Blood Hunter
Base Class: Blood Hunter

Alchemists and experimenters, they use strange concoctions to alter their physiology to adapt to any situation.

Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

(Please add the Weapon Mastery Feat manually to your character sheet due to lack of support in DDB to implement this feature)

Mutagenic Formulae

You learn to create mutagens tailored to your physiology. When you finish a rest, you can prepare mutagenic mixtures listed in the concoction table below, which you can use to rapidly create a mutagen on demand from the recipes you know. You know the recipes for the number of different concoctions in the Concoction Table. When you gain a level in this class you can swap one recipe you know with a different recipe. When you gain this feature at 3rd level, choose 4 recipes to learn.  

As a bonus action, you can concoct and consume one mutagen gaining all of its effects. These last until you finish a short or long rest or you spend a bonus action to purge all mutagens from your system. If any other creature consumes one of your mutagens they are poisoned and take 2d10 poison damage at the end of each of their turns while they are under the effects of the mutagen. Creatures immune to being poisoned as immune to effects of mutagens.

Concoction Table

Blood Hunter
Level
mutagenic mixtures
Created
Recipes
Known
3rd 2 4
7th 3 5
11th 3 6
15th 4 7
18th 4 8
Acid Blood

When you take damage from a melee attack, the attacker takes 2d6 acid damage. However, whenever you regain hit points the amount you regain is reduced by half.

Alluring Pheromones

You have advantage on Persuasion and Deception checks, you have disadvantage on Stealth checks.

Amphibious

You gain a swim speed equal to your walking speed, and can breath underwater.

Big Brain

You have advantage on Intelligence checks, and disadvantage on Wisdom checks.

Cameleon

You have advantage on Stealth and Sleight of Hand checks, you have disadvantage on Charisma checks

Carapace

You gain a bonus to your armour class equal to your Constitution modifier, however, you cannot use your reaction.

Darkvision

You gain darkvision out to a range of 120 ft. However, you have disadvantage on Perception checks that rely on sight when you are in direct sunlight.

Frozen Skin

You have resistance to cold damage, and vulnerability to fire damage.

Heated Body

You have resistance to fire damage and vulnerability to cold damage.

Lithe

You have advantage on Dexterity checks, Dexterity saving throws, and Dexterity-based attack rolls, however, your Constitution score is reduced by 4.

Long Legs

Your Speed increases by 10 ft, and your jump distance is doubled. However, you have disadvantage on Strength saving throws.

Muscle Growth

You become Large, you have advantage on Strength checks, Strength saving throws, and Strength-based attack rolls. However, other creatures have advantage on attacks against you. 

Painkillers

You have resistance to bludgeoning, slashing, and piercing damage, however you have disadvantage on Wisdom and Intelligence checks and saving throws.

Regeneration

You regain hit points equal to your proficiency bonus at the start of each of your turns, however, you have disadvantage on attack rolls.

Slimy

You have immunity to the grappled and restrained conditions. However, you have disadvantage on Strength checks. 

Stimulant

You have advantage on Wisdom checks and Wisdom saving throws, but disadvantage on Intelligence checks and Intelligence saving throws.

Active Mutagens

Use this feature to toggle on/off the mutagens currently affecting you. When you activate a mutagen, you regain one use of your Blood Maledict feature.

Acid Blood

When you take damage from a melee attack, the attacker takes 2d6 acid damage. However, whenever you regain hit points the amount you regain is reduced by half.

Alluring Pheromones

You have advantage on Persuasion and Deception checks, you have disadvantage on Stealth checks.

Amphibious

You gain a swim speed equal to your walking speed, and can breath underwater.

Big Brain

You have advantage on Intelligence checks, and disadvantage on Wisdom checks.

Cameleon

You have advantage on Stealth and Sleight of Hand checks, you have disadvantage on Charisma checks

Carapace

You gain a bonus to your armour class equal to your Constitution modifier, however, you cannot use your reaction.

Darkvision

You gain darkvision out to a range of 120 ft. However, you have disadvantage on Perception checks that rely on sight when you are in direct sunlight.

Frozen Skin

You have resistance to cold damage, and vulnerability to fire damage.

Heated Body

You have resistance to fire damage and vulnerability to cold damage.

Lithe

You have advantage on Dexterity checks, Dexterity saving throws, and Dexterity-based attack rolls, however, your Constitution score is reduced by 4.

Long Legs

Your Speed increases by 10 ft, and your jump distance is doubled. However, you have disadvantage on Strength saving throws

Muscle Growth

You become Large, you have advantage on Strength checks, Strength saving throws, and Strength-based attack rolls. However, other creatures have advantage on attacks against you.

Painkillers

You have resistance to bludgeoning, slashing, and piercing damage, however you have disadvantage on Wisdom and Intelligence checks and saving throws.

Regeneration

You regain hit points equal to your proficiency bonus at the start of each of your turns, however, you have disadvantage on attack rolls.

Slimy

You have immunity to the grappled and restrained conditions. However, you have disadvantage on Strength checks.

Stimulant

You have advantage on Wisdom checks and Wisdom saving throws, but disadvantage on Intelligence checks and Intelligence saving throws.

Permanent Alteration

When you reach 7th level, your body begins to permanently adapt to your mutagens, you gain one of the permanent benefits below, you gain a second benefit at 15th level.

Enhanced Dexterity

requires Lithe

You gain +2 to your Dexterity and your Maximum Dexterity Score, you can Dash or Disengage as a Bonus Action.

Enhanced Intelligence

requires Big Brain

You gain +2 to your Intelligence and your Maximum Intelligence Score, you can take the Study action as a bonus action when you have successfully studied a creature, your Crimson Rite deals an extra die of damage against that creature.

Enhanced Strength

requires Muscle Growth

You gain +2 bonus to your Strength Score and your Maximum Strength Score, and you can make one attack with a melee weapon as a bonus action.

Enhanced Wisdom

requires Stimulant

You gain +2 bonus to your Wisdom Score and your Maximum Wisdom Score, you have advantage on Initiative checks.

Toxin Tolerance

You gain resistance to poison damage and immunity to being poisoned, this does not affect your ability to use your mutagens. In addition, each time you consume a mutagen you gain temporary hit points equal to three times your Bloodhunter level.

Toxin Brand

At 11th level, your mutagenic hemocraft lets your Brand of Castigation corrupt a creature's nature. When a creature is affected by your Brand of Castigation, they are poisoned and at the start of each of their turns they must make a Constitution saving throw or take 4d6 necrotic damage. If the target is not in its true form it is forced to revert to its true form if it fails the Consitution saving throw.

In addition, you can expend a use of your Blood Maledict feature to use your Brand of Castigation.

Extra Appendage.

Starting at 15th level, your mutations progress causing you to grow an additional appendage, you decide what this appendage looks like (it might be a tentacle, arm, or tail). This appendage can be used to make Unarmed Strikes including Shove and Grapple options, or can hold an item up to 20 pounds, but it is not precise enough to wield a weapon, or activate magic items. You can make one additional attack as part of the Attack action using this new appendage.

Internalized Mutation

At 18th level, your body has adapted to produce mutagens naturally in a moment of need. As a bonus action, choose one mutagen currently affecting you. Its effects and side effects end, and you can immediately have a mutagen you know the formula for take effect in its place.

You cannot use this feature if you are currently under the effect of 3 or more mutagens.

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