. Regenerative abilities no longer heal the creature, and healing from another creature force the creature to make a Constitution saving throw against your hemocraft DC, suffering necrotic damage equal to the healing it was supposed to recieve, half as much on a success.

Improved Fleshborn

At 15th level, you’ve perfected the art of sculpting creatures of muscle and sinew. Your fleshborn companion can now one additional flesh or bone enhancement, up to a total of three. Additionally, while your fleshborn is within 100 feet of you, you can communicate with it telepathically and, as an action, you can see through your fleshborn´s eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own Senses. Also, you can cast any of your Blood Curses from the fleshborn.

Blood Curse of Corpse Bursting

Upon reaching 18th level, you learn to make the skeleton on a corpse burst into a deadly explosion of bone shards. You gain the Blood Curse of Corpse Bursting for your Blood Maledict feature. This does not count against your number of blood curses known.

Blood Curse of Corpse Bursting Prerequisite: 18th level, Order of the Flesh Sculptor

You can use a bonus action to make the corpse of a Large or smaller creature that you can see within 30 feet from you explode, making every creature on a 15 ft radius from it roll a Dexterity saving throw or suffer 4d8 piercing damage, half as much on a success.

Amplify: The area of effect of this curse increases to a 20 feet radius, and the damage becomes 6d8.

 

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