Base Class: Blood Hunter
Cyborg robo-hunter.
Cybernetic Eye
When you choose this archetype at 3rd level, you are implanted with an advanced cybernetic eye. You have advantage on Wisdom (Perception) checks that rely on sight.
Cybernetic Arm
At 3rd level, you also have your dominant arm replaced by a top-of-the-line robotic arm, which is one of three makes: the TactiLink-brand Haymaker, the Psycho-brand Anymol(pronounced as animal), and the Cuivron-brand Neurosurgeon.
If you want to change the make of your arm, you can purchase a different variety from the above options or something else the DM deems appropriate. The Haymaker, Anymol, and Neurosurgeon all cost 150,000gp. It costs 1,000gp to hire a professional cyberneticist to replace the arm.
The Anymol
The viciously rich crimson of this Psycho-brand piece of tech perfectly matches its sharp claws and elbow blades. These numerous elements of the arm grant you several benefits:
- You gain expertise in Intimidation. The fearsome appearance of your bloody-looking arm help you to exert your forceful personality on others.
- Your unarmed strikes deal 1d10 [damage]Slashing[/damage] or [damage]Piercing[/damage] damage (your choice)
- You may use a bonus action to convert some of your vitality into a powerfully corrosive substance coating your claws. Lower you maximum hit points by one of any dice size. For the next minute, your unarmed strikes deal an additional die of [damage]Acid[/damage] damage, of one size lower than the size you chose to lose HP of.
- Whenever you make an unarmed strike, your sharp elbow and upper arm blades allow you to make an additional attack, dealing 1d4 Slashing damage, no modifiers, on a hit.
- Your sharp claws are adept at sinking into the flesh of other creatures. You have advantage on ability checks made to Grapple other creatures.
- Your claws also have thin channels along them that pull the lifeblood of other creatures to you. When you drop a creature to zero hit points, you gain 2d4 temporary hit points.
The Haymaker
If you select TactiLink's Haymaker robotic arm, you gain a series of benefits to accompany the gleaming and muscular bronze-coated arm:
- You add 1d4 to all Strength checks, attack rolls, and saving throws.
- Your carrying capacity is doubled, the range you can throw objects is doubled, and you ignore Strength restrictions for using items such as armor.
- Single-handed melee weapons you wield and unarmed strikes deal an additional 3 damage.
- You are able to punch hard enough to break bone. You can make a damageless unarmed strike in order to attempt to do so. If you do, the target makes a Constitution saving throw, with a DC equal to ten less than the attack roll. On a failure, roll a d4. On a 1, you cracked or broke some of their ribs. Whenever they take weapon damage, they take 1d10 Necrotic damage. On a 2 on the d4, you broke an important leg bone of the target's. Its walking speed is halved and its swim speed becomes 5 if it was previously higher. If the creature takes fall damage, it takes an additional 3d10 Necrotic damage. On a 3 on the d4, the creature broke an arm. It cannot wield two-handed weapons and it cannot hold items in that hand. It cannot perform somatic components, and it takes 1d4 Necrotic damage any time it moves at least a foot. On a 4 on the d4, you break the creature's spine. It can no longer move and cannot feel its lower body whatsoever. If the creature continues to participate in combat actions, a DC 30 Medicine check is needed by a trained professional to repair the permanent spinal damage. If they cease to act in combat upon the fracture, this DC is lowered to 25. If aid is administered within ten minutes, it is further lowered to 20. If a creature with a broken limb moves that limb at least 1 foot, they take 1d8 Necrotic damage for every five feet (minimum 1d8)
The Neurosurgeon
If you select the Cuivron-branded Neurosurgeon cybernetic arm, the light, silvern, ultra-high precision appendage grants you the following benefits:
- You add 1d4 to all Dexterity checks, attack rolls, and saving throws.
- You gain a +5 bonus to all Thieves' Tools and Artisan Tools checks.
- You gain a +4 bonus to ranged attack rolls.
- You are able to manoeuvre your hand and arm with nanometer-level precision. Your arm comes pre-loaded with the muscle memory necessary to make you a trained medical professional. You gain proficiency with the Medicine skill, and make all medicine checks with advantage.
- You cannot be prevented from performing somatic components for spells.
- You ignore the Loading property on all weapons.
- Items cannot be removed from your grasp, even by magic.
Cybernetic Legs
At 7th level, your speed increases by 10 feet, and you add 10 feet to your long jump distance and 3 feet to your high jump distance.
Cybernetic Viscera
At 11th level, you have replaced many of your internal organs with cyborg enhancements. You have advantage on saving throws to resist poison and gain resistance to poison damage.
Callous
Starting at 15th level, you have begun to lose touch with the thoughts and feelings of your fellow beings. You are immune to the charmed and frightened conditions. In addition, without the haze of emotion blocking your sight, you see the intents of others clearly and easily. You gain proficiency in the Insight skill. Finally, your mind becomes encased, whether metaphorically or literally is difficult to discern, in a metallic shield defending you from psychic attacks. You become resistant to [damage]Psychic[/damage] damage.
Blood Curse of the Blackout
At 18th level, you have mastered control of cybernetics, both yours and others. You gain the Blood Curse of the Howl for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Blackout
As an action, you unleash a powerful electromagnetic pulse from your cybernetic arm. Each organic (non-construct) creature within 30 feet of you must succeed on a Constitution saving throw or become stunned until the end of your next turn and take 3d4 Force damage. A creature that succeeds on its saving throw is not stunned and takes half damage. Electronic devices and creatures, as well as constructs, make an Intelligence saving throw. On a failed save, they drop immediately to zero hit points. On a successful save, they take 6d4 Thunder damage.
You can choose any number of creatures you can see to be unaffected by the blackout.
Amplify. The range of this curse increases to 60 feet, and the Intelligence saving throws are made with disadvantage.
Activating a Blood Curse requires a use of your Blood Maledict feature.
Blood Curse of the Blackout
As an action, you unleash a powerful electromagnetic pulse from your cybernetic arm. Each organic (non-construct) creature within 30 feet of you must succeed on a Constitution saving throw or become stunned until the end of your next turn and take 3d4 Force damage. A creature that succeeds on its saving throw is not stunned and takes half damage. Electronic devices and creatures, as well as constructs, make an Intelligence saving throw. On a failed save, they drop immediately to zero hit points. On a successful save, they take 6d4 Thunder damage.
You can choose any number of creatures you can see to be unaffected by the blackout.
Amplify. The range of this curse increases to 60 feet, and the Intelligence saving throws are made with disadvantage.
Activating a Blood Curse requires a use of your Blood Maledict feature.
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