Bond. While bonded the Blood Reaver increases the hosts senses, adding their perception and investigation to their hosts. A Blood Reaver cannot leave the space of a creature it is bonded to. A host gains the features and actions of the Blood Reaver . A Blood Reaver can become unbound if its current host dies or if the Blood Reaver spends 1 hour unbinding itself.
Unique Feasting. A Blood Reaver must consume blood every 3 days. If the Blood Reaver does not, it will lose 10 hit points every hour until it consumes blood again or dies.
Blood Arsenal. A blood reaver can craft a weapon for itself or its host. A weapon made by this trait has the Light and Finesse properties. Each form of Blood reaver can only make one weapon, detailed in the attack.
Enhance Weapon. While a Blood Reaver is bonded with a host, Blood Arsenal weapon attacks deal an addition 1d8 slashing/piercing damage (dependent on weapon used) on a hit. A weapon affected by this feature seems to be coated in blood.
Host Dependence. When a Blood Reaver is unbound from its host, it loses the Enhance weapon feature and has disadvantage on attacks made with the Blood Arsenal feature until it bonds with another creature.
Myriad Forms. Every Blood Reaver has a ranking and color affiliated with it. King/Queen, Knight, Seer, Stalker, and Soldier. A Blood Reaver of a lower ranking may not use any abilities of a higher ranking , but a Blood Reaver with a higher ranking can use any ability of a lower ranking, with the exception of the Blood Arsenal And Improved Blood Sense Features. A Blood Reaver's color will determine what creature type it can bond to and feast from. Red: Humanoids and Beasts, Grey: Undead, Purple: Aberrations, Blue: Monstrosities, Green: Fey, Black: Fiends, White: Celestials
Specialization. Each form of Blood Reaver is designed to fulfil a different task, as such stalkers and above have a variance in their ability scores and ability proficiencies. Stalkers gain proficiency in stealth. Seer gains a +2 bonus to wisdom. Knights Gain proficiency in intimidation and athletics, and a +2 bonus to constitution. King/Queen gain proficiency in deception and persuasion, and a +2 bonus to intelligence and charisma.
Starvation. Once a Blood Reaver exits its Ascension form it must consume three Medium creatures blood or one Large creatures blood before its next long rest, or start to take damage from its Unique Feasting feature.
Bond. A Blood Reaver can choose one creature within 5ft of it to bond with. If the creature is unwilling it must make a DC 15 constitution check, on a success the Blood Reaver is shunted and thrown to an empty space 10 ft. from the creature.
Ascension (Knight and King/Queen Form Only) . A Blood Reaver can choose to emerge and envelope its host. While enveloped the host is controlled by the Blood Reaver. Melee attacks do an additional 2d8 slashing damage and the host gains 68 temp hp. After 1 minute or when the temp hp is reduced to 0, the Blood Reaver is forced back into its host and can't use this feature again until after a long rest.
Multiattack (Ascension Form Only). The Blood Reaver makes three Slash Attacks or two Blood Arsenal weapon attacks
Slash (Unbonded/Ascension Form Only). Melee Weapon Attack: +7 to hit, reach 5ft. Hit: 9 (1d8 + 4) Slashing damage.
Shortsword (Soldier Form Only). Melee weapon attack: +7 to hit, reach 5ft. Hit : 8 (1d6 +4) Slashing damage.
Heavy Crossbow (Stalker Form Only). Ranged weapon attack: +7 to hit, Range (100/400). Hit: 10 (1d10 +4) Piercing damage
Sickle (Seer Form Only). Melee weapon attack: +7 to hit, reach 5ft. Hit 7 (1d4 +4) Slashing damage.
Spear (Knight Form Only). Melee weapon attack: +7 to hit, reach 10ft. Hit: 9 (1d8 + 4) Slashing damage.
Longsword (King/Queen Form Only). Melee weapon attack: +7 to hit, reach 5ft. Hit 9 (1d8 + 4) or 10 (1d10 +4) Slashing damage.
Blood Sense. The Blood Reaver knows the location of any creature within 60ft that has blood until the end of its turn.
Improved Blood Sense (Seer Form Only). The Blood Reaver knows the location of any creature within 300ft that has blood until the beginning of its next turn.
Adaption (Seer Form). When a Blood Reaver takes damage from an attack or spell, it can use its reaction to temporarily strengthen its resilience. Until the start of the its next turn, it gains resistance to the damage dealt by the triggering attack or spell (including for that triggering effect)
Description
Created by the mad wizard Heiritzer, these creatures seem to resemble a poor imitation of a wolf that is made out of blood. Weak on their own, they bond themselves to a creature, forcing them to hunt while also giving them power. The bond it shares with its host will vary from Reaver to Reaver but most will be cruel and demanding towards their host, with some developing a fondness for their host. A Blood Reaver's behavior will also depend on its ranking, with lower ranks being more boastful and rash, and higher ranks being more reserved and cunning. Blood Reaver naming is unique, in which they are named by a color and then their ranking, For example: Scarlet King, Violet Stalker, Sapphire Knight, and Emerald Seer. If two Blood Reavers with the same name encounter each other, they will fight to the death and the loser would be left nameless.
A Blood Reaver will try to bond with a host that has a similar alignment to its own, in order to have the highest chance for their host to cooperate with them. Blood Reavers will also know if an unknown Reaver is close to it, through a small feeling of unease.
Previous Versions
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4/13/2023 2:59:58 AM
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31
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0
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Basic
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4/13/2023 2:52:59 PM
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32
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0
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4/13/2023 3:12:09 PM
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35
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0
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Soldier
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Coming Soon
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4/13/2023 3:14:20 PM
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40
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1
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Stalker
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Coming Soon
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4/13/2023 3:24:44 PM
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43
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1
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Seer
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Coming Soon
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4/13/2023 3:28:41 PM
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46
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1
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Knight
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Coming Soon
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4/13/2023 3:29:24 PM
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53
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1
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Monarch
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Coming Soon
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