Base Class: Blood Hunter
Enemies of the Unknown
Every denizen of the material plane knows about the horrid Aberrations. Beholders, Mind Flayers, and other creatures are feared by all but the bravest (or stupidest) humanoids. Those who, in an attempt to better understand the aberration's weaknesses, warp their own bodies and minds with the alien influence of the Far Realm, gaining unfathomable powers. These souls are sought out by the Order of the Eldritch, to assist in the safeguarding of their world from unknowable horrors.
Alien Influence
When you join this order at 3rd level, the influence of an aberration warps your body and mind, giving you incredible power. Choose between Aboleth, Beholder, Mind Flayer, Slaad, and Star Spawn. Your choice augments some of your order features. In addition, you can speak, read, and write Deep Speech. Additionally, your Hunter's Bane also applies to Abberations
Warped Maledict
At 3rd level, Your aberrant sorcery can be used to conjure additional effects from your Blood Curses. When you amplify a Blood Curse, you can choose to roll another Hemocraft Die and lose a number of hit points equal to half the total, rounded down (Minimum of 1) and Warp it. A Warped Blood Curse gains an additional affect determined by your Alien Influence with a spell save DC equal to your Hemocraft modifier. When a creature fails a saving throw for one of your amplified blood curses the effect that you choose also applies.
Aboleth
A spectral tentacle appears from a watery portal in the target's space and wraps around it. The target's speed is reduced to 0 until the beginning of your next turn
Beholder
A spectral eyestalk appears on your person and shoots a beam at the target. The target takes force damage equal to your Hemocraft Die + your Intelligence modifier.
Mind Flayer
You reach out with your psionic powers to terrify the target. The target is Frightened of you until the end of your next turn.
Slaad
A spectral Slaad Tadpole bursts from the target's chest, wracking them with pain, causing it to fall prone.
Star Spawn
Spectral Star Spawn larva crawl from your body to bite and sting the target. The target is Poisoned until the beginning of your next turn.
Aberrant Fortitude
Beginning at 7th level, your warped mind and body are able to resist certain effects that ruins the mind, such as a Mind Flayers Mind Blast or Aboleth's Psychic Drain. When you are subjected to an effect that allows you to make a Intelligence saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Additionally, your warped body provides your with advantages on saves done by monsters under the category of Abberations. It also provides you with inherent psychic Resistance
Brand of Alien Affliction
Beginning at 11th level, your Brand of Castigation sears the mind as well as the body, scarring their minds to be afflicted with a madness when they even glimpse at you. The target has disadvantage on all attacks against you.
Blood Curse of the Shattered Psyche
At 15th level, your otherworldly magic can bring madness to even one's own blood. You gain the Blood Curse of the Shattered Psyche for your Blood Maledict feature. This doesn't count against your number of blood curses known.
Blood Curse of the Shattered Psyche
As a bonus action, you inflict upon the target extreme mental anguish, doubling it over in pain. The target must succeed on Wisdom saving throw or be cursed until the beginning of your next turn. While cursed in this way, the target must choose whether it gets a move, an action, or a bonus action; it gets only one of the three.
Amplify. The target becomes incapacitated on a failed save
Eldritch Mutation
When you reach 18th level, your body is warped by the energies of aberrant beings, giving you supernatural abilities. You gain benefits depending of your Alien Influence.
Aboleth
Your skin now secretes a slimy and infectious mucous. You gain the ability to breathe underwater, gain a swim speed equal to your walking speed and also for any creature that hits you with a melee attack, attackers will get hit with the mucus causing 2d8 acid damage.
Beholder
A third eye grows somewhere on your body. You gain true sight of 30ft Additionally, you take the attack action you can shoot a beam from your third eye. Causing the target to be paralyzed with fear. Target one creature in 30ft. They make a wisdom save equal to your Hemocraft modifier. On a failure the creature takes 4d6 psychic damage and is paralyzed until the end of there turn
Mind Flayer
Your brain increases in power, giving you psionic abilities. You have telepathy with a range of 30 ft. and you can cast Levitate (targeting only yourself) at will.
Additionally, you are able to use the Mind Flayer's Mind Blast feature. You are able to emit a blast of Psychic energy in a 30ft cone. Each creature in the area must succeed an Intelligence Saving Throw equal to your hemocraft die and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The ability can only be used once per long rest
Slaad
Your weapons are coated with the Chaos Phage, when your weapon attack strikes a creature, they must succeed a Constitution saving throw equal to your Hemocraft Die. If failed, the creature is unable to regain hit points unless a greater restoration spell is casted upon the affected creature. You can use this ability equal to your proficiency bonus and regain all expended uses after a long rest.
Your skin also becomes much malleable. Whenever you are below half HP at the start of your next turn. You can regain 10 hp until you regain more then half. When you have regained up to 50 hp with this ability. You lose your ability to regenerate. You must take a long rest for your cells to properly regenerate
Star Spawn
Your body becomes afflicted with the Cosmic energies of the Prime Material Plane. You are able to shoot out a beam of cosmic energies as an action with the same effects as the Disintegration Spell within 60ft of range. A creature hit by this feature must make a save equal to the Hemocraft Die. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points.
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.
They are only allowed one use of this feature per long rest
You can also move through other creatures and objects as if they were difficult terrain, and its movement doesn't provoke opportunity attacks. Each creature it moves through takes 5 (1d10) psychic damage; no creature can take this damage more than once per turn. You take 5(1d10) damage if you end your movement within an object.
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