Blood Hunter
Base Class: Blood Hunter

The vessel is not the path of one looking for power, but one who cannot exist seeking a path toward existence. Living weapons create vessels for their souls, and horrors beyond our scope of mind-building bodies to house their power without shredding the material plane. 

Those who walk the vessel's path create a powerful body out of the souls of those they kill but weaken when unable to take lives. with a body built at the will of its benefactor and patron, they can be highly versatile or highly specialized. making it one of the most powerful paths for the lone hunter.

Body Built from the Mind

When you choose this archetype at 3rd level, Your body is built to be unaccesable to the normal faults of mortals.

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • You don't need to sleep, and magic can't put you to sleep.

 

Sovereign of Flesh

At the third level when you take this subclass you may select a number of Deviations as shown in the table below. 

Blood Hunter
Level
Deviations Activated

Deviations Known

3rd 1 4
7th 2 5
11th 2 6
15th 3 7
18th 3 8

 

 
You can learn a Deviation at the same time you meet its prerequisites.
Porcelin Features

Your skin and voice become malleable, allowing you to enhance your appearance and presence. You have advantage on Charisma checks and can cast disguise self at will. However, you are vulnerable to bludgeoning damage.

Many Jointed Limbs

Your Dexterity score increases by 3, as does your maximum for that score. However, you have disadvantage on all strength checks. Your Dexterity score and your maximum increase by 4 if you have this Deviation at 11th level, and by 5 at 18th level.

Forge Heart

You are resistant to fire damage and can use your own hands as though they were smith's tools. 

Icy Soul

You are resistant to cold damage and can cast the ray of frost cantrip at will using constitution as your spellcasting ability.

Poisoned Heart

Your weapons deal an additional 1d4 poison damage and your blood rite deals double damage to yourself. Your weapons deal 2d4 if you have this deviation at 11th level, and 3d4 at 18th level

Pure Soul

Your weapons deal Radiant damage.

Impermeable

You have resistance to piercing damage.

Boneless

You have immunity to the grappled and restrained conditions. At 11th level, you are also immune to the paralyzed condition.

All Eye

You have darkvision out to a range of 60 feet. If you already have darkvision, it becomes truesight. However you lose all other senses.

Many Eyed

You gain Expertise in Perception and add 1d4 to all perception rolls. However you gain disadvantage on all Charisma checks and saves.

Potent Body

Your Strength score increases by 3, as does your maximum for that score. However, you have disadvantage on all Dexterity checks. Your Strength score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.

Long Limbs

Your speed increases by 10 feet and opprotunity attacks are made at disadvantage. However, you become vulnerable to Bludgeoning attacks. At 15th level, your speed increases by an additional 5 feet. 

Second Brain

Your Intelligence score increases by 3, as does your maximum for that score. However, you make Saving throws at disadvantage. Your Intelligence score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.

Impenetrable Skin

You have Immunity to slashing damage, and you have vulnerability to bludgeoning damage.

Steel Bones

You have Immunity to bludgeoning damage, and you have vulnerability to piercing damage.

Black Blood

You gain an additional use of your Blood Maledict feature. However, you have disadvantage on death saving throws.

Cobbled Flesh

Prerequisite: 7th level

Whenever you kill a creature with a melee attack regain hit points equal to half the damage that dealt the finishing blow. However, you become vulnerable to Necrotic damage.

Insidious Dexterity

Prerequisite: 11th level

Your weapon attacks score a critical hit on a roll of 19 or 20. However, you have disadvantage on Intelligence and Strength saving throws.

Blood Rage

Prerequisite: 11th level

When you use the Attack action, you can make one additional weapon attack as a bonus action. However, you have disadvantage on Intelligence, Wisdom, and Charisma saving throws.

Untethered

Prerequisite: 11th level

You have a flying speed of 20 feet. However, you have disadvantage on Strength checks.

All Eye

You have darkvision out to a range of 60 feet. If you already have darkvision, it becomes truesight. However you lose all other senses.

Black Blood

You gain an additional use of your Blood Maledict feature. However, you have disadvantage on death saving throws.

Blood Rage

When you use the Attack action, you can make one additional weapon attack as a bonus action. However, you have disadvantage on Intelligence, Wisdom, and Charisma saving throws.

Boneless

You have immunity to the grappled and restrained conditions. At 11th level, you are also immune to the paralyzed condition

Cobbled Flesh

Whenever you kill a creature with a melee attack regain hit points equal to half the damage that dealt the finishing blow. However, you become vulnerable to Necrotic damage.

Forge Heart

You are resistant to fire damage and can use your own hands as though they were smith's tools. 

Icy Soul

You are resistant to cold damage and can cast the ray of frost cantrip at will using constitution as your spellcasting ability.

Impenetrable Skin

You have Immunity to slashing damage, and you have vulnerability to bludgeoning damage.

Impermeable

You have resistance to piercing damage but vulnerability to bludgeoning damage.

Insidious Dexterity

Your weapon attacks score a critical hit on a roll of 19 or 20. However, you have disadvantage on Intelligence and Strength saving throws.

Long Limbs

Your speed increases by 10 feet and opprotunity attacks are made at disadvantage. However, you become vulnerable to Bludgeoning attacks. At 15th level, your speed increases by an additional 5 feet.

Many Eyed

You gain Expertise in Perception and add 1d4 to all perception rolls. However you gain disadvantage on all Charisma checks and saves.

Many Jointed Limbs

Your Dexterity score increases by 3, as does your maximum for that score. However, you have disadvantage on all strength checks. Your Dexterity score and your maximum increase by 4 if you have this Deviation at 11th level, and by 5 at 18th level.

Poisoned Heart

Your weapons deal an additional 1d4 poison damage and your blood rite deals double damage to yourself. Your weapons deal 2d4 if you have this deviation at 11th level, and 3d4 at 18th level

Porcelain Skin

Your skin and voice become malleable, allowing you to enhance your appearance and presence. You have advantage on Cahrisma checks and can cast disguise self at will. However, you are vulnerable to bludgeoning damage.

Potent Body

Your Strength score increases by 3, as does your maximum for that score. However, you have disadvantage on all Dexterity checks. Your Strength score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.

Pure Soul

 Your weapons deal Radiant damage.

Second Brain

Your Intelligence score increases by 3, as does your maximum for that score. However, you make Saving throws at disadvantage. Your Intelligence score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.

Steel bones

You have Immunity to bludgeoning damage, and you have vulnerability to piercing damage.

Untethered

Your weapon attacks score a critical hit on a roll of 19 or 20. However, you have disadvantage on Strength saving throws.

Vessel of the Soul

When you reach 7th level, your body is more connected to your soul, allowing it to ignore poison in all its forms, ignoring their corrupting effects. You gain immunity to poison damage and the poisoned condition. 

Additionally, Your soul is stored in a vessel of your choice, when you die, your body disintegrates and you may be resurrected by any revival spell as if you had died seconds earlier unless your vessel is destroyed, at which time you are treated as if you have died, even if your body still lives. select one of the following vessels and its ability.

Steel Casing. Your soul is kept within an armored shell around your body, pick a type of armor and gain the benefits of wearing it, additionally it gives you an additional +2 AC

Bladed Soul. Your soul is kept within a weapon of your choice, its damage type changes to that of your rite damage and if it did not already, it has the thrown 60/120 and returning properties. 

Lesser Phylactery. You gain access to one first-level spell of your choice which you can cast a number of times equal to your Proficiency modifier per long rest, your spellcasting ability is Constitution for these spells.

Guarded Soul. One ally of your choice holds an item containing your soul, if you are below half hit points they may reduce their hit points by half their maximum to give you that many hit points and resurrect you adjacent to themselves.

Bladed Soul

Your soul is kept within a weapon of your choice, its damage type changes to that of your rite damage and if it did not already, it has the thrown 60/120 and returning properties. 

Guarded Soul

 One ally of your choice holds an item containing your soul, if you are below half hit points they may reduce their hit points by half their maximum to give you that many hit points and resurrect you adjacent to themselves.

Lesser Phylactery

You gain access to one first-level spell of your choice which you can cast a number of times equal to your Proficiency modifier per long rest, your spellcasting ability is Constitution for these spells.

Steel Casing

Your soul is kept within an armored shell around your body, pick a type of armor and gain the benefits of wearing it, additionally it gives you an additional +2 AC

True Vessel

At 11th level, you gain an additional use of your Blood Maledict and once per long rest may merge your body and soul causing it to increase in power exponentially, but with severe drawbacks.

Steel Casing. For 1 minute you become resistant to all damage types, when the minute ends you become vulnerable to all damage for 1 minute.

Bladed Soul. For 1 minute your attacks crit on a 16-20, when the minute ends, all attacks against you are considered critical hits for 1 minute.

Lesser Phylectry. For 1 minute you can cast your feature spell regardless of its availability, when the minute ends you have disadvantage on all saving throws until you regain use of your feature spell

Guarded Soul. For 1 minute, you and the one holding your soul's vessel take half damage from all sources, once the minute ends your hit points are reduced to 1

Blood Curse of Soul Theft

Starting at 15th level, your blood curse can tear the power from a soul you attack. You gain the Blood Curse of Soul Theft for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of Soul Theft

As a bonus action, a creature within 30 ft. has disadvantage on all rolls it makes and you have advantage on all rolls you make until the end of your next turn, it also takes damage equal to your level every time it fails a check during this time.

Amplify. The cursed creature takes 2d6 psychic damage when you inflict this curse, and it takes this damage again each time it fails a check while under the thrall of this curse.

Activating a Blood Curse requires a use of your Blood Maledict feature.

True Form

At 18th level, your body becomes highly mutable to the will of your soul, as a bonus action you may exchange any number of Deviations currently active. 

You can use this feature a number of times equal to your Hemocraft modifier (minimum of once). You regain all expended uses when you finish a long rest.

True Form

At 18th level, your body becomes highly mutable to the will of your soul, as a bonus action you may exchange any number of Deviations currently active. 

You can use this feature a number of times equal to your constitution modifier (minimum of once). You regain all expended uses when you finish a long rest.

Soul Construct

beginning at level 3 when you choose this specialization you gain access to the following features,

Malleable Body. When you take a long rest you may spend gold equal to your level multiplied by 10 to move one point from one Ability to another, if you use this ability multiple times in one long rest you gain exhaustion levels equal to the number of ability points moved reduced by one. additionally, when you use this ability your long rest does not reduce your exhaustion levels.

Mind Over Matter. Your rite damage becomes either Force, Psychic, or Necrotic, and you become resistant to Psychic damage, and have advantage against spells that change your shape against your will.

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