Blood Hunter
Base Class: Blood Hunter

All blood hunters must go through the hunter's bane, a painful process of consuming chemicals to alter their physiology. Some even choose to become mutants to further there knowledge of alchemy. The cloud breathers are very similar but prefer their much older traditions of herbal smoke blends over the new impure processes of alchemy. Taking plants that'd be lethal to nearly any other creature they mix them in there arcane pipes and let the smoke fill there lungs and morph there bodies.  

Herbal Concoction

At 3rd level, you can create an herbal concoction to smoke when you finish a short or long rest.

Concoctions are designed for your biology and have deadly side effects on other creatures. They also can only be made and consumed during a long rest then wear off during the next long rest. 

Cloud Rituals

You begin to uncover forbidden herbal concoction to smoke that temporarily alter your mental and physical abilities. You also gain a magic pipe that has a magical brand the same as you have making it impossible for it to be lost. Even if left intentionally the item spawns back into your inventory. This pipe is made of a cursed wood and can deal 1d4 magical bludgeoning damage (similar to light hammer). When performing your ritual you take your hemocraft die as necrotic damage and your hitpoint maximum is shortened by half the amount until the toxins wear off during your next long rest. You also gain disadvantage on any CON saving throws.

Beginning at 3rd level, you choose to learn two herbal concoctions. Your concoction options are detailed at the end of this order description. You gain an additional concoction at 7th level, 11th level, 15th level, and 18th level.

Additionally, when you gain a new herbal concoction, you can choose one of the concoctions you already know and replace it with a new herbal concoction.

Aether

You gain a flying speed of 20 feet.

Celerity

Your Dexterity score increases by 1, as does your Dexterity maximum. This bonus increases by 1 at 11th and 18th level.

Confident

You have advantage on any skill check you have proficiency in. 

Cruelty

When you use the Attack action, you can make an additional weapon attack as a bonus action.

Fortitude

You can pick one damage type to become resilient against. At level 18 you can pick two damage types. 

Fire, Cold, Thunder, Lightning, Acid, Force, Radiant, or Necrotic

Hyper Awareness

You gain a +5 to your passive perception. 

Nature's Tongue

You gain the benefits of the spell Beast Speech until this concoction wares off. 

Potency

Your Strength score increases by 3, as does your Strength maximum. This bonus increases by 1 at 11th and 18th level.

Precision

Your weapon attacks score a critical hit on a roll of 19-20.

Rapidity

Your speed increases by 10 feet. At 15th level, your speed increases by 15 feet instead.

Reconstruction

When in combat you can spend your bonus action to gain temp hitpoints equal to your CON modifier. You can only do this an amount of times equal to your PB.

Sagacity

Your Intelligence score increases by 1, as does your Intelligence maximum. This bonus increases by 1 at 11th and 18th level.

Tongue Twister

You gain any language of your choice this includes druidic and thieves cant. 

Tough Skin

You become resilient to piercing, slashing, and bludgeoning damage.

Vermillion

You gain an additional use of your Blood Maledict feature.

Breath of Death

After performing your cloud ritual you can spend an action to expel the toxic cloud inside your lungs. As an action you can create an thick cloud of smoke in 15 foot radius around yourself, this cloud last an amount of rounds equal to your PB. Anything in this cloud must make a CON save equal to 10+ half your level rounded up on a fail they take 4d4+INT mod in necrotic damage and are poisoned but on a success only take half damage and are not poisoned. The damage increases to 4d6 at 7th level, 4d8 at 11th, and 4d10 at 11th level. When you expel the toxins your hitpoint maximum returns to normal but you lose the effect of the concoction. Additionally any creature in the smoke cloud is considered blind and the smoke can not be seen through until it dissipates. 

Accustomed to Poison

Beginning at 7th level, your body has begun to adapt to toxins and venoms, ignoring their corroding effects. You gain immunity to poison damage and the poison condition. Additionally any saving throw made to defend against disease even if magical is made with advantage and your INT modifier can be added to the roll.

 

Brand of Marlboro

At 11th level, your hemocraft has altered your Brand of Castigation to weaken the fortitude of your enemy. After branding a creature it also becomes poisoned.

Blood Curse of Burning Breath

Starting at 15th level, your blood curse can force a creature to feel as though their lungs were burning as yours do. You gain the Blood Curse of Burning Breath for your Blood Maledict feature. This does not count against your number of blood curses known.

Blood Curse of Burning Breath: As a bonus action you can make an enemy feel as though there lungs are burning. They begin coughing up embers taking 2d6 and gains a level of exhaustion fire damage.

Amplify: The cursed creature suffers 4d6 fire damage, and suffers this damage again every time it fails its Constitution saving throw to end this curse at the end of its turn. Additionally it gains a level of exhaustion for every two failed saving throws.

Chainsmoker

At 18th level you can be under the effect of a second concoction with only taking the side effects of the higher level concoction. This also allows you to use your Breath of Death twice per long rest. 

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