Base Class: Blood Hunter
Aberrations are strange creatures. They exist beyond reason, beyond the very natural order, and thus are they as much a plague upon the world as any fey, fiend, or undead. Due to their nature, or lack thereof, most blood hunters don't know the first thing about how to hunt such creatures. Blood hunters who belong to the Order of the Host have dedicated themselves to this particular threat, Going as far as allowing their very bodies to play host to aberrant parasites, becoming aberrant themselves in the name of purging such creatures from the realm.
Bane of the Aberrant
When you join this order at 3rd level, you gain knowledge of creatures that dwell among the cosmos. You now have advantage on Wisdom (Survival) checks to track aberrations, as well as on Intelligence checks to recall information about such creatures. Additionally, when you have an active Crimson Rite you gain resistance to psychic damage.
Aberrant Parasite
Also at 3rd level, you've willingly made your body the host of a tiny aberration that transforms and augments your body. You grow gills that allow you to breathe underwater and grant a swimming speed equal to your walking speed. If you already have a swimming speed, it increases by 10 feet. This parasite also bolsters your immune system, granting you resistance to poison damage and advantage on saving throws against being poisoned, as well as immunity to disease.
Mind Meld
At 7th level your parasite has made its way into your brain, altering your body further. You gain a third eye that functions differently from your normal eyes. You have darkvision up to 60 feet. If you already have darkvision it is increased by another 60 feet. Your eye must be uncovered to make use of it. As an action, you can harness the power of your eye a number of times equal to your proficiency bonus per long rest in the following ways:
Psionic Brand
At 11th level your parasite has granted you further psionic abilities that are invaluable to your work as a hunter. When you mark a creature with your Brand of Castigation, you can read the creature's surface level thoughts. Furthermore, as an action, you may teleport up to 60 feet to a space you can see in the direction of the marked creature. This feature can be used a number of times equal to your proficiency bonus per long rest.
Blood Curse of Lobotomy
At 15th level your blood curse can fracture a creature's mind and cripple them for a moment. You gain the Blood Curse of Lobotomy for your Blood Maledict feature. This doesn't count against your number of blood curses known.
Aberrant Symbiosis
At 18th level, your parasite has fully matured. The two of you aid and protect one another in a symbiotic relationship. When you activate your Crimson Rite, your parasite covers your body in exoskeletal armor, granting you temporary hit points equial to your level plus your proficiency bonus plus your hemocraft modifier. While these temporary hit points persist, you have resistance to bludgeoning, piercing, and slashing damage and you have immunity to psychic damage. These temporary hit points cannot stack with temporary hit points from other sources. Once you use this feature you must finish a short or long rest before you can use it again.
Previous Versions
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