Base Class: Fighter
Hydrablood beings are rare and created through a complex and extremely expensive magical process in which the blood of a hydra is used to replace the blood of another creature repeatedly before it is healed. The process is extraordinarily painful and the vast majority of those who are subjected to the operation die before it is completed.
Hydrabloods are tough and resilient with extraordinary healing capabilities. They generally appear as their original race but often develop scales that cover portions of their bodies and have gold irises that become more reptilian when angered. As time passes they tend to develop more muscle and the lengths of their limbs and neck increases slightly.
Hydrablood rarely have access to magic. In fact it is theorized that the possession of magic interferes with the creation process. As a result they have a tendency to develop powerful physical capabilities and with their natural healing are difficult to kill.
Their natural healing has the added benefit of granting them a more youthful appearance and doubling their natural lifespan. Their regenerative capabilities can be significantly slowed if they are exposed to flame.
The great strength and healing that the Hydrablood enjoys does have some side effects. One of the most notable is their voracious appetites. Hydrabloods require a great deal more food than others and their strength can quickly waste away without it. After recovering serious injuries Hydrabloods can eat up to four or five times more than a normal humanoid.
Hydrabloods have a somewhat volatile temperament. They tend to be more easily irritated and prone to violence than most people. That isn’t to say they are unreasonable. In fact they are usually pretty relaxed most of the time so long as they are not directly threatened, but once they are angered it can be difficult to deter them from accomplishing their goal.
Hydrabloods also have an innate hatred of anything of draconic origins. This includes Dragonborn. This is probably why there has never been a successful creation of a Dragonborn Hydrablood.
Rapid Regeneration
Level 3
As a bonus action you activate your Rapid Regeneration. You regain a number of hitpoints equal to half your Hydrablood level(rounded down) each round for a number of rounds equal to twice your proficiency bonus. This healing does not occur if you have taken fire damage since the previous turn.
You may use this ability once per long rest.
Second Head
Level 3
Whenever you take damage(that isn’t fire damage) your blood forms a long serpentine head may of blood that be used to perform one of the following actions:
As a bonus action your head’s vital energy can be absorbed back into you to regain 5 hit points. The head the disappears.
When you are hit the head bites an enemy within 5 feet of you as a reaction. This bite attack does 1d4 piercing damage. The head then then disappears.
The head can be used as a reaction to shield yourself from an attack increase your AC by 1. The head then disappears.
You may only have one blood head at a time.
When not in combat the head can be hidden with body but may be summoned again as a free action. The blood disappears when you take a long rest.
You gain proficiency in perception.
Hard to Kill
Level 3
You have advantage on death saving throws.
Third Head
Level 7
Whenever you take damage(that isn’t fire damage) your blood forms an additional head that be used to perform one of the following actions:
As a bonus action your head’s vital energy can be absorbed back into you to regain 5 hit points per head consumed.
When you are hit the head bites an enemy within 5 feet of you as a reaction. This bite attack does 1d4 piercing damage per head used. Any heads used disappear after this attack.
The head can be used as a reaction to shield yourself from an attack increase your AC by 1 per head used. Any heads used in this fashion disappear.
You may now have up to two blood heads.
Boosted Vitality
Level 7
Whenever you are healed you regain a number of additional hitpoints equal to you Con modifier. This ability does not work with your Rapid Regeneration ability or your blood heads.
Superior Life Energy
Level 10
You gain a second use of the Rapid Regeneration ability.
Your body is overflowing with life energy. This results in an extended lifespan. You age at a slower rate. For every 2 years that pass, your body ages only 1 year.
Fourth Head
Level 10
Whenever you take damage(that isn’t fire damage) your blood forms an additional head that be used to perform one of the following actions:
As a bonus action your heads’ vital energy can be absorbed back into you to regain 5 hit points per head consumed.
When you are hit the heads bite an enemy within 5 feet of you as a reaction. This bite attack does 1d4 piercing damage per head used. Any heads used disappear after this attack.
The heads can be used as a reaction to shield yourself from an attack increase your AC by 1 per head used. Any heads used in this fashion disappear.
You may now have up to three blood heads at once.
Fifth Head
Level 15
Whenever you take damage(that isn’t fire damage) your blood forms an additional head that be used to perform one of the following actions:
As a bonus action your heads’ vital energy can be absorbed back into you to regain 5 hit points per head consumed.
When you are hit the heads bite an enemy within 5 feet of you as a reaction. This bite attack does 1d4 piercing damage per head used. Any heads used disappear after this attack.
The heads can be used as a reaction to shield yourself from an attack increase your AC by 1 per head used. Any heads used in this fashion disappear.
You may now have up to four blood heads at once.
Supreme Regeneration
Level 18
Your Boosted Vitality skill now increases your bonus healing to twice your Constitution modifier. Your Constitution is increases by 2 as is your maximum Constitution. Your Boosted Vitality also now affects your Rapid Regeneration ability. The Boosted Vitality bonus to Rapid Regeneration is only equal to your Constitution modifier.
If you lose a body part, the missing part regrows and returns to full functionality after 1d6 + 1 days. This includes your head. This process is stopped if you take any fire damage.
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