Base Class: Blood Hunter
Through the art of the blood hunter the body is the catalyst of there power, blood hunters who follow the Order of the Ooze form there bodies into a malleable form, connecting there very essence with the ever hungry slimes of the world. Followers of the Order of the Ooze gain abilities of poising and dissolving beings with devastating rites along with molding there bodies into a ooze itself and moving through the battlefield as a toxic bile. The Order of the Ooze as a actual order is considered more of a forgotten faction that other blood hunters would grow to resent and despise. The continuing followers of the order remain in swamps and places of great decay to hide away there practices and there growing personnel, as people who tend to follow the order act similarly to there gelatinous idols, as wanting to seek and gain whatever they can in a very rapacious way.
Rite of the Dissolving
When you join this order at 3rd level, you learn the Rite of the Dissolving esoteric rite (detailed below).
Rite of the Dissolving. Your rite damage is acid damage. While the rite is active, you gain the following benefits:
- When you hit with your weapon the creature must make a constitution saving throw (DC is 10+ proficiency bonus+ intelligence modifier) if the creature fails they are now poisoned.
- You gain a resistance to acid and poison damage
Gelatinous form
At 3rd level you gain the ability to optionally form your body into a liquid form when you need a get away. You can activate this ability when you use your movement and once you do, all of your belongings are absorbed into you as you turn to a sludge, in which you gain the following abilities.
- You cant be opportunity attacked
- you gain a bonus to AC of half of you’re intelligence modifier (lowest being 1)
- you cant take actions or reactions or ability checks while in this form.
- your body is now acidic to the touch, if you move through the same space as a creature then that creature will take acid damage equivalent to your Hemocraft die. If a creature starts there turn inside of your space then they take damage at the start of there turn.
- you can move through spaces as small as a 1 -1 area
- you gain a resistance to bludgeoning, slashing, and piercing damage
- your speed increases by 5ft
You can come out of this form at the start of your next turn. Unfortunately you can only maintain the form for one round, afterwards for every round you stay as a ooze you gain a point of exhaustion and take an Hemocraft die worth of damage. if you reach 5 points of exhaustion then you are forced out of the form and have to rest. You regain the ability once you take a short or long rest, you can use this ability as many times as your proficiency bonus.
Toxic soul
At 7th level your body has been so familiar with the toxins that you expel that your blood has gone thick and dark, becoming a form of acid itself. You are now immune to poison damage or the poison condition and become immune to any disease. Along with whenever your blood is touching anything but yourself it’s very acidic, if you where to bottle your own blood the vial would act like a vial of acid, you can bottle your blood by expending a damage equivalent to your hemocraft die. You can do this feature once per long rest.
Brand of the Transference
Once you reach 11th level when using your Brand of Castigation you can force the creature to make a intelligence saving throw (DC 10 + intelligence modifier) if failed then that creature has disadvantage on everything for the next minute. After the creature is branded you can optionally give that power to yourself or another creature by expending a number of hit points equal to your hermocraft die, afterwards you can give yourself or an ally you can see within 30ft of you advantage on everything for the next two rounds. To make the affect last longer (ether lengthening the disadvantage for another minute or lengthening the advantage for another round) by dealing damage to yourself equal to your hemocraft die.
Sludgeborn juggernaut
At 15th level your gelatinous form can be modified by pushing your ability’s of reshaping to its maximum. At the start of your turn you can have a form of a median between being combat oriented and a sludge, having things like weapons and shields not being absorbed into ooze but instead being able to wield them as if you were in your base form. In this new form you gain the following benefits.
- you can use actions and reactions.
- you gain a bonus AC of your intelligence modifier.
- If you’ve activated a crimson rite then you deal an extra hemocraft die of damage depending on that rites elemental power.
- Your body is even more toxic to the touch, moving through the same space as a creature or they end there turn in the space your standing in they take acid damage equal to your hemocraft die and must make a constitution saving through (DC 10 + proficiency bonus + intelligence modifier) if failed then the creature is now poisoned.
- you can move through spaces as small as a 5 - 5 area.
- you are immune to bludgeoning, slashing, and piercing damage.
- your movement speed increases by 10 ft
This form lasts for two rounds and can not be extended. You can use this feature once per long rest and once you use it you are no longer able to use your gelatinous form without having draw backs until you finish a long rest. If you need to use you’re gelatinous form then you have to expend damage equal to your hemocraft die and after you exit the form you gain a point of exhaustion.
Blood curse of the Ravenous
At 18th level you can feed off of the skills of creatures to benefit yourself. You gain the Blood curse of the Ravenous for your blood Malidict feature. This does not count against your number of blood curses known.
Blood curse of the Ravenous
prerequisite: 18 level, Order of the Ooze
You can target a creature that is 30ft away from you that you can see, where large tendrils appear from your person and attach to a targeted creature. That creature must make a Dexterity saving throw (DC 10+ intelligence modifier) if failed then that creature is now grappled and can make wisdom saves to get out of it at the start of there turn. However if the targeted creature is restrained at the start of your turn then you gain that creatures bonuses to skill rolls and saving throws along with your own for the next minute leaving them without them for that minute. If they are unable to escape from the restraint on there turn and your turn beings again then you can force them to take an added 1d4 psychic damage at the start of there turn, this number of die increases by one for every other round that has gone by that the creature is still grappled.
amplifiy. Once amplified the creature has disadvantage on the dexterity saving throw and when you steal there saving throw bonuses you can add them together and add them as temporary hit points for the one minute.
Previous Versions
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