Base Class: Blood Hunter
The Order of the Assimilator pushes its practitioners to the absolute limit on the path of understanding the darkest creatures in the multiverse. These blood hunters are able to intimately bind themselves to their prey through hemocraft and gain powers similar to those that they strive to destroy. Tying themselves to pseudo-natural physiology can grant advantages and a deeper understand of their foes, but it comes at a cost. The unnatural essence of linking one's blood to monsters can quickly corrupt and destroy those who choose to walk this path. However, the risk can be worth the reward, it becomes far easier to take down a foe when you are using its own strengths against it.
Rapid Assimilation
When you join this order at 3rd level, you gain the ability to temporarily absorb aspects of a foe whose blood you have touched. After damaging a creature with a weapon that has an active rite or while you have a blood curse active on that creature, you can use your reaction to learn the following things about them:
- You immediately learn if the creature has higher ability scores than you and which ones they are. Ex: If the creature has a higher Strength and Dexterity score, you learn that they are higher without learning the specific number.
- You learn if it has any damage resistances, damage immunities, condition immunities, and vulnerabilities.
- You learn if it has any abilities that requires a recharge and the description of that feature.
As a part of the same reaction, you can choose to adopt some of the creature's features for 1 minute or until you assimilate another creature. If you do so, then roll your hemocraft die and take necrotic damage equal to the amount rolled. You can choose two of the learned aspects to adopt. Your appearance changes to reflect the enhanced traits. Ex: You can choose to take on the Strength score and fire resistance of a powerful fiend. While these traits are active, your muscles swell and your skin turns red.
Additionally, you also learn the recharge ability of this creature and can use it as if you were the creature that naturally has access to this power. You must still roll to recharge this ability every turn to continue using it. All of the properties of the recharge ability remain the same with one exception. The saving throw of the recharge ability becomes your Hemocraft Save DC.
Intimately Bound
Starting at 3rd level, you learn the Rite of the Oracle as part of your Crimson Rite feature.
While you have a creature’s abilities absorbed by your Assimilation ability, you have advantage on any Wisdom (Insight) check made against that creature and can treat them as if they are under the effects of the Detect Thoughts spell.
Additionally, you gain the Blood Curse of Binding for your Blood Maledict feature. You can use this blood curse an additional number of times equal to your proficiency bonus. This does not count against your number of blood curses known.
Blood Curse of Binding
As a bonus action, you attempt to bind a Large or smaller creature you can see within 30 feet of you, which must make a Strength saving throw. On a failure, the cursed creature’s speed is reduced to 0 and it can’t use reactions until the end of your next turn.
Amplify. This curse lasts for 1 minute and can affect any creature regardless of size. The cursed creature can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success.
Brand of the Rejoinder
Starting at 7th level, your Brand of Castigation inflicts torment against those who would attempt to breach your mystical defenses. Whenever you succeed on a saving throw against an ability or spell of a branded creature, that creature takes psychic damage equal to a roll of your hemocraft die.
Additionally, if you fail a saving throw versus an ability or spell of a branded creature, you can use your reaction to choose to succeed instead. If you do, roll a hemocraft die and take necrotic damage equal to the roll. If you succeed this way, the branded creature does not take psychic damage from this ability.
Sustained Assimilation
Upon reaching 11th level, you can choose to enhance your Assimilation trait by sacrificing a greater portion of your vitality. Whenever you utilize your reaction to bind yourself to a creature, you can choose to roll two hemocraft die and take necrotic damage equal to the amount rolled instead. If you do so, your Rapid Assimilation lasts for 10 minutes and you can choose three aspects to adopt.
Blood Curse of the Enjoiner
At 15th level, you hone your hemocraft to hinder the magical capabilities of monsters. You gain the Blood Curse of the Enjoiner for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Enjoiner
As a bonus action, you choose one creature you can see within 30 feet of your location. For the next minute, that creature takes additional psychic damage equal to a roll of your hemocraft die whenever they try to cast a spell or are concentrating on a spell and are struck by a weapon that has an active rite that you are wielding.
Amplify. That creature makes all concentration checks and ability recharge rolls with disadvantage for the duration of the curse.
Prolonged Assimilation
Upon reaching 18th level, you can choose to enhance your Rapid Assimilation trait further by sacrificing a greater portion of your vitality. Whenever you utilize your reaction to bind yourself to a creature, you can choose to roll three hemocraft die and take necrotic damage equal to the amount rolled instead. If you do so, your Rapid Assimilation lasts for 1 hour, you can choose four aspects to adopt, and you make all recharge rolls with advantage.
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