Blood Hunter
Base Class: Blood Hunter

This Order of the Blood Hunter was created in return for divulging some of their most exclusive knowledge to the Candlekeep Library. The symbiote was crafted to amplify the abilities of one being with another, with the hopes of becoming the pinnacle of Evolution at their strongest. 

The Symbiote and its Owner, or rather its ally, search and search to find more allies, whether to inevitably consume them or befriend them they've become enthralled with the endless hunt to sate their gluttony.

Symbiotic Hunter: This Blood Hunter subclass binds the Hunter with the positive effects of a symbiote created through the alchemic ritual to assist the Hunter in Combat and Daily life. The negative effects of a Symbiote are mostly deterred as it was crafted to suit the specific needs of that Hunter and evolve with them, however, the Symbiote also shares a conscious with the Hunter, occasionally drawing into its subconscious and forcing them to do or say something they didn't want to come to fruition. Usually in dire situations.

Symbiotic Nature: Roll or choose from the Symbiotic Nature table to determine the visual appearance of your Symbiote, or work with your DM to determine a unique appearance for your Character
d6 Symbiote
1 Tiny humanoid facial features protruding from your torso, palm, or the back of your head
2 An alien appendage inside an unhealing wound
3 A burrowing, worm-like being
4 An intrusive thought that inhabits your mind
5 A living tattoo
6 Crystal growths that replace a portion of your body

Entwined Existence. Your symbiote is a separate entity with its own physical form bound to yours. It is only partially a separate creature but still relies on you to survive. It has Intelligence, Wisdom, and Charisma scores. The DM sets the symbiote's abilities or determines them randomly (roll 4d6 for each score, ignoring the lowest roll and totaling the rest). The symbiote can see and hear using your senses.

Although the Symbiote has been wiped, its base instincts give you proficiency in one skill, choose one of the following skills: Athletics, Acrobatics, Deception, Intimidation, Insight, Investigation, Nature, Perception, or Persuasion, Stealth, Survival. You gain proficiency in that skill if you don't already have it, representing the symbiote's counsel and guidance.

If you die, so does your symbiote. If you are subsequently returned to life, your symbiote revives as well.

Sustained Symbiosis. Your symbiote has a vested interest in your survival and takes steps to ensure it. When you fail a saving throw, you can choose to have your symbiote expend one of your Hit Dice to roll it and add the number rolled to the saving throw, potentially turning the failure into a success. If it uses this feature on a death saving throw, you succeed on the save and regain 1 hit point regardless of the number rolled on the d20.

Once you succeed on a saving throw due to this trait, the symbiote can't use it again until you finish a long rest.

Symbiotic Relations

As your body begins to adapt to the Ichor taken and the Symbiote crafted to adapt to your existence emerges, you gain new abilities unknown and inaccessible by any other means.

Beginning at 3rd Level, When you take an action aside from casting a spell, you can use a bonus action to cause your Symbiote to mimic the action with an additional range of up to 10 feet. If you use this ability to attack with a ranged or thrown weapon both its ranges extend by 10 feet and the attack does not consume ammunition as it is created by your Symbiote. All benefits from Crimson Rite are also extended to your Symbiote. You can only activate this ability once per short rest, increasing to two times per short rest at level 11 and three times per short rest at level 15

 

Symbiote's Succour

Your symbiote thrives off of you, therefore it assists you whenever it can.

Beginning at 3rd Level, This ability can be used to add your Hemocraft Die to ability checks with no additional action or bonus action up to twice your Proficiency score per long rest. This ability will evolve and adapt as your strength grows.

Sustained Symbiosis. Your symbiote has a vested interest in your survival and takes steps to ensure it. When you fail a saving throw, you can choose to have your symbiote expend one of your Hit Dice to roll it and add the number rolled to the saving throw, potentially turning the failure into a success. If it uses this feature on a death saving throw, you succeed on the save and regain 1 hit point regardless of the number rolled on the d20.

Symbiotic Synergy

Beginning at 7th Level, your Symbiote begins to tune itself in more ways than just a mental connection, becoming capable of further enhancing your physical abilities. Once per short rest you gain the ability to force your Symbiote to mimic everything you do for an entire turn at no additional action, you may use this ability to attack the same target or a different one up to 30 feet away from you. However, neither you nor the Symbiote can activate the Symbiotic Relations ability to mimic your action as a bonus action from the Symbiotic Relations ability for that turn.

 

Symbiotic Soul

Beginning at 11th Level, your Symbiote starts to transcend your being partially. The erased soul of the Symbiote becomes its own once again, still existing and enacting your will but capable of its own thoughts as it's developed a copy of your own mind and soul. Still connected through physical and mental means the Symbiote hardly disagrees with you but it pushes you further and further into your own subconscious until the difference between who's in control is indistinguishable.

This ability grants you an extra attunement slot. This feature also grants you both weakness to Thunder due to the Symbiote's sensitivity to loud noises and resistance to Bludgeoning damage as the elasticity of the Symbiote protects you from incoming pressure. Additionally, you gain the ability to use your Hemocraft Die from Symbiote's Succour as a reaction to affect yourself or another creature up to 10 feet away from you, either granting them a bonus or negative to a roll or their AC, this ability uses up two charges of your ability from Symbiotic Relations. This ability cannot be used against anyone to grant a bonus or negative to their Wisdom, Intelligence, or Charisma Saving Throws.

 

Brand of The Parasite

Starting at 15th Level, your Symbiote leaves a portion of itself inside of the enemy whenever it is marked with your Brand of Castigation. The enemy makes a Constitution saving throw when Brand of The Parasite is applied and every subsequent turn of its own after, equal to your Maledict Saving throw every turn to resist the effects, on a success, it is entirely unaffected, on a failure they suffer from the following. The Symbiote forces the enemy to act against its will, causing the branded creature to have disadvantage on all attacks. This ability also grants you and your Symbiote's allies advantage on the Branded enemy. Additionally, the Parasitic infection from your Symbiote causes the enemy to move at half of their movement speed as the Symbiote constricts it from the inside. This effect can be removed with a Medicine ability check equal to your Maledict save, on a failure to remove the parasite the enemy takes 2d6 acid damage, and the DC increases by 2, stacking indefinitely.

Blood Curse of Invoked Torture

Starting at 15th Level, your Symbiote begins to create its own "Blood Curse" after sharing knowledge of yours after countless battles.

As a Bonus Action, You can force a creature to take 3d6 acid damage and it must make a Constitution saving throw. Every subsequent turn after, the inflicted creature remakes the saving throw to resist the effects. On a successful saving throw, the effects end on a failed saving throw the symbiote infects an enemy with itself, dealing an additional 1d6 Acid Damage per turn the curse is active for a minute dealing an extra d6 for every turn it's active up to 10d6. 

Amplify: Additionally the afflicted creature becomes Stunned for the duration, on a success the effects end completely. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again

Supreme Symbiosis

Starting at 18th Level, Your Symbiote has completed its union with you, becoming an integral part of your combat style and even your daily life. Your Symbiote frequently advises you on your decisions, forming an almost echo chamber of thoughts with you as it bounces back and forth from your darkest thoughts and dragging them up to equal value as the things you've most desired. You and Your Symbiote transcend a relationship even beyond most lovers in terms of how much one knows about the other.

This ability lasts for 1 minute with no negative effects. The first turn you force this form to last longer than a minute you are subjected to a Wisdom save(DC = 10+int+prof) to ensure you don't temporarily lose your mind before the effect dissipates, should you pass this save you are capable of maintaining the form for another 30 seconds. If you pass this save, every subsequent turn you keep the ability active, add another 2 to the DC of the Wisdom save until you fail, losing your mind for that turn and then losing the transformation at the end of it. This feature is only usable once per long rest unless you use 3 of your Blood Maledict charges to reuse the ability

Living Symbiote:
With the union and mastery of your Symbiote, it can take a complete Physical form, for up to a minute with no negative effects. Your Symbiote can manifest beside you and detach entirely, giving you the best ally you could've asked for, yourself. With this, you can control yourself and the Symbiote independently but are still subjected to any negative effects afflicted to either you or the Symbiote. In combat, the Symbiote acts as what is effectively a second copy of yourself with the only difference being the Symbiote keeps its own Mental Stats. Both you and your Symbiote are granted all abilities of your Symbiote for every action. The following effects are the capabilities of both you and your Symbiote

- The Symbiote becomes capable of sharing spell slots with you.

- Shared HP Value and status effects between the Symbiote and you, if you or your Symbiote take damage you reduce your HP equally and vice-versa.

- If both you and your Symbiote are affected by the same saving throw you always take the failure and not the success. If you or the Symbiote are subjected to a Status Effect then both of you are afflicted. I.E. If you are subjected to a Fireball saving throw with your Symbiote, if one of you fails, you both take full damage. However, if you or your Symbiote are grappled or restrained, the other is not affected by the condition. This also applies to positive Status Effects, I.E. if you or your Symbiote are affected by the Haste spell, you are both affected by the Haste spell.

- Your Symbiote shares an initiative with you, going right before or after you, first decided on your initial turn to split from your Symbiote. However, this can only be interrupted by Reactions as the turns are simultaneous

- Your Symbiote also shares any other class abilities you have (I.E. Action Surge, Sneak Attack, etc.)

- All abilities granted by the Symbiote that are not Armored Symbiote are altered, these changes are as follows

• You and your Symbiote keep the ability from Symbiote's Relations to mimic your action as a bonus action, both you and your Symbiote can also use this ability independently. However, the range of the ability is removed as the Symbiote only left enough inside of you and itself to mimic actions, brand an enemy, curse an enemy and assist yourself

• Due to temporarily parting ways with your Symbiote, you can no longer use the ability that foreshadowed this newfound strength. However in place of that ability, you now have no limit on the distance your Symbiote can move from one another, across planes, and across portals through time. The Symbiote stays connected with you for the entire minute of the ability, you also no longer lose the ability to use Symbiotic Relations to mimic your actions.

• The ability to use Symbiote's Succour also alters once you part from yourself, you lose the ability to affect other creatures with this ability but it is shared with your Symbiote. This alteration also makes your assistance stronger but the charges between you and your Symbiote are shared and still cost double the regular ability check improvement and expand to all Saving Throws rather than just physical. The Hemocraft Die size increases to a d12 when using Living Symbiote for Symbiote's Succour

• Brand of The Parasite only alters partially, keeping the majority of its functionality intact with the difference being the creature only has detriments fighting against you and your Symbiote, the creature also does not have a lowered movement speed. Using the Brand of The Parasite with Living Symbiote also allows you to have a Brand on two separate enemies, one from yourself and the other from your Symbiote.

• Due to being the source of the "Blood Curse" of Invoked Torture, your Symbiote becomes capable of casting this without requiring any slots of Blood Malediction slots however it loses the ability to amplify its effects at any point and the range for both you and your Symbiote is reduced to 10 feet.
▪ Amplify: If this version of the curse is amplified the range is returned to normal and the damage starts at 2d8 acid damage per turn rather than 3d6 with no limit, this ability also scales with an additional 2d8 per turn rather than 1d6. Additionally the Stunning effect of this "Blood Curse" turns into a charm effect and is resisted by a Wisdom saving throw rather than a constitution saving throw. 

 


Armored Symbiote:
Alternatively, your Symbiote can encase you in itself, effectively armoring you with its body and granting you any weapon of choice through its morphic capabilities. Through this process, the Symbiote binds itself with you and becomes a complete unit, a soldier that competes with even the most dangerous foes, the absolute definition of a Symbiotic Relationship. The following effects of the Symbiote's encasement feature are as follows.

- The only limit to this ability is that you must have proficiency in the created weapon or a very similar weapon(I.E. someone proficient with a Shortsword can create a Scimitar), as it is also capable of forming its own ammunition for all ranged weapons.

- All weapons created by the Symbiote are considered magical and also granted a +1 bonus to hit.

- Your AC increases by 1 during the encasement

- All physical saving throws are made with advantage. All ability checks you have proficiency in are treated as if you have Expertise.

- All abilities granted by the Symbiote that are not Live Symbiote are altered, these changes are as follows

• Symbiotic Relations additional range increases to 20 feet and is active on all attacks made

• Due to the Armored Symbiote's nature you lose the ranged ability of Symbiotic Synergy but does keep the ability to mimic all actions within 20 feet of you

• The Ability to affect yourself or another creature from Symbiotic Succour up to 10 feet away from you, increases to 20 feet. The ability to do so also only consumes one charge, rather than two during this transformation

• Due to being completely bound with you for the duration, Your Symbiote cannot leave a portion of itself inside of the enemy with Brand of The Parasite. In place of that ability, the Symbiote binds the enemy to itself while it's Branded by a thread. Due to being bound, the enemy must make a strength-saving throw(DC = 12+Int+Prof) to escape the clutches of the Symbiote before being absorbed by it partially, becoming restrained for one turn and then repeating the saving throw on the next. On the next turn, the Branded enemy must succeed on the saving throw to not escape or be completely absorbed by the Symbiote. Should the Branded enemy fail the saving throw and be absorbed by the Symbiote, you and The Symbiote gain 2 AC, +2 to your weapon attacks, and 2d10 Temp HP for the duration of Armored Symbiote, all of these bonuses stack and last until the end of the transformation. If the Brand is made with a ranged attack every 10 feet away adds another Strength saving throw before the final saving throw to be absorbed is made. The ability to Brand an enemy also refreshes if you completely absorb an enemy, if you successfully absorb an enemy you also gain another turn without being forced to make the Wisdom saving throw to maintain the transformation.

• With your Symbiote being inseparable from you, Blood Curse of Invoked Torture is also heavily altered. In place of leaving a piece of itself to acidify the enemy and its remains, the Symbiote instead extends a tendril up to 30 feet away from you and attempts to rip a creature completely apart. This ability deals 3d6 Bludgeoning damage instead of 1d6 acid damage and force the enemy to make a Dex saving throw(DC = 8+int+prof) to avoid it. If the Saving throw is successful the enemy takes no damage, if the saving throw results in failure. The enemy is dragged towards the Symbiote at a rate of 10 feet per turn and is considered Prone and Restrained. The following saving throw can be made with either Dex or Strength to escape but if the saving throw is failed the damage is amplified by an extra 2d6, this saving throw repeats until the target dies or escapes. This becomes the sole focus of your attention or cast a concentration spell, however, this does not cause you to make a Concentration saving throw upon taking damage. You also lose the ability to cast any other Blood Curses for the duration.
▪ Amplify: If this curse is amplified the saving throw DCs are increased by 5, the range of this ability is also doubled and the speed at which the enemy is dragged back 20 feet rather than 10 feet per turn. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again, alternatively, if you kill a creature with the amplified version of the curse you regain the ability to amplify it again and you regain one slot of your Blood Maledict feature.

 

Previous Versions

Name Date Modified Views Adds Version Actions
12/7/2021 8:22:59 PM
14
3
1.0
Coming Soon
Order Of The Symbiote Image

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes