Base Class: Blood Hunter
The Order of Chimeras or the Order of Chimerologists is a small organization infamous for its methods and appearance. Students and members of this order take body parts of defeated monsters with them only to then try to sew them to themselves in an endless search for the perfect body. Sometimes, for the same purpose, they revive and combine the remnants of monsters, creating chimeras loyal to themselves. They embarked on the path of killing monsters solely for the sake of improving their bodies and in the process of improving their minds, so saving the world is less of a priority for them than their own scientific achievements.
Mutagencraft
When you choose this archetype at 3rd level, you learn to master forbidden alchemical formulas—known as mutagens—that can temporarily alter your mental and physical abilities.
As a bonus action, you consume a mutagen, whose effects and side effects last until you finish a short or long rest unless otherwise specified. While one or more mutagens are affecting you, you can use an action to focus and flush all mutagens from your system, ending their effects and side effects.
Mutagens are designed for the specific biology of the character who concocted them, and your mutagens have no effect on other creatures. They are also unstable by nature, losing their potency over time and becoming inert if not used before you finish your next short or long rest.
Mutagencraft
| Blood Hunter Level |
Mutagens Created |
Formulas Known |
|---|---|---|
| 3rd | 1 | 4 |
| 7th | 2 | 5 |
| 11th | 2 | 6 |
| 15th | 3 | 7 |
| 18th | 3 | 8 |
Formulas
The number of mutagens you can concoct when you finish a rest, and the number of formulas you know, increases as you gain levels in the blood hunter class, as shown on the Mutagencraft table above. Additionally, when you learn a new mutagen formula, you can replace one formula you already know with a new mutagen formula. You choose four mutagen formulas to learn from the options detailed at the end of this subclass description, and you can concoct one mutagen when you finish a short or long rest.
The first changes
When you reach 7th level, your body begins to adapt to toxins and venoms, ignoring their corrupting effects. You gain immunity to poison damage and the poisoned condition.
When you reach level 7, you get the opportunity to perform a mysterious ritual of chimerologists. It will allow you to attach to your body, instead of a lost limb, the limb of a monster or animal that you took part in killing and tracking. At this stage, sewing on additional limbs is impossible, as well as using a limb of a creature that is very different from you in size. It is also possible to sew on other external organs or attributes if they do not strongly contradict the nature of your race.
Brand of Axiom
At 11th level, your mutagenic hemocraft lets your Brand of Castigation reveal a foe’s true nature. Any illusion or invisibility in effect on a creature when you brand it ends, and the creature can’t benefit from invisibility or illusion effects while branded by you. If a creature branded by you is in an alternative form (by way of the polymorph spell, the Change Shape action or Shapechanger trait, the Wild Shape feature, and similar effects), it must succeed on a Wisdom saving throw or revert to its true form and be stunned until the end of your next turn. Whenever a branded creature attempts to alter its form, it must succeed on a Wisdom saving throw or have the attempt fail, and it is stunned until the end of your next turn.
The first pets
Now, having mastered the rituals of connecting parts of different organisms, you are ready to carry out these manipulations outside your body. You have the opportunity to create a dumb and small chimera consisting of selected and extracted pieces of monsters and small animals. All the characteristics of the resulting chimera must be determined by rolling a d10 die from the average characteristics of the creatures used.
Blood Curse of Corrosion
Starting at 15th level, your blood curse can infuse a creature’s body with terrible toxins. You gain the Blood Curse of Corrosion for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
The best creation
Upon reaching level 18, you will have the opportunity to perform a ritual to create the perfect chimera. It can be of any size, consist of any number of pieces and parts of anyone. This chimera can only exist in a single instance. After its creation, it receives the average characteristics between those creatures whose parts went to its creation and + 50% to them. In the event of the death of the chimerologist who created such a masterpiece, his consciousness is transferred to this individual with the preservation of half the levels.
Mutagens
The mutagens that are part of your hemocraft are presented in alphabetical order. You can learn a mutagen at the same time you meet its prerequisites.
Aether
Prerequisite: 11th level
You have a flying speed of 20 feet for 1 hour. However, you have disadvantage on Strength checks and Dexterity checks during this time.
Alluring
Your skin and voice become malleable, allowing you to enhance your appearance and presence. You have advantage on Charisma checks. However, you have disadvantage on initiative rolls.
Celerity
Your Dexterity score increases by 3, as does your maximum for that score. However, you have disadvantage on Wisdom saving throws. Your Dexterity score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.
Conversant
You have advantage on Intelligence checks. However, you have disadvantage on Wisdom checks.
Cruelty
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.
Deftness
You have advantage on Dexterity checks. However, you have disadvantage on Wisdom checks.
Embers
You have resistance to fire damage and vulnerability to cold damage.
Gelid
You have resistance to cold damage and vulnerability to fire damage.
Impermeable
You have resistance to piercing damage and vulnerability to slashing damage.
Mobility
You have immunity to the grappled and restrained conditions. However, you have disadvantage on Strength checks. At 11th level, you are also immune to the paralyzed condition.
Nighteye
You have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet. However, you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Percipient
You have advantage on Wisdom checks. However, you have disadvantage on Charisma checks.
Potency
Your Strength score increases by 3, as does your maximum for that score. However, you have disadvantage on Dexterity saving throws. Your Strength score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.
Precision
Prerequisite: 11th level
Your weapon attacks score a critical hit on a roll of 19 or 20. However, you have disadvantage on Strength saving throws.
Rapidity
Your speed increases by 10 feet. However, you have disadvantage on Intelligence checks. At 15th level, your speed increases by an additional 5 feet.
Reconstruction
Prerequisite: 7th level
For 1 hour, 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 regain hit points equal to your proficiency bonus. However, your speed is reduced by 10 feet during this time.
Sagacity
Your Intelligence score increases by 3, as does your maximum for that score. However, you have disadvantage on Charisma saving throws. Your Intelligence score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.
Shielded
You have resistance to slashing damage, and you have vulnerability to bludgeoning damage.
Unbreakable
You have resistance to bludgeoning damage, and you have vulnerability to piercing damage.
Vermillion
You gain an additional use of your Blood Maledict feature. However, you have disadvantage on death saving throws.
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