Base Class: Blood Hunter
The newest of all orders, composed of ambitious individuals, has learned to renounce its own humanity, merging its existence with another supernatural being, like a parasite. After a branch of the Order of Lycanthropes discovered the supernatural powers of beings nicknamed Symbiotes (or "Slimes," as they are popularly known), amorphous creatures from an unknown plane that bond with other living beings to survive, granting these "hosts" unimaginable abilities, the Order of Symbiotes learned to take full advantage of the situation, creating such a strong bond with the parasite that it ended up merging their own existences. Capable of shaping their own biology for different purposes, the followers of this order are enemies in battle. But, despite this, they can end up losing themselves or reverting to their other nature...
Heightened Senses
By choosing this archetype at 3rd level, you gain the heightened senses of a born predator. You have advantage on Wisdom (Perception) checks that rely on hearing. You also gain blindsight within 39 foot-radius.
Symbiotic Transformation
Also at 3rd level, you learn to control the power of the Symbiote. As a bonus action, you transform into a special symbiotic form for up to 1 hour. You can speak, use equipment, and wear armor while in this form, and you can return to your normal form as a bonus action. You automatically revert to your normal form if you become unconscious or die.
After using this ability, you must complete a short or long rest before you can use it again.
In the Character Creator, set the Symbiotic Transformation option to Symbiotic Form to activate the bonuses of this form on the character sheet.
Symbiotic Form
Selecting this option updated the character sheet with the characteristics of their Symbiotic Form.
Symbiotic Transformation Features
Upon undergoing this transformation, you gain the following benefits and drawbacks:
Supernatural Power. You have advantage on Strength checks and Strength saving throws, and you gain a +1 bonus on melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level.
Resilient Skin. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Additionally, while not wearing heavy armor, you gain a +1 bonus to AC.
Parasitic Attacks. You can apply your Crimson Rite ability to your unarmed strikes, which you treat as a single weapon. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, which deal 1d6 bludgeoning or slashing damage (your choice). This damage increases to 1d8 at 11th level.
Additionally, when you use the Attack to make an unarmed strike, you can make an additional unarmed strike as a bonus action.
Bloodlust. If you start your turn with less than half your maximum hit points, you must succeed on a DC 15 Wisdom saving throw or move directly toward the nearest creature and use the Attack against it. If you are concentrating on a spell or under the effect of an effect that prevents you from concentrating (such as the barbarian's Rage ability), you automatically fail this saving throw.
If you have the Extra Attack ability, you can choose whether to use it for this frenzied attack. If more than one creature is equally close to you, roll randomly to determine your target. Once your attack resolves, you regain control of yourself.
Parasite Strikes
You can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, which deal 1d6 bludgeoning or slashing damage (your choice). This damage increases to 1d8 at 11th level.
Additionally, when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action.
Supernatural Might
You have advantage on Strength checks and Strength saving throws, plus a +1 bonus on melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level.
Supernatural Might (level 11)
Your bonus on melee damage rolls increases to +2 at 11th level.
Supernatural Might (level 18)
Your bonus on melee damage rolls increases to +3 at 18th level.
Stalker's Prowess
At level 7, your speed increases by 3 meters, and you add 3 meters to your long jump distance and 90 centimeters to your high jump distance. Additionally, you gain an extra 5 meters of climbing ability. Your symbiotic form also gains the following additional benefit:
Improved Parasite Strikes. You receive a +1 bonus on attack rolls made with your unarmed strike. This bonus increases to +2 at 11th level and to +3 at 18th level. Furthermore, when you have an active crimson rite on your unarmed strike while in your hybrid form, your unarmed strikes are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
Advanced Transformation
At 11th level, you learn to better unleash and control your Symbiote. You can use your Symbiotic Transformation ability twice, regaining all expended uses when you finish a short or long rest. Your symbiotic form also gains the following additional benefit:
Symbiotic Regeneration. At the start of each of your turns, when you have at least 1 hit point but less than half your maximum hit points, you gain hit points equal to 1 + your Wisdom modifier (minimum of 1). If you are in symbiotic form, you gain these hit points before you need to make the saving throw against your bloodlust.
Symbiotic Regeneration
At the start of each of your turns, when you have at least 1 hit point but less than half your maximum hit points, you gain hit points equal to 1 + your Wisdom modifier (minimum of 1). If you are in symbiotic form, you gain these hit points before you need to make the saving throw against your bloodlust.
Supernatural Connection
Starting at 15th level, you have advantage on saving throws against your bloodlust while in symbiotic form. Additionally, your Mark of Punishment can now bind an enemy to the ferocity of your hunter. While in your symbiotic form, you have advantage on attack rolls against a creature marked by you.
Symbiotic Transformation Mastery
At 18th level, you have mastered your new nature. You can use your Symbiotic Transformation ability an unlimited number of times, and your hybrid form lasts until you revert to your normal form, become unconscious, or die.
Blood Curse of the Connection
As an action, you release a piece of the Symbiote. The nearest creature must succeed on a Wisdom saving throw or be under your control for the next 1 minute, when it can reroll the saving throw. A creature that succeeds on the saving throw is immune to this blood curse for the next 24 hours.
Amplify. The range of this curse increases to 60 feet.
Activating a Blood Curse requires the use of your Blood Curse ability.
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