Note: This subclass was created for a homebrew campaign and as such it features its own Rite and Blood Maledict. This version is also an edited version of the original subclass.

Blood Hunters, some call them monsters, others call them heroes. No matter the reason, these warriors are hell-bent on hunting their targets and the lengths they will go to are immeasurable. Some follow strict codes, others resort to alchemy and experiments in order to increase their power, and even a few are willing to dive into the same arcane powers of their prey. You are one of the arcane Blood Hunters, someone with the madness to embrace the dark powers and let them flow through your body, however, you may have wandered too far into the knowledge of the inhuman, and you paid the price.

Your body now shares two inhabitants. Yourself, and the new entity looking to take your mind. The fight for control to decide who owns your body continues to this day, and while you may be in control at this moment, there are no guarantees that it will remain this way forever. There is a solution, one that you both refuse to agree on, but it remains the best answer to this situation. If all else fails, there is always the chance for the two of you to put aside your differences and maybe even reach good terms.

 

Rite of the Strike

When you activate this rite, you can roll your Crimson Rite Die and add the number rolled to each attack roll you make. Each time you take damage while this rite is active, you must make a Constitution saving throw with the DC being either 10 or half of the damage taken, whichever is the higher number. On a save the rite continues. On a fail, the rite ends, and you cannot reactivate it until you take damage again from a source other than yourself.

Blood Curse of the Twisted Duo

As a bonus action, you can channel the essence of your entity into your weapons. When this Blood Curse is active, each creature you deal damage to must make a Wisdom saving throw with the DC being 8 + your Wisdom modifier + your proficiency bonus. On a save no additional effect occurs. On a fail, they gain disadvantage on all attack rolls made against any creature other than you for their next turn.

When this Blood Curse activates, you must make a Charisma saving throw (DC being 20 - current Blood Hunter level). On a save you remain in control and you gain the previous bonus. On a fail you lose control and the entity inside you takes over. Roll your current Crimson Rite die, the entity stays in control of your body for a number of turns equal to the number rolled. The entity will attack the closest creature it can. You can make a Wisdom saving throw at the end of each of the entity's turns in order to regain control. At 15th level, you no longer need to perform a Charisma saving throw and you can choose whether to give control to your entity or not, the entity will also only attack the closest enemy.

Amplify: Creatures hit by the Blood Curse also gain disadvantage rolls on damage rolls. If your entity takes control, it gains advantage rolls to attack all creatures affected by the Blood Curse.

Mystical Inhabitant

When you pick this subclass at 3rd level, you begin to learn more about the entity who lives inside of you. Pick one of the following options below. The option you pick will alter the features you learn as you level up.

Brute

Your entity is a seemingly unstoppable powerhouse who seeks to surpass their physical limits. They may have been a former gladiator who was killed in the ring or a creature that wished to become the top of the food chain. They wish to take your body and continue their training to reach immeasurable strength and become all-powerful.

Intellect

Your entity is a wise and very knowledgable individual. Someone who amassed information over their lifetime in what may have been an attempt to reach a certain goal. Perhaps a wizard who became cursed by what they learned or an ethereal record keeper who wished to make their version of history come true. They seek to possess your body and continue their true goal at whatever the cost.

Trickster

Your entity has gone by many names. Charlatan, thief, scammer, just to name a few. They are a conniving and mischievous being that gain enjoyment from robbing others or ruining their day. You may share a body with a famous rogue who was finally killed, or a seemingly wish giving entity who loves to bend people's words. In the end, their goal is to continue their mischief and they plan to take your body in order to do so.

Warrior

Your entity is a battle-hardened fighter who has seen first hand what others are capable of. The battles they have fought in or the acts they have seen committed could have scarred them. Some of these beings could include a general who died in war or an individual who was forced to fight in a battle that they didn't believe in. Their purpose is to return to their old life or maybe even finish an uncompleted mission using your flesh and blood.

Shared Power

At 3rd level, you begin to feel the power of your entity flow through you. Depending on which Mystical Inhabitant you chose, you gain a certain passive trait to enhance your capabilities.

Brute

The strength of the never ending fight inside your entity allows you to recover from your wounds. At the start of each of your turns, you may take a bonus action and roll your Crimson Rite die, regaining Hit Points equal to the number rolled.

Intellect

The intelligence of your entity allows you to study people, their skills, and their habits. If you observe someone performing a task for at least 2 hours, such as woodworking or sword fighting, you become proficient with that task for the rest of the day. You can have multiple tasks you are proficient with at once however once you take a long rest or you become unconscious for a period longer than 4 hours, you lose all gained proficiencies.

Trickster

The malicious ideas of your entity slowly work their way into your mind. You gain proficiency in Deception and Persuasion. Whenever you converse with a creature that can understand you for more than a minute, you gain advantage on Deception and Persuasion rolls against them. You lose this benefit the moment you talk to a second creature however you can regain this benefit by talking to the creature for another minute.

Warrior

The fighting experience of your entity gives you an edge in combat. Your movements do not provoke opportunity attacks. Each time you take the Dodge or Help action, you gain a bonus to your Armor Class equal to your proficiency bonus.

Bonds of Increased Potential

At 3rd level, you attempt to control the power of your entity and the result creates new possibilities for others. You gain a list of Bonds depending on your Mystical Inhabitant. Bonds are you releasing the powers of your entity to benefit others at a cost.

As an action, you may choose to recite a chant and establish a bond with a creature you can touch. The bonded creature gains a bonus to certain abilities while you receive a downgrade to certain abilities. When you link a Bond to a creature, your Hit Point Maximum is reduced by a number equal to your character level. When the Bond ends, your Hit Point Maximum returns to its previous state, however, any lost Hit Points are not regained. Once the Bond is established, it will continue until you choose to end it as a free action, you become unconscious, or you drop to 0 Hit Points. When a Bond ends you also lose the downgrade.

You can only make a Bond with one creature at a time however that single creature can have up to three Bonds on them at once. You are allowed to use each Bond once a day, requiring a short rest to regain the use of one specific Bond or a long rest to regain the use of all expended Bonds.

Brute Bonds

Athletic Prowess

The bonded creature can choose to give itself advantage on any Strength and/or Dexterity roll it makes, including attack rolls, saving throws, and more.

Trade-Off: You suffer a level of exhaustion. You suffer an extra level of exhaustion for each Strength or Dexterity roll made with advantage due to this Bond. When this bond ends you lose all current levels of exhaustion gained by this Bond.

Immovable

The bonded creature gains advantage on Constitution saving throws and is not affected by difficult terrain.

Trade-Off: When this bond activates, you cannot move from your current position without spending an action to do so.

Regenerative Protection

The bonded creature gains temporary hit points equal to your class level. They regain Hit Points equal to half your class level (rounded up) at the start of each of their turns.

Trade-Off: Your Armor Class is reduced by a number equal to half your class level (rounded down).

Intellect Bonds

Arcane Shield

The bonded creature gains resistance to all forms of magical damage.

Trade-Off: You take double damage from all non-magical attacks.

Gifted Knowledge

The bonded creature gains advantage on Intelligence skill checks, even learning information they do not know.

Trade-Off: You gain disadvantage on rolls that require your attention, such as deciphering a message or looking for a specific item.

Perceptive Mind

The bonded creature gains proficiency in Insight if they do not have it and advantage Insight rolls. Charisma rolls made against the bonded creature have disadvantage.

Trade-Off: You’re unable to understand any language for the duration of the bonds.

Trickster Bonds

Charms

The bonded creature gains advantage on Charisma skill checks.

Trade-Off: You take on a sickly appearance, and people who do not know you will avoid you in public.

Faster Movement

The bonded creature gains advantage on Dexterity skill checks.

Trade-Off: Your speed is halved for the duration of the Bond.

Umbral Sight

The bonded creature gains an darkvision of 120 feet and can see colors using their darkvision.

Trade-Off: Your vision is halved and you lose any special sight based features such as darkvision or truesight.

Warrior Bonds

Enhanced Focus

The bonded creature gains advantage on attack rolls.

Trade-Off: Melee attacks against you are made with advantage.

Quickened Reactions

If an attack misses against the bonded creature, the bonded creature can take a reaction to make an attack against the creature.

Trade-Off: You can no longer take bonus actions.

Unfazed

The bonded creature is immune to conditional effects such as Frightened or Poisoned, removing any current conditions affecting them.

Trade-Off: You gain disadvantage on saving throws.

Hallucinatory Visions

Beginning at 7th level, you and your entity begin to slowly trust one another and even consider working with each other. As an action you can create hallucinations or even reveal your entity's true form to enthrall your enemies. Choose a number of creatures you can see equal to your Wisdom modifier. Each creature must make a Charisma saving throw with the DC being 8 + your Wisdom modifier + your proficiency bonus. On a save they become oddly enchanted by you, and they must attack you on their next turn. If they cannot attack you then they spend their next turn getting as close to you as possible. On a fail they become scared and fearful of what you showed them, and they become Frightened by you for their next turn. You can use this ability three times a day, regaining one use with a short rest and all expended uses with a long rest.

Entity Control

At 11th level, you and your entity have established enough trust to allow each other time in the same body. As a free action you may let your entity take control of your body. They stay in control for a minute unless you either choose to take back control as a free action or your entity falls unconscious. While your entity is in control, they gain certain benefits which are listed below. If your entity takes over due to Blood Curse of the Twisted Duo, they don't gain any of these benefits. You can use this ability two times a day, regaining one use with a short rest and all expended uses with a long rest. At 18th level, your entity can stay in control for an hour before you retake control.

Brute

Your unarmed strikes deal 1d4 + Strength modifier bludgeoning damage. Each time you land an attack on a creature, you may choose to make an unarmed strike against any creature within 5 feet of you. Each time an creature comes within 5 feet of you, you may choose to make an unarmed strike against them as a reaction. This ability ignores other abilities which disable opportunity attacks.

Intellect

Each time you see a creature cast a spell, you can make an Arcana check with the DC being 11 + the spell level. On a success you learn all the properties of the spell including any potential components needed to cast it. If the spell is a 3rd level spell or lower, you may cast the spell once using a weapon as a spell casting focus if you need to. If a creature describes a spell to you, you can bypass the Arcana check and cast the spell if it is of 3rd level or lower.

Trickster

When your entity takes over, a illusory duplicate of yourself is created. This duplicate copies all of your current features and items and its properties will change if something about your body is changed (Ex. the duplicate's equipment will change if your current equipment is changed or your duplicate will lose an arm if you lose an arm). The duplicate copies your stats and it has its own will, acting exactly like you for the duration of this form, however it knows that its a duplicate. The duplicate can be controlled and given commands which it has to follow whenever you want. All physical objects and spells pass through the duplicate revealing it to be an illusion. As an action you can see and/or hear through your duplicate's senses, however this will make you deaf and/or blind for the duration depending on if you choose to see and/or hear what the duplicate sees or hears. The duplicate lasts for as long as this form lasts, disappearing once the form is over.

Warrior

At the end of your turn, you may choose a creature you can see and focus on them, making sure you know their next move. For as long as this creature is in your line of sight, they cannot make any roll against you with advantage, and you cannot gain disadvantage on any roll they force you to make. Once you choose a creature, you cannot change it until the creature has no longer become a threat or dies, allowing you to pick a new creature as a reaction.

Undying Return

At 15th level, your entity begins to treat you as a real friend, performing attacks to ensure your safety. The first time you drop to 0 Hit Points, you may choose to have your entity take control of your body and make an attack with advantage against a creature you can see. If the attack lands, you regain Hit Points equal to the damage dealt and you take back control of your body. If the attack misses, you then must make a Constitution saving throw with the DC being either 14 or half of the damage you just took, whichever is the higher number. On a save you can make one more attack against a creature, regaining Hit Points if it lands. On a fail you return to 0 Hit Points and you become unstable. You can use this feature once a day, requiring a long rest to regain its use.

Merged Souls

At 18th level, you and your entity have slowly begun to form one being, allowing both of you to control the same body at once. You gain certain enhancements depending on your Mystical Inhabitant, the enhancements are listed below.

Brute

The power and resistance of your entity enters your system. You gain proficiency in Constitution saving throws. You gain permanent resistance to bludgeoning, piercing, and slashing damage.

Intellect

The combined knowledge of both you and your entity have turned you into a walking library. You learn all Common languages and an Exotic language of your choice. Your History skill checks are always made with advantage and you become immune to psychic damage.

Trickster

The ideas and cunning mind of your entity make their way into your mind, allowing you to detect all forms of manipulation. You cannot be Charmed and Illusion magic has no effect on you. You become proficient in Sleight of Hand and Stealth if you aren’t already proficient and your proficiency bonus is doubled with any Deception, Persuasion, Sleight of Hand, or Stealth check you make.

Warrior

The skills and capabilities of your entity become your own, and you become a master of them. You gain proficiency with Heavy Armor. Your attacks score a critical on a roll of 19 or 20 and each time you score a critical, you can choose to regain one Bond of your choice or a use of Hallucinatory Visions.

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