Base Class: Blood Hunter (archived)
This order is frowned upon by all other blood hunter orders, and is viewed as an extreme perversion of the blood hunters greatest temple. Ones own body. While some will willingly inflict a curse upon themselves, and others will make pacts with possibly nefarious beings; this discipline requires an even greater personal sacrifice to receive power.
This order makes accords with creatures that, while not inherently powerful by themselves, can provide abilities that grow over time and can become monstrous in scope. That is in exchange for a vessel to inhabit. You.
The entities themselves are quite peculiar. They resembles a viscous, vicious, and unstable sludge like substance. This slime seems to be living, and is seemingly intelligent, but resembles nothing of this world. It craves a host that will be its “perfect match,” but why it needs this connection is unknown. This pact is sealed when the sludge is consumed, or injected into the body, and resides in the hosts bloodstream. (Please feel free to make up parasite like creatures that are not a clear knock off of a beloved copyrighted character)
It Awakens
Starting at level 3, as an action sludge like tendrils begin to seep out of your pores, cuts, and wounds. This ooze can be molded, hardened, and shaped to create deadly weapons, with which you are proficient with. You may create 1 weapon this way, and this weapon has the same stats of any regular martial weapon of your choice. These weapons last until you choose to dispel them as a bonus action and you can use the crimson rite feature on these weapons. (These weapons gain a +1 to attacks and damage at level 7, a +2 at level 11, and a +3 at 18)
Also you gain a different form of movement. Rather than moving, you can shoot one of these tendrils towards any solid surface (equal to your movement) and move to that surface.
Rite of Corrosion
At level 3, you now have a access to a unique crimson rite, The Rite of Corrosion. This rite does acid damage and follows the same rules as the other crimson rites.
The Parasite Grows … Hungry
Starting at level 7, the creature begins to yurn for more sustenance.
After killing a creature you may use your next action to feed upon its flesh to feed the parasite (you can use this feature a number of times equal to your wisdom modifier per long rest and you can use this once per creature you kill). You gain 2d8 + Wisdom Modifier health back or can cure yourself of any diseases or poisons you might be affected by. This feature does not work on constructs and you only receive 1d8 health back if the creature you are feeding on is undead. (Healing increases by 1d8 at 11, 15, and 18).
It now takes a bonus action to summon your weapons as apposed to an action, and they are now considered magical for the purposes of overcoming resistances.
Partial Symbiosis
Starting at level 11, the conflict between you and the creature has lead to horrid new abilities.
You now permanently gain the spider climb ability and as an action you can allow the being to take partial control of your body. The sludge begins to seep out of your skin and cover you for 1 minute (once per long rest). This form gives you a number of benefits:
You gain resistance to Acid; Bludgeoning, Piercing, and Slashing damage from nonmagical attacks; and immunity to poison. You have blind sight out to 10 ft. You gain the *corrosive form* ability. You automatically revert to your normal form if you fall unconsious, drop to zero hit points, or die.
*Corrosive Form: A creature that touches or hits you with a melee attack while within 5 feet of you takes 1d8 acid damage. Any nonmagical weapon made of metal or wood that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits you is destroyed after dealing damage to you.*
Once One Body…. But No Longer.
Staring at level 15, the creature has grown strong enough that it can further enhance and divide.
As an action, you and the being can temporarily separate from one another for up to 1 hour (You can do this once per long rest). Though you cannot be more than 60 feet away from each other at any given time. You can communicate telepathically and can see through each others eyes. While the being is separated from you, you can not access any of the previous features in this subclass (though you can use your blood maledicts, crimson rites, and any other blood hunter features that are not dependent of this subclass).
The parasite has the stats and abilities of a water elemental; but is classified as an ooze and as an aberration, gains the benefits of the spider climb, blind sight, and corrosive form abilities, and when using the whelm feature it does acid damage instead of bludgeoning damage. It has its own initiative and can perform its own individual actions outside of yours.
You (or the creature) can spend an action and reform together, when you combine in this way you keep the health of the creature with the highest remaining health at the time. If the creature is killed before this, it returns back to its host and you gain a point of exhaustion.
Perfect Symbiosis
Starting at level 18, you and the creature have become one and any reservations about it’s host are gone, causing your combined strength to become unmatched.
When you allow the creature to take partial control, you additionally grow one size larger than your normal size (gaining the benefits of the enlarge spell without the need for concentration), your speed increases by 10, your melee range increases by 5 ft, your AC increases by 1, and if you are below half health you regenerate health equal to 1 + your wisdom (or Constitution) modifier at the beginning of your turns. You may use this form once per short or long rest instead of only once per long rest.
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