Base Class: Blood Hunter
Those that follow the order of the chimera experiment with their biology as much as possible, some grant themselves unyielding natural armor made of scales. while some may take a darker path, one that allows them to strike out with paralytic venom from a vicious stinger. Those that follow this order often experience madness as a result of their experimentation. Some can extend their reach using the tentacles of a kraken, while some can turn invisible and match their surroundings like a chameleon.
NOTE FOR PLAYERS: This subclass does involve a chance of indefinite madness for some of the mechanics, this may change as its playtested and receives feedback but for now it will remain.
Rite of the Viper
When you join this order at 3rd level you gain the esoteric rite of the viper.
Rite of the Viper. Your rite damage is poison damage in addition you gain the following benefits while this rite is active.
- You gain resistance to poison damage
- You can force your enemies to make a constitution saving throw with your blood maledict DC or be poisoned for a minute.
- The damage this rite deals doubles on the first attack that hits a creature that has blood and has already been wounded once per round.
Chimeric Augmentations
At 3rd level you gain access to two Chimeric augmentations, these can be used an amount of times equal to your constitution modifier. You regain all uses at the end of a short or long rest.
Chimeric augmentations can be activated and last either a minute or until all uses are expended.
Varied augmentations: Most augmentations are activated and last for a set amount of time however some are permanently active and give bonuses that remain permanently. In addition most Augmentations are hidden within your body until manifested.
Chimeric Augmentations
- Krakens Grasp: As a bonus action you can manifest 1D4 Tentacles, each of your arms can transform to a max of two tentacles in place of each arm. These tentacles remain for one minute, These tentacles can be used in place of melee weapon attacks though the amount of attacks still relies on your basic attack action, they have a range of 20 feet. In addition any creature struck by a tentacle must make a contested strength check(Athletics) or be grappled and pulled up to 10 feet towards you.
- Dragons Bulwark: This augmentation grants you a natural armor, your armor class while not wearing armor equals 10 + your Dexterity modifier + your Constitution modifier.
- Hawks Flight: As a bonus action you can manifest wings for one minute, these wings grant a flying speed equal to double your walk speed.
- Arachnid Mobility: As a bonus action you can manifest eight spindly legs out of your back, these allow you to traverse difficult terrain with no penalty, and traverse any surface even ceilings and walls.
- Chameleon adaptability: You gain the ability to blend in with your surroundings, you can attempt to hide even if only lightly obscured, using an action you and a use of your augmentations you can adapt to your surroundings to gain advantage on all stealth checks made to remain hidden from view.
- Scorpion Armament: You manifest a large scorpion stinger for one minute as a bonus action, It can also be used to attack as a bonus action, dealing 1D10 piercing and 1d6 Poison damage if an attack hits a creature that creature must make a constitution saving throw equal to your blood maledict dc or take 4D4 poison damage and half as much on a success.
Amalgam Fortitude
At 7th level, you gain the ability to repair yourself without rest, You can expend a use of your Chimeric augmentations to gain temporary health points equal to half your blood hunter level rounded up + a roll of your hemocraft dice in addition your Rite of the viper no longer deals damage to you upon activation, and while rite of the viper is active you gain the following benefits.
- You gain immunity to poison damage and the poisoned condition.
- any creature that is poisoned has disadvantage on saves against your blood curses.
- As a reaction to taking Slashing or Piercing damage you can cause your blood to spray an enemy that hits you with a melee attack dealing an amount of acid damage equal to a roll of your hemocraft dice + Your constitution modifier.
Enhanced Abomination
Beginning at 11th level you learn to augment your body even further. You gain two additional augmentations from the chimeric augmentations list, or you can Further improve the augmentations you already have, the following enhancements are available to you. Be warned however, Enhancing your augmentations is dangerous, and can rip apart your mind, should you choose to enhance your bonuses further you must make a DC 12 wisdom saving throw or take a level of indefinite madness. This madness can only be cured if you find a way to purge the enhanced augmentation from your body.
Enhancements
- Krakens grasp: You can now manifest up tp 1D8 tentacles and can add your rite of the viper to the damage your tentacles deal.
- Dragons Bulwark: when a creature you can see makes an attack against you you can use your reaction to solidify and expand your draconic scales to negate an amount of effects that would deal damage equal to your Constitution modifier, after all effects are negated you lose your natural armor for one minute. This Augmentation will not negate effects that would kill outright, such as power word Kill.
- Hawk's Flight: You can now take the dash, and disengage actions as bonus actions while Hawks Flight is active, in addition your wings can be used as natural weapons that deal 1D8 slashing damage with a range of five feet.
- Arachnid Mobility: You can now use your arachnoid legs to grapple unsuspecting opponents, enemies grappled in this way are considered restrained, and you can use a bonus action to pierce them with your legs dealing 2D8 piercing damage.
- Chameleon Adaptability: Your camouflage has become so potent you can now turn invisible an amount of times equal to your constitution modifier. If you strike while invisible your attacks deal an additional 2D6 damage of the weapons type.
- Scorpion Armament: You have learned how to use truly heinous poisons, should you choose to the poison you afflict with your stinger can now apply the poisoned, paralyzed, or unconscious effects, however should the target of the poison make the save they are immune to your poison for twenty-four hours.
Borrowed Horrors
at 15th level Your augmentations have become so powerful you can temporarily grant them to allies, however this borrowed power comes at a cost. You can only loan your power to an ally for one minute, after which they must make a wisdom saving throw against your Hemocraft DC as the psychological trauma from becoming an abomination effects their psyche. On a success the effected ally flushed the Augmentation and mental trauma out of their body with no trouble, if they fail the save they are stunned until the end of their next turn, If they fail by five or more they take a level of short term madness, and if they fail by ten or more they receive a level of long term madness, And finally, if they critically fail they receive indefinite madness.
Perfect Monster
at 18th level you have mastered your own biology, You can now use your base augmentations an unlimited amount of times, in addition if you bring a creature that has blood to zero hit points you can regenerate an amount of health equal to your hemocraft die + Constitution modifier.
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Posted Oct 11, 2025Can't pick an option for the Chimeric Augmentations :(
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Posted Jun 14, 2022No options show up for the player to select for the "Chimeric Augmentations" and "Enhanced Abomination" features.