Base Class: Blood Hunter (archived)
Most Bloodhunters prefer the dark side of things. But YOU. YOU SIR/MAM, Wield the powers of drugs. This subclass allows you to become the Alchemist you always wanted. You can give yourself/others "AMAZING BENEFITS." I mean who wouldn't want to be able to see the colors of the wind. Nothing can get past your "ENHANCED MIND!"
The Process of Drugs
You begin to mix plants together knowing "EXACTLY" what will happen.
Beginning at 3rd level, you choose to learn 2 drugs you can make. Your drug options are detailed at the end of this order description. You gain an additional formula at 7th level, 11th level, 15th level, and 18th level.
Art of the Druggy
At 3rd level, you can take a short rest to mix plants together. Consuming a drug requires a bonus action, and the effects (including side effects) last until you use an action to stop them. (You command the power of drugs)
Drugs are designed for ALL OF CREATION. They can affect creatures of all sizes. They are made to last a lifetime. They can only expire if you wish for them to expire.
Your prowess as a druggy allows you to create more powerful drugs over time. (Drug Score)
Drug Score = your blood hunter level.
Advanced Drug Mixing
Upon reaching 7th level, when you take a short rest to mix your special little trees, you can now create two. The drugs must be different and can be ingested with overlapping effects that last until the next 7 days are up. Each drug still takes a separate bonus action to imbibe.
Once you reach 15th level, you can now mix three drugs during a short rest.
Advanced Immune System
Beginning at 11th level, you can use a bonus action to instill a burst of adrenaline to temporarily resist the fun side effects of your drugs. You can choose to ignore the side effects of all drugs affecting you for a minute.
Once you use this feature, you must finish a short or long rest before you can use it again.
Ultimate Immune System
At 15th level, your body has created an immunity to poisons. You gain immunity to poison damage and the poisoned condition.
Ultimate Drug Mixing
Upon reaching 15th level, when you take a short rest to mix a drug, you can now create three. The drugs must be different and can be ingested with overlapping effects that last until you finish your next short or long rest. Each drug still takes a separate bonus action to imbibe.
The Ultimate Druggy
At 18th level, your body has entered its ultimate state. As an action, while all drugs are active at the same time, you can activate this ability. You gain the following effects for one minute.
- Immunity to all damage.
- All damage you deal is multiplied by 3.
- You gain a True Sight of 120 feet.
Side Effects: When this ability ends, all drugs that are affecting you instantly deactivate, and you gain the following effects.
- Your total Exhaustion Levels become 5.
- You drop prone and are considered stunned until you complete a longrest
These side effects can only be reversed by a Wish spell, Divine Intervention, or Longrests.
Drugs
These drugs are presented in alphabetical order. Some drugs require a number of levels in blood hunter before you can achieve a true understanding of the drug. You mix a new drug at the same time you meet its prerequisites.
A Shit Ton of Nicotine
Prerequisite: 11th level
Your weapon attacks score a critical hit on a roll of 19-20.
Side effect: All healing you receive is halved.
Crack
Your Dexterity score increases by an amount equal to your Drug Score divided by 2, as does your Dexterity maximum.
Side effect: Your Wisdom score decreases by amount equal to your mutation score.
Ecstasy
Prerequisite: 7th level
While conscious and in combat, your movement speed is multiplied by half of your Drug Score.
Side effect: Your Intelligence and Wisdom modifier decrease by 4. When this effect ends your movement speed becomes 0, until your next longrest.
Jet Fuel
Prerequisite: 11th level
You gain a flying speed of 20 feet.
Side effect: You have disadvantage on all Strength and Dexterity ability checks.
Meth
You gain a +3 to your AC
Side effect: You have disadvantage on Charisma ability checks.
Morphine
You gain resistance to piercing, slashing, and bludgeoning damage.
Side effect: Your Intelligence modifier is lowered by 4, until the effects end.
Speed
You gain immunity to the grappled and restrained conditions. At 11th level, you also are immune to the paralyzed condition.
Side effect: You gain a penalty to initiative equal to your Drug Score.
Steroids
Your Strength score increases by an amount equal to your Drug Score divided by 2, as does your Strength maximum.
Side effect: You have disadvantage on all Dexterity saving throws, and you gain a level of exhaustion when the effects end.
Weed
You gain darkvision for up to 60 feet. If you already have darkvision, this increases its range by 60 additional feet. At 11th level, you can see through invisibility.
Side effect: You gain sunlight sensitivity:
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
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Posted Nov 20, 2020I love this idea. May use this as a my main subclass, and multiclass as bard with college of vice in my homebrew world.
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Posted Feb 13, 2020This, good sir, is true perfection at its finest. I must assume that it was created the day before it was posted. If this is not the case, I will be severely disappointed in your lack of timing. Also, your username only adds to the humor. I applaud you good sir. Now you must make the continuation of the series. A druggie subclass for every class in the books. I demand it good sir. Demand it I say!