Base Class: Blood Hunter
The Order of Sinew subclass is a Bloodhunter subclass based off Charnomancy. Or the use of flesh magic. These bloodhunters use their own body as weapons. Manipulating their flesh to hunt down and exterminate the most vile of creatures.
Flesh charges
When you join this order at 3rd level, you learn how to counter unholy monsters of flesh and blood. Whenever you hit a creature with a weapon affect by your crimson rite you gain 1 flesh charge, you can have a number of flesh charges equal to double your proficiency bonus.
Manipulator of the body
You can use flesh charges to preform special abilities:
Bone shield(1 charge). As a reaction when you are hit with a attack you can see you expend 1 flesh charge to block a portion of incoming damage. You reduce the damage taken by a role on your crimson rite die plus your constitution modifier.
Flesh Regeneration(2 charges). As a bonus action you gain a number of hit points equal to your crimson rite die plus twice your constitution modifier.
Superhuman targeting(2 charges). Whenever you make an attack you may spend 2 charges to gain a +5 to your attack roll. This can only be appiled once to an attack.
Horrific Mutation
Upon reaching 7th level, you can change your body drastically to help you in combat. you may use your bonus action to expend 4 charges and transform into your mutated form. You may choose between 3 different mutated forms that represent certain animals.
You gain these abilities throughout all different forms:
You gain a third extra attack as apart of the attack action.
Your walking speed increases by 15ft
Your AC increase by 2
At the end of each of your turn you lose a number of hit points equal to one role of your hemocraft die.
Moth
You grow massive red moth wings from your back and gain these abilities
You gain a flying speed equal to your walking speed.
You can dodge as a bonus action.
Snake
You gain the abilities of a snake.
You gain a swimming speed equal to your walking speed
You can use the grapple action as a bonus action
Spider
You gain certain abilities of a spider.
You gain a climbing speed equal to your walking speed
You may dash or disengage as a bonus action
Flesh Destroyer
Whenever you hit a monstrosity with a weapon affected by your crimson rite you gain an additional flesh charge. You gain the following abilities to use with your flesh charges:
Blood-born pathogen(3 charges). As an action you choose a creature you can see within 60ft of you. That creature and each creature within 30ft of it of your choice must make a constitution saving throw(DC: 8 + prof bonus + Con). On a fail they take 3d10 + Con poision damage and for the next minute they take 3d10 poison damage at the start of their turn and are poisoned. This damage and condition is unaffected by immunities. At the end of their turns they may remake the saving throw, ending the effect on themselves on a success. If they succeed the first save they take half damage and the effect ends.
Spear of the Eradicator(5 charges). As an attack on your turn you manifest a spear made of your own bones. Whenever you manifest it you lose a number of hit points equal to d8 equal to your level(level 10 =10d8). The spear's weapon damage is equal to the number of health you lost plus your strength modifer. The spear has a throwing range of 120ft/500ft and after you throw it shatters regardless if you hit or not(You better make it count).
Nothing escapes you
At 15th level, you learn how to increase your vison to super natural proportions. You gain true sight for 60ft, you may also as an action on your turn spend 1 flesh charge to gain X-ray vision for 1 minute. You'll be able to see through walls no thicker then 3 feet.
Perfected Bioform
You have become the perfect organism. You gain these benifits:
You can transform into your horiffic mutation at will, requiring no flesh charges and losing no health at the end of your turn.
You can not be surprised and know the location of any creature that has flesh within 60ft of you.
Your immune to the poisoned, exhasted, blinded, deafened, stunned, and frightened conditions.
You are uneffected by difficult terrian
You regain 10 hit points at the start of your turn as long as you have 1 hit point remaining.
Comments