Blood Hunter
Base Class: Blood Hunter

Order of the Shifter are an unusual type of Blood Hunter's that are adept in changing their very form, disregarding weapons made of steel to transform their own flesh, blood and bones into their ideal weapons. Theorized to originate from an powerful wizard who sought to change their own flesh and blood, people in this order are capable of primarily changing their arms and legs to various forms despite the pain inflicted as a result, offering a variety of weapons - However, it's still unclear if this is a result of magic, some influence of the Feywilds, the popular wizard-theory or even ancient viruses that ended up being beneficial. Whatever the cause is, they are typically disregarded by most Official Magical Studies as dangerous people.

Level 3: First Stage: Shifter's Weapons

With your blood awakening to it's true potential, you can feel the flesh of your arms, the stiffness of your bones finally give way to change. At Level 3, when you use your Crimson Rites to transform your arms into two weapons, starting off with two options with more at certain levels: Phalanx Claws and Radius Blade at Level 3, then the Cervical Whip and the Axillary Tendrils at Level 11, then finally Carpus Hammers and Clavicle Shields at Level 15. On top of this, at level 11, the weapons will gain the ability to be Amplified for certain additional effects.

Transforming your arms back to normal is possible whenever and you can currently only have one Shifter weapon at a time. These weapons can also gain the benefits from Crimson Rites. Once per Long Rest, you'll be able to change your Shifter Weapons selection as well.

Axillary Tendrils

Instead of using bones and blood to form the weapon, the body takes the very things that causes you pain as they grow in a crimson mass across your arms, veins twirling about like snakes now formed on the globs of flesh and blood that was once your hands. With this weapon, you have a reach of 30ft and deal 2d4 Bludgeoning Damage + Strength Modifier.

As a Bonus Action, when you attack a single enemy, tendrils will shoot out in a 30ft Radius around the enemy to latch onto nearby enemies or movable objects that is medium size or smaller. If another enemy or more is touched, they must make a Str Saving Throw or be pulled directly into the main target, dealing 2d12 Bludgeoning Damage to anyone who failed - On a successful save, the additional enemies are unaffected.

The DC for the Group-Pull move is your Hemocraft DC.

Amplified Effect: When hitting a target, you can use the Amplify effect to make the Bonus Action be delayed until the Target's next turn to fester and grow. At the start of their next turn, the effects are strong enough to pull in heavier objects that is large or smaller such as crates, bed frames, etc. The damage is also an additional 1d12 Bludgeoning.

Carpus Hammers

The mass at your fist hardens and grows before spreading up your forearm, the weight growing more and more until they form into fists of immense weight and strength. With Carpus Hammers, you deal 3d6 Bludgeoning Damage + Str Modifier, but your movement speed is halved.

As a Bonus Action on a successful hit against an opponent that is large or smaller, the enemy must make a Str Save against your Hemocraft DC or be knocked prone. When attacking an prone enemy with these weapons, deal an additional 1d6 Damage Die.

Amplified Effect: When amplified, the target must make the Str Save against your Bonus Action with Disadvantage if it's medium sized or smaller. On top of that, if amplified against a target that is already prone, you can use a Free Action once per turn instead to make large spikes suddenly shoot out of the ground around you in a 20ft Radius when you strike the Prone Target, dealing an additional 1d6 Piercing to the original target and 3d6 Piercing to anyone else within the area if they fail a Dex Save against your Hemocraft DC.

Cervical Whip

Forming a spine-like appendage within your hollowed-out and transformed arm, a whip with the spikes being as sharp as blades is formed. With this weapon, you have a reach of 60ft and deal 2d6 Piercing Damage + Dex Modifier as additional damage. With the Cervical Whip, you can also use a Bonus Action for two options once you struck an enemy - You can choose to force the enemy closer to you as you pull them 20ft closer to you and fall prone if it fails the Pull DC, potentially forcing them to fall from high heights under such conditions - Yet if they succeed on the DC, they are instead only pulled 5ft and remain un-prone.

With the other option, you can also use a Bonus Action to attempt to bind them when the User deals damage with the weapon, forcing them to make a Dexterity Saving Throw. If they fail, they are Grappled and take 2d8 Piercing Damage at the start of their turn while grappled by the Cervical Whip until they break free from the Grappled Condition.

The DC check for both variants will be the User's Hemocraft DC.

Amplified Effects: When amplified, tugging an enemy will pull them 30ft closer on a success and take an additional 1d6 Piercing Damage, while a fail pulls them 10ft closer and deal half damage. Amplifying an Entangle will also force the target to drop any weapons they may have equipped before entangling them and unable to pick them back up until they break free.

Clavicle Shields

The bones within your arms suddenly extends outward as they harden, blood coating them with a magical presence - And soon enough, two make-shift barriers of bone and blood have developed. With Clavicle Shields, you gain +2 AC while using this and have 1d6 Bludgeoning with half of your AC as bonus damage instead. You also gain resistance against Ranged Attacks, physical or magical, while using Clavicle Shields.

When an enemy attacks you with a melee attack, you can use a reaction action to 'counter'. In order to succeed, you must roll an Attack Roll with half of your AC used instead of a Stat Modifier. If you succeed, take no damage from the attack and deal 2d6 Bludgeoning against the enemy, as well as return half of the damage from the enemy's attack back to them.

Amplified Effects: When amplified, the damage die is increased to 2d6 and the enemy must make a Con Save against your Hemocraft DC or be Stunned. If you successfully 'counter' an enemy attack and amplify that instead, you gain resistance to the first/primary damage type until the end of your next turn. Spells are not counted unless they were Melee Spell Attacks or ones that require contact, such as Shocking Grasps.

Phalanx Claws

Both of your hands are transformed into vicious claws extending from your finger and with blood-like crystals coating your hands, having a reach of 5ft and deals 1d6 Slashing + Dex Modifier as additional damage. As a Bonus Action, you can use half of your movement speed to pounce at an enemy for 1d4 Damage + Dex Mod with your claws. The Pounce range is the movement speed applied times your Dex Modifier.

The Damage Die for the Phalanx Claws will go up at Lvl 7 {2d6, Pounce increases to 2d4}.

Amplified Effects - Level 11: When using your Pounce against a target, the target must make a Dex Save against your Hemocraft DC. On a fail, the target takes an additional 1d6 Damage and, if it's a size larger than you, the User can choose to Mount them as well. Lasting for ten turns/one minute, the User while mounting on the target can behave as normal and temporarily be out of the current target's range, but can do an additional attack on the mounted target each time they move 10ft during their turn. The target can make another Save roll at the end of it's turn - On a success, the User is thrown off.

Radius Blade

One of your arms completely transform into a bone-blade that goes all the way from your shoulder to what was once your hand with only blood-like crystals running along the back-side of it. With this, you have a reach of 5ft and deal 1d10 Slashing + Strength Modifier as additional damage. As a Special action after attacking an enemy, you can also harm any enemies within 10ft of the original target sides and deal half the damage dealt to the original target once per turn.

The Damage Die for the Radius Blade will go up at Lvl 7 {2d10}.

Amplified Effects - Level 11: When amplified, any damage dealt to the main target will also be translated as Temporary Hit Points for the User. If the Sweep attack is also used with the Amplify Effects, use the Damage Die and pick whichever result deals the most damage.

Biological Improvements

When you pick this Order at Level 3, your body feels enhanced as it adapts to your new powers. Gain Resistance to Poison and Advantage on Perception {Wisdom} when you're searching for a wounded person or creature. Along with all of that, you grow more familiar with fighting barehanded, making your Unarmed Strikes now deal 1d6 Damage with a choice for either Str or Dex as the modifier.

Unarmed Strike: Dexterity

You grow more familiar with fighting barehanded, making your Unarmed Strikes now deal 1d6 Damage with Dex as the modifier.

Unarmed Strike: Strength

You grow more familiar with fighting barehanded, making your Unarmed Strikes now deal 1d6 Damage with Str as the modifier.

Level 7: Cruel Adaptation

Upon reaching Level 7, your body adapts in an attempt to keep up with your new powers by offering a way to heal... Albeit a lot more questionable. Once you reach this level, you'll can recover HP by eating Raw Meat from your enemies corpses. Whenever it's humanoid-like or monster-like, the source doesn't matter - Only the bio-mass.

As a Free Action once per your turn and near a recently-deceased corpse, you can absorb a good chunk of mass from the corpse and recover 2d10 + Con Modifier back - Just be mindful on using this around other people, along with the fact that you can only do this once on each fresh corpse. At Level 15, the recovery die is increased to 4d10 + Con Modifier.

On top of the means to regenerate, your body also improves itself in terms of movement, gaining 15 Walking Speed and giving you Climbing Speed equal to your Walking Speed, as well as Immunity to Diseases as a result from your new consumption ability.

Level 11: Second Stage: Amplify

At Level 11, a sharp pain courses through your whole being as your powers requires more mass, taking another step towards a stronger stage.. And the knowledge of new weapon form's floods your mind as a result. At this level, gain the Cervical Whip and the Axillary Tendrils for your Shifter Weapon Options, as well as the ability to Amplify your Shifter Weapons for additional effects.

In addition to these new weapons, you adapt to any unnatural resistances to physical wounds. Your Shifter Weapons can now have their damage change to either Necrotic or Force.

Level 15: Third Stage: Adapt

At Level 15, the density of your arms becomes intense and hardened, developing into two more Shifter Weapons - Carpus Hammers and Clavicle Shields. Along with the new Shifter Weapons, your Consumption ability is improved, increasing the recovery die to 4d10.

In addition, the User can select one of the two options.

Merciless Consumption: Blood, organs, bones - Consume every part of your target until they become a part of you. By selecting this option, your Cruel Consumption has evolved into Merciless Consumption. You can now attempt to consume a living target as an action three times per long rest - When you use a charge, roll the 5d10. If the number is higher than the target's remaining HP, tendrils of blood covers the target and coverts them into biomass, restoring you for both the number you rolled and half the Hit Points they had left. The User may also attempt it as a stealth action to silently consume a living target.

On top of that, the User can also transform into the creature they absorbed if they are humanoid. While the User stats and HP remains the same, you gain one of the actions they may have by DM's choice {Dragonborn's breath, Owlin's flight, etc}, their voice and their memories. This transformation lasts for an hour and the transformation charges matches with your PB per long rest. You can only have one transformation form at a time - If you consume another target, the new one replaces the old one entirely.

Relentless Hunt:

Never let your target escape, no matter how fast they run. By selecting this option, the User gains 15ft additional Walking Speed and Climbing Speed equal to the total amount. In addition, the User can also target a specific opponent they can see within 60ft and mark them with a Blood Mark with a Bonus Action, the charges is half of the User's PB and regains them on long rests. If a target fails an Wis or Int Save {DM's choice} against your Hemocraft DC and has a Blood Mark, you'll always know where the target is within a 600ft range and the Mark can only be removed by Remove Curse or until the User takes a long rest. In combat, the user gains Advantage against the Target and can deal an additional 2d6 Necrotic Damage.

Once the target dies, you can gain an important memory that the DM chooses if you consume their biomass and cast a Blood Mark onto someone else as a Bonus Action after consumption.

Merciless Consumption

Blood, organs, bones - Consume every part of your target until they become a part of you. Your Cruel Consumption has evolved into Merciless Consumption. You can now attempt to consume a living target as an action with three charges per long rest - If their HP is at 30% or less, roll the 4d10. If the number is higher than the target's remaining HP, tendrils of blood covers the target and coverts them into biomass, restoring you for both the number you rolled and half the Hit Points they had left. The User may also attempt it as a stealth action to silently consume a living target.

On top of that, the User can also transform into the creature they absorbed if they are humanoid. While the User stats and HP remains the same, you gain one of the actions they may have by DM's choice {Dragonborn's breath, Owlin's flight, etc}, their voice and their memories. This transformation lasts for an hour and the transformation charges matches with half of the User's PB per long rest. You can only have one transformation form at a time - If you consume another target, the new one replaces the old one entirely.

Relentless Hunt

Never let your target escape, no matter how fast they run. By selecting this option, the User gains 15ft additional Walking Speed and Climbing Speed equal to the total amount. In addition, the User can also target a specific opponent they can see within 60ft and mark them with a Blood Mark with a Bonus Action, the charges is half of the User's PB and regains them on long rests. If a target fails an Wis or Int Save {DM's choice} against your Hemocraft DC and has a Blood Mark, you'll always know where the target is within a 600ft range and the Mark can only be removed by Remove Curse. In combat, the user gains Advantage against the Target and can deal an additional 2d6 Necrotic Damage.

Once the target dies, you can gain an important memory that the DM chooses if you consume their biomass and cast a Blood Mark onto someone else as a Bonus Action after consumption.

Level 18: Final Stage: Evolution

At Level 18, you've attained mastery over your powers and can transform your entire body to something that few could achieve. At this level, you can turn into your Evolved Form once per day - In this form, you develop hardened skin that mimics bone-like armour, jagged blood spikes along your body, etc. While in this form for 10 Rounds/One Minute, apply your Proficiency Bonus to your current AC and gain Resistance to Slashing, Piercing and Bludgeoning.

On top of that, you gain Evolved Strikes while in this form - Unarmed strikes that are capable of ignoring any resistances, natural or magical, that deals 4d8 Bludgeoning + Str/Dex Modifier. Evolved Strikes can use regular Actions and Bonus Actions as a means to attack an opponent, but are unable to use any of the Shifter Weapons in this form. Bonus Actions will result with two extra Evolved Strikes instead of one.

As a Reaction Action while in this form, you can grab any Ranged Projectile, magical or not, and throw them back at the Opponent, thus sending the damage back at them.

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