Base Class: Blood Hunter (archived)
Arcane experimentation led to the Mutants, but it also led to this order; who use the horrors they fight to boost them up to fight bigger threats. Alchemy and other methods of twisting biology means you now have powers you didn't think you would, but you might look less then humanoid.
First Merge
You gain the benefits of creatures you fight, in a semi-generic manner
Beginning at 3rd level, you choose to alchemically merge a horror/creature with yourself. The creature must be within 1 size of you, but n smaller then you are. You gain an additional horror/creature at 11th level, and 18th level.
(You gain +3 Dexterity)
Magic Study
At 3rd level, you gain three 1st level Wizard spells (non-chosen unless DM specifies), and three Cantrips.
Step of Acidic Mist
Upon reaching 7th level, you gain the 2nd level Wizard spells Misty Step and Melf's Acid Arrow.
Second Merge
Beginning at 11th level, you merge a second creature with yourself.
(You gain +3 Constitution, and +1 Strength)
Body without Poisons
At 15th level, due to your body's new and complex systems, you have been made immune to toxins and venoms, ignoring their corroding effects. You gain immunity to poison damage and the poisoned condition.
Advanced Spell Craft
Upon reaching 15th level, you gain two 3rd level and one 4th level Wizard spells.
Third Merge
At 18th level, you merge with a third creature, gaining an additional hit die permanently in addition to the following:
(+2 Strength)
(+2 Armor Class)
Iron Body
Resistance to Slashing and Piercing damage
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