Base Class: Blood Hunter
Order of the Living Weapon Blood Hunters are able to completely change the shape of their limbs and transform them into dangerous weapons. Their abilities go as far as even transforming their whole selfs into a weapon of immense magical power and destructive force. This subclass focusses on transforming into a unmoving weapon, granting buffs to the wielder of you and activate short lived powers of high intensity. The class provides not only fun combat mechanics but also interesing RP choices to be used by you and trusted allies of you. Will you be able to smite foes as an implement of justice and hunt the wretched abominations of this world or see yourself transform into an artifact of evil, misguided by evil doers and only valued for your power.
[No Blood Hunter is able to wield a Living Weapon effectively, effectively eliminating Blood Hunters as a choice for a wielder of such weapons]
Weapon Arsenal
Your body is able to consume weapons. When performing a long rest you may consume a weapon of your choice over the course of 2 hours of light activity. When you do, the consumed weapon becomes an option for your Weapon Transformation features. You may have 2 weapons consumed at the same. If you try to consume a 3rd weapon you may choose which 2 to keep as options and reject the 3rd. Once consumed you can expel any amount of weapons over the course of a long rest. You can also consume a shield at a time separate to your weapon arsenal. If you consume a second one, you may choose which one to keep as an option. When transforming into a one-handed weapon, you can also transform into a consumed shield at the same time and act as both.
If a weapon has the loading property or uses any ammunition at all, it no longer does so. If you fuse with a non-magical weapon that has special properties for example silvered, adamantine or mythril, you may keep the special properties, the same logic applies for magic weapons consumed. When you consume a non-magical weapon you can also reproduce it as if dual wielding a pair of it following the normal rules for dual wielding weapons. Equipment that you consume in this way does not weigh you down.
As mentioned later on, all modifiers applying to a weapon item are also applied to you as if you were the weapon when fully transformed. Any modifiers applying to a wielder, only function while partially transformed. If you consume a magical weapon that has any kind of special properties, you can keep the special properties and must attune to it, if required. You can also consume shields, staffs, wands and other similar items. If you consume a sentient magical item you are influenced by the personality of it in whatever way the DM sees fit but otherwise it goes into stasis unable to further interact with anyone.
After being fused, the weapons can take any form (length, color, shape, form) the character wishes as long as it does not break weapon attributes. Any weapon used in your Weapon Transformation feature is considered a magic item and any attacks made with consumed weapons are considered magical.
Weapon Transformation
You have the ability to utilise weapons consumed via your Weapon Arsenal class feature in two ways:
Partial Transformation:
As a bonus action, you can transform any part of your body into your consumed weapons provided by your Weapon Arsenal feature. You can transform your body back to normal as part of a bonus action. You can only transform your body into one weapon at a time except for when you transform into a pair of weapons for dual wielding or a shield combination.
If you use a weapon this way:
- It has the same properties (like finesse, One-Handed, light etc...) and uses the same damage dice as well as the same modifiers used for attacking and damaging another creature as part of an attack as the original weapon. You are proficient with any weapon you transform into.
- If it has the versatile property, it must still be used with both hands to deal damage with it's alternative weapon die value. If a weapon has the two-handed property it must be used with both hands or attacks are made at disadvantage.
- If you attack with a weapon that can be thrown it reappears immediately after the attack.
- Any chosen Fighting Style applies to your weapon as if you were wielding it.
- Your AC increases by 2 as if you were holding a shield. You can still use a shield and gain +4 AC in total.
Full Transformation:
As an action, you can completely transform your whole body into any weapon provided by your Weapon Arsenal feature. You can transform back into your humanoid form as part of an action. If you do so, you are incapacitated until the beginning of your next turn. When transforming into a complete weapon, your equipment is absorbed into your body and you lose all effects from defensive magical items affecting you until you transform back. You are able to manifest parts of your body for short bursts of times enabling a role playable weapon personality. As per partial transformation, you can only transform your body into one weapon at a time except for when you transform into a pair of weapons for dual wielding or a shield combination.
While in this state:
- Your walking speed is 0ft. and you cannot perform any type of action that requires a body. This includes spellcasting and other somatic or verbal requirements.
- Your senses work like normal, allowing you to perceive your surroundings with your usual vision.
- You can telepathically communicate with anyone that is touching you. Any creature spoken to can telepathically respond and vice versa. You can also telepathically communicate with anyone that opens a telepathic link with you. Otherwise you can use a short burst of manifestation to talk.
- Your AC equals 13 + your Constitution modifier + your proficiency bonus.
- If a creature makes an attack against you while not being wielded by another creature, you are considered paralyzed and prone. If you are attacked while being wielded by another creature, the attacker makes the attack at disadvantage.
- You have resistance to damage except psychic damage. You are vulnerable to psychic damage.
- In Combat you take your turn at the same time as your wielder. This means you are practically one spot before your wielder in the initiative order and all effects you apply that count for "the end of your turn" are extended until the end of your wielder's turn.
- Your chosen weapon has the same properties just like the Partial Transformation. When another creature makes an attack with you, you can add your proficiency modifier to the to attack roll of your wielder. When determining the damage you can add your Strength or Dexterity (for finesse weapons) modifier to the wielders damage roll.
- If you have properties of a throwing weapon you may immediately return to your wielder after an attack.
- Only Fighting Styles chosen by your wielder affect you in this form.
- Any worn magical items that improve you in your weapon form (e.g. magical weapons +1,2,3) apply to you even when fully transformed. Items like e.g. Bracers of Archery do not count as the wielder must use them to improve them to wield you. Activateable magical items like e.g. Bag of Beans cannot be activated while fully transformed.
- Any effect requiring a physical (strength, dexterity, constitution) Saving Throw will be determined by your wielder as their Saving Throw will count for the both of you.
Self-Rites
When activating a Crimson Rite you can choose yourself as suitable target when Partially or Fully Transformed by the Weapon Transformation feature. While Fully Transformed your Crimson Rites and other features function as if you were the one wielding the weapon.
Like with any weapon, only one Crimson Rite can be activated at a time on yourself. When activating a Crimson Rite or Amplifying a Blood Maledict you and your wielder both take the damage.
When Fully Transformed you can use your Blood Maledicts like normal.
Soul Tethering (Connection LVL 1)
You gain the ability to attune with your wielder. For this you need to trust each other on an intimate level. This attunement takes as much time and requires a free attunement slot of both wielder and weapon alike, just like a regular attunement would. The ritual for becoming attuned with your wielder can be interpreted a number of ways as determined by you, your wielder and the DM.
For you and your wielder to gain some benefits of the attunement you need not be Fully Transformed by your Weapon Transformation feature.
While attuned to a wielder you gain the following benefits:
- You and your wielder always know the rough direction and distance of each other as long as you both remain on the same plane of existence.
- You and your wielder can telepathically communicate with each other over a distance of up to your hemocraft (intelligence/wisdom) modifier*100ft.
- When your wielder attempts a Skill Check in which you are proficient in, you can take the help action as a bonus action to grant them a bonus equal to half of your bonus to that skill. Your wielder can only benefit from this effect when they are within telepathic connection range.
While fully transformed:
- When your attuned wielder successfully attacks a creature and rolls damage, they can use an additional weapon damage die of your weapon type when using you in your Fully transformed form.
- As a bonus action you can grant your wielder half of your walking speed, that you would have without the transformation, this turn.
Additionally you gain the ability to Soul Tether, combining the souls of you and your wielder for 1 minute as an action, which can be done a number of times equal to half your proficiency bonus (rounded down) per long rest. Only you can cancel this ability as a bonus action
While you and your wielder's souls are one, you gain the following benefits:
- Your weapon reach doubles as you grow larger.
- Your complete attack roll modifier (Strength or Dexterity with a finesse weapon + proficiency bonus) is added to your wielders attack rolls instead of just your proficiency bonus.
- You deal an additional Crimson Rite damage die when hitting a creature with an active Rite.
- As an action you can force your wielder to make an attack against a creature within weapon reach.
Synchronised Connection (Connection LVL 2)
While attuned to a wielder you gain additional benefits starting at this level:
- No matter your current state (Not-transformed, Partially or Fully Transformed), as a bonus action you can teleport within 5ft. of your wielder from a distance up to 100ft. This ability can be used a number of times equal to your proficiency modifier per long rest.
- You can perceive your surroundings through your own vision as well as your wielder's vision while fully transformed although while doing so you are blinded and deafened.
- While fully transformed, your wielder gains resistance to the damage type of your active Crimson Rite.
- As a bonus action you can add your full walking speed to that of your wielder instead of half.
While you and your wielder's souls are one via the Soul Tether feature, you gain the following additional benefits:
- Your proficiency bonus added to your wielders to hit attack roll is doubled.
- You deal an additional weapon damage die on hit, resulting in 2 additional damage dice total.
- You and your wielder's AC increase by 2. This bonus is counted separately from wearing a shield and therefore can stack for up to +4 AC.
- As an action you may grant your wielder the effects of the dodge action.
True Soul Entity (Connection LVL 3)
Your ability to attune with your wielder reaches its maximum potential. When you re-attune to your wielder whom you trust with your life, you cannot undo this binding. Both of you become a so called "True-Soul Entity": if one of you is killed off, both of you are. If one of you is resurrected, both of you are. Your Souls will be linked together for eternity. It's up to the players and DM to express this level of commitment.
For you and your wielder to gain some of the benefits of the attunement, you need not be Fully Transformed by your Weapon Transformation feature.
While attuned to a True-Soul wielder, you gain the following benefits:
- You and your wielder always know the exact location of each other while on the same plane of existence. If you are on different planes, you know which one the other is on.
- You and your wielder can now telepathically communicate while on the same plane of existence.
- When helping your wielder with a skill check, they can make the check at advantage.
- You can now teleport to your wielder as a bonus action if you are on the same plane of existence. (The number of uses is still restricted)
While you and your wielder's souls are one, you gain the following benefits:
- If your wielder makes an intelligence, wisdom or charisma saving throw, you can add half of your related saving throw (rounded down) to your wielders saving throw.
You also learn to use the Blood Curse of the Maddened Mind:
As a bonus action, you curse a creature that you can see within 30 feet of you, causing its mind to be filled with maddening thoughts and cravings for chaos. It must make an Intelligence Saving Throw or immediately use its reaction to make an attack against another random hostile creature. If no target is in range, the creature must use its movement to try to reach its target and then make the attack. If no target is in range even after moving it must attack itself.
Amplify. This curse lasts for 1 minute and uses the creature action for the turn. The cursed creature can make a Intelligence saving throw at the end of each of its turns, ending the curse on a success.
Infuse Emotion
Your own emotions are powerful enough to influence your wielder, granting them specific effects based on your choice. These effects are active while your are fully transformed and wielded by your partner. You may choose one emotion and are allowed to make this choice together with your partner.
Ravaging Insanity: While Fully Transformed, your wielder has resistance against all damage types but makes any Saving Throws against spells at disadvantage.
Tormented Anger: While Fully Transformed, whenever you roll your Hemocraft die, roll it twice and take the higher result. This affects both activation of Crimson Rites or Amplifying Blood Maledicts but also damage inflicted on other creatures. At level 20 you can always roll your Hemocraft die twice and choose which result to use. You and your wielders alignment reduces by 1 morality [Good --) Neutral --) Evil --) Malicious].
Empty Focus: While Fully Transformed, your wielder is immune to the Frightened and Charmed condition. Furthermore they have advantage on Strength and Dexterity Saving Throws but disadvantage on Skill Checks while wielding you.
Empty Focus
Empty Focus: While Fully Transformed, your wielder is immune to the Frightened and Charmed condition. Furthermore they have advantage on Strength and Dexterity Saving Throws but disadvantage on Skill Checks while wielding you.
Ravaging Insanity
Ravaging Insanity: While Fully Transformed, your wielder has resistance against all damage types but makes any Saving Throws against spells at disadvantage.
Tormented Anger
Tormented Anger: While Fully Transformed, whenever you roll your Hemocraft die, roll it twice and take the higher result. This affects both activation of Crimson Rites or Amplifying Blood Maledicts but also damage inflicted on other creatures. At level 20 you can always roll your Hemocraft die twice and choose which result to use. You and your wielders alignment reduces by 1 morality [Good --) Neutral --) Evil --) Malicious].
Soul Resonance
When Fully Transformed as part of a specific trigger, you send a huge portion of your life force into your wielder, increasing their power. This costs 50% of your current HP and can only be used with a True-Soul Entity once per long rest. Entering a Soul Resonance manifests depending on your weapon type and preference of your wielder. Choose two from the following options to learn.
Magic Jail: As a Bonus Action your wielder gains the benefits of the Dash action and has advantage on the next attack roll. If that attack hits a creature, both you and your wielder transport themselves with the attacked creature to another Demiplane of existence (This may look like the room or place you normally reside in while Fully Transformed) until the end of your next turn. While in this plane you and your wielder have resistance to all damage, overwriting your vulnerability to psychic damage and you deal an additional Crimson Rite and Weapon Damage Die when hitting the attacked creature. [While Soul Tether is active you deal 3 Weapon Damage Die and 3 Crimson Rite Die worth of damage with one Attack hit].
Witch Hunt: As a Reaction before beeing affected by magic (spell damage, forced saving throw...) you can ignore the effects of the magic and store it until the end of your next turn. In this time the next time your wielder successfully attacks that creature you can unleash the stored spell with as if it was cast on just a single target (AoE or Multiple targets reduced to the creature hit). If a Save DC is associated with the spell the creature automatically fails it when hit. A creature hit cannot cast use spellcasting until the start of your next turn. This feature cannot be countered by Counterspell or dispelled via Dispel Magic or Antimagic Field and only the Wish spell can stop this effect.
Darkmoon Harvest: As an Action you create a 45ft. sphere of magical darkness centered on you that moves with you. You and your wielder are not affected by the effects of this darkness and only light spells of level 8 or higher can affect this darkness. Any creature without darkvision is blinded as per the blinded condition. Any creature with darkvision or truesight can see the horrors that you and your wielder visibly appear to be and suffers 4d8 psychic damage when first entering and or starting its turn in the darkness. This effect lasts for 18 seconds or 3 rounds of combat and then ends at the end of your turn.
Darkmoon Harvest
When Fully Transformed as part of a specific trigger, you send a huge portion of your life force into your wielder, increasing their power. This costs 50% of your current HP and can only be used with a True-Soul Entity once per long rest. Entering a Soul Resonance manifests depending on your weapon type and preference of your wielder. Choose two from the following options to learn.
Darkmoon Harvest: As an Action you create a 45ft. sphere of magical darkness centered on you that moves with you. You and your wielder are not affected by the effects of this darkness and only light spells of level 8 or higher can affect this darkness. Any creature without darkvision is blinded as per the blinded condition. Any creature with darkvision or truesight can see the horrors that you and your wielder visibly appear to be and suffers 4d8 psychic damage when first entering and or starting its turn in the darkness. This effect lasts for 18 seconds or 3 rounds of combat and then ends at the end of your turn.
Magic Jail
When Fully Transformed as part of a specific trigger, you send a huge portion of your life force into your wielder, increasing their power. This costs 50% of your current HP and can only be used with a True-Soul Entity once per long rest. Entering a Soul Resonance manifests depending on your weapon type and preference of your wielder. Choose two from the following options to learn.
Magic Jail: As a Bonus Action your wielder gains the benefits of the Dash action and has advantage on the next attack roll. If that attack hits a creature, both you and your wielder transport themselves with the attacked creature to another Demiplane of existence (This may look like the room or place you normally reside in while Fully Transformed) until the end of your next turn. While in this plane you and your wielder have resistance to all damage, overwriting your vulnerability to psychic damage and you deal an additional Crimson Rite and Weapon Damage Die when hitting the attacked creature. [While Soul Tether is active you deal 3 Weapon Damage Die and 3 Crimson Rite Die worth of damage with one Attack hit].
Witch Hunt
When Fully Transformed as part of a specific trigger, you send a huge portion of your life force into your wielder, increasing their power. This costs 50% of your current HP and can only be used with a True-Soul Entity once per long rest. Entering a Soul Resonance manifests depending on your weapon type and preference of your wielder. Choose two from the following options to learn.
Witch Hunt: As a Reaction before beeing affected by magic (spell damage, forced saving throw...) you can ignore the effects of the magic and store it until the end of your next turn. In this time the next time your wielder successfully attacks that creature you can unleash the stored spell with as if it was cast on just a single target (AoE or Multiple targets reduced to the creature hit). If a Save DC is associated with the spell the creature automatically fails it when hit. A creature hit cannot cast use spellcasting until the start of your next turn. This feature cannot be countered by Counterspell or dispelled via Dispel Magic or Antimagic Field and only the Wish spell can stop this effect.
Previous Versions
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