Blood Hunter
Base Class: Blood Hunter

The process of the Hunter’s Bane is a painful, scarring, and sometimes fatal experience. Those that survive find themselves irrevocably changed, enhanced. Some found this experience exalting, embracing the ability to alter one’s own physiology through a combination of hemocraft and corrupted alchemy. Over generations of experimentation, a splinter order of blood hunters began to emerge, one that focused on brewing toxic elixirs to modify their capabilities in battle, altering their blood and, over time, become something beyond what they once were. They called themselves the Order of Fusion. Researching their targets to know their strengths and weaknesses, these blood hunters can alter their biology to be best prepared for the coming conflict.

Fusions

At level 3 you get 3 fusions, level 9 you get 5, 17 you get 7. You can only have 2 fusions at a time.

Alchemy body

You can use your body to do alchemy but the resources also come from your body, you take 2d10 for every 1 lb. made. Takes 1 bonus action to use and 1 to remove

Arcane

You have learned how to fuse spells with yourself, these spells only have two charges and you cannot fuse two spells at a time. The spells must be of fourth level or lower. When casting the spell use your intelligence as you spell casting ability. You must have seen the spell happen with a week to infuse yourself, or arcana check of 19+. The spells can last for up to 24 hours and takes an action to activate and an action to remove.

Armor

You can fuse any medium or light armor into your body and wear armor over that this affect last 24 hours and takes 1 action to use and i action to remove. ( studded leather fused while wearing a breast plate and has +2 in dexterity, 2+15+2=total of 19)

Beast

You have worked hard in the powers of fusion you have learned how to fuse you and another creature together. To fuse your self with another creature you do need a body part of that creature and your appearance will slightly change. You can hold this fusion for up to 24 hours. The fusion takes and action to form and an action to exit. The fusion is random though when you fuse you would roll a die with amount of sides equal to the amount of traits, if not equal ask DM. (Say you were to fuse with a quasit you would roll a d6 because you do add its resistances as one of the traits.) The Creature must also fit into the beast class by majority and cannot be large or above.

Charisma

You get a +2 in charisma modifiers and it last for 24 hours. Takes 1 action to apply and remove

Component

You gain the ability to take an item and infuse it into you, you gain this items abilities. if it is a weapon it counts as an unarmed attack but add the weapon damage to it. You have limited usage of the item if it is magical only up to three uses before it has to exit your body. This can last for 24 hours, takes 1 action to fuse and remove.

Constitution

You have found a way to give your body +2 in your con. modifier for 24 hours. Takes 1 action to use and 1 to remove

Curse

You can use your one of your blood curses or your blood maledict an additional time. The ability last for 12 hours and takes a bonus action to use and a bonus action to remove.

Dexterity

You have the ability for 24 hours to increase your dexterity modifier by 2. This cost 1 action and one action to remove.

Intelligence

You have learned how to give your mind powers beyond any others and can add +2 to your intelligence modifier, this takes 1 action to apply and remove. This last for 24 hours.

Reconstruct

For 24 hours you can make your character appear a certain way physically, you can change your height weight physical features and such but not a race change. Takes 1 action to apply and remove.

Resistance

Choose a damage type for 24 hours you gain resistance to that damage type, you must have been damaged by that damage before. takes 1 bonus action to apply and remove

Stitching

You can spend your action to heal 1d10 of physical damage taken. Takes 1 bonus action to apply and 1 to remove, last for 24 hours. At level 9 you can restore 2d10 and at level 11 you can restore 4d10 eve if it is magical.

Strength

You have the ability give your self an extra +2 to your strength modifier for up to 24 hours. This takes and action to fuse and an action to remove.

Wisdom

This last for 24 hours and you can make you mind gain +2 in wisdom modifiers which takes 1 action to apply and remove

Touch Fusion

As an action you can touch an ally and fuse them with one thing you know

Blood Curse of Corrosion

Starting at 11th level, your blood curse can wrack a creature’s body with terrible toxins. You gain the Blood Curse of Corrosion for your Blood Maledict feature. This does not count against your number of blood curses known.

Fusion mastery

You have learn how to permanently fuse your body with something. Takes 1 hour to fuse but it never disappear unless you use spend 1 hour removing it. You also gain the ability to have 3 fusion active at a time not counting this one.

Full fusion

At level 18 You can give others 1 permanent fusion and you gain 2 more permanent fusions. You also gain access to all fusion possibilities.

Order Of Fusion Image

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