Base Class: Blood Hunter
It was said that the first Blood Hunter in the Order of the Troll was merely the result of harsh circumstances and luck. A lone blood hunter lost in the harsh mountain range found refuge in a cave. Inside this cave the hunter was prepared to die at the hands of some creature that called this cave home, or die of starvation. Instead he found an ancient troll moments away from dying of old age. Seeing the opportunity, and blinded by hunger the hunter started to eat the weak and feeble troll, not even giving it the courtesy of killing it first. The hunter ate through the troll's chest cavity faster than its flesh could regenerate until he got to the troll's heart. Not aware of the drastic changes that lie in wait, he consumed the still beating heart. The heart having found a new body to beat on inside latched to his organs, twisting and changing him. Over the course of three agonizing days the hunter endured the painful growths and changes his new heart was forcing on him. His arms nearly doubled in length, his bones broke and shifted to accommodate his new form. By the end of it he was no longer entirely human, though was not a troll either. He founded the Blood Hunter Order of the Troll and vowed to perfect this transformation. Blood hunters in today's world undergo extreme open heart surgery, where their heart is replaced with that of a piece of their founder’s heart. The very heart that mixes both Hunter and monster hearts.
Change log (2020 update rev.1)
Updated the mountain adaptation so it didn't copy the climbing speed that you got earlier by giving mountain the bonus action hide from cave and giving cave a tremorsense.
Added poisoned condition immunity to the cave adaptation.
Updated snippets and corrected grammar/spelling errors.
Augmented Limbs
3rd-level Order of the Troll feature
When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. This feature doesn't stack with any racial feature that does the same effect.
Additionally, you gain a climbing speed equal to your walking speed.
Regenerative Vitality
3rd-level Order of the Troll feature
At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you gain hit points equal to 1 + your Constitution modifier (minimum of 1).
Additionally, you can use an action to gain temporary hit points equal to 1d10 + your Hemocraft modifier (minimum of 1).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Hardy Adaptation
7th-level Order of the Troll feature
It is known that trolls have a near perfect ability to adapt to different environments and this leads to many variants. You have immunity to diseases. Choose between the cave, desert, mountain, or swamp adaptation and your body adapts depending on that chosen environment. You can change your environment choice whenever you take a long rest.
Hardy Adaptation: Cave
You gain the ability to gain nourishment from eating any organic, decayed, or poisoned material, immunity to the poisoned condition, and you have tremorsense out to a range of 30 feet.
Hardy Adaptation: Desert
You don’t suffer the effects of extreme heat and you have a burrowing speed equal to your walking speed while burrowing through unsolid earth.
Hardy Adaptation: Mountain
You don’t suffer the effects of extreme cold, you can use the hide action as a bonus action, and you cannot fall prone or have your movement speed reduced due to nature.
Hardy Adaptation: Swamp
You don't suffer the effects of extreme storms, you gain a swim speed equal to your walking speed and you can hold your breath for 15 minutes.
Brand of No Passage
11th-level Order of the Troll feature
Your Brand of Castigation now bars your foe's advancements against you. The target of your brand cannot move past you as long as you don't allow them to do so and the only direction they can move is the opposite direction.
Blood Curse of Troll Flesh
15th-level Order of the Troll feature
You’ve honed your hemocraft to bring your foes to bear your troll vulnerabilities and more. You gain the Blood Curse of the Troll Flesh for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of Troll Flesh
Prerequisite: 15th level, Order of the Troll
As a bonus action, you can choose one creature you can see within 30 feet of you to manifest troll like skin until the end of your next turn. For the duration of this curse, they gain vulnerability to your crimson rites.
Amplify. This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a constitution saving throw DC equal to 8 + your proficiency bonus + your Hemocraft modifier. On a success, this curse ends. Additionally if the cursed creature fails the saving throw, they can't regain hit points until the end of their next turn.
Sprout Appendages
18th-level Order of the Troll feature
As an action, you can cause your troll flesh to mutate rapidly and you sprout two extra arms and legs for 10 minutes. You can wield a light weapon in one of your sprouted arms and you can make an extra attack when you use your bonus action to attack. Additionally, you can use your extra arms as normal arms and your movement speed increases by 10 feet.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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8/29/2023 4:17:21 AM
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Coming Soon
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