Base Class: Blood Hunter (archived)
Who says that there is an end for us all? The Order of the Undying Mutant does not believe that there has to be an end to life. Inspired by the undying nature found among certain creatures they hunt, the order strives to make the creatures' everlasting life their own. By relentlessly studying their foes and using their studies to experiment with various homebrewn alchemical concoctions, the few hunters in the order have gained powers similar to the undying creatures they hunt.
Formulas
You begin to uncover forbidden alchemical formulas that temporarily alter your mental and physical abilities.
Beginning at 3rd level, you choose to learn three mutagen formulas. Your formula options are detailed at the end of this order description. You gain an additional formula at 7th level, 11th level, 15th level, and 18th level.
Additionally, when you gain a new mutagen formula, you can choose one of the formulas you already know and replace it with another mutagen formula.
Mutagen Craft
At 3rd level, you can take a short rest to concoct a single mutagen. Consuming a single mutagen requires a bonus action, and the effects (including side effects) last until you complete a short or long rest, or spend an action to focus and flush the toxins from your system.
Mutagens are designed for your biology. They have no effect on large or larger creatures, and only impart the side effects on other medium or smaller creatures that drink the entire mutagen. They are also unstable by nature, losing their potency over time and becoming inert if not swallowed before you finish your next short or long rest.
Your body will begin to better utilize the toxins you instill it with as you grow in power and experience. These advancing mutations may be signified by a Mutation score.
Mutation Score = your blood hunter level divided by 4, rounded up.
Defy Death
Starting at 7th level, your obsession with life and death has taught you the spare the dying cantrip.
Additionally, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying.
Once you use this feature, you can’t use it again until you finish a long rest.
Embracing Life
At 7th level, your attachment to life has taught you how to make the most of your slain enemies. Whenever you reduce a hostile creature to 0 hit points with a weapon attack, and kill it, you regain hit points equal to your crimson rite damage die.
Additionally, your body has begun to adapt to toxins and venoms, ignoring their corroding effects. You gain immunity to poison damage and the poisoned condition.
Undying Nature
Beginning at 11th level, you can hold your breath indefinitely, and you don’t require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.
In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.
Indestructible Life
When you reach 15th level, you partake of some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your blood hunter level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Exalted Mutation
At 18th level, your body has begun producing one of your toxins naturally. Choose one of your known mutagen formulas. You gain the benefits and side effects of this mutagen permanently, at all times. You cannot change this choice of formula after this feature is acquired.
Mutagens
These mutagens are presented in alphabetical order. Some mutagens require a number of levels in blood hunter before you can gain the formula. You can learn a mutagen at the same time you meet its prerequisites.
Aether
Prerequisite: 11th level
You gain a flying speed of 20 feet.
Side effect: You have disadvantage on all Strength and Dexterity ability checks.
Celerity
Your Dexterity score increases by an amount equal to your mutation score, as does your Dexterity maximum.
Side effect: Your Wisdom score decreases by amount equal to your mutation score.
Conversant
You gain advantage on Intelligence ability checks.
Side effect: You have disadvantage on Charisma ability checks.
Cruelty
Prerequisite: 11th level
You can make a single weapon attack as a bonus action on each of your turns.
Side effect: You have disadvantage on all Intelligence, Wisdom, and Charisma saving throws.
Impermeable
You gain resistance to piercing damage.
Side effect: You gain vulnerability to slashing damage.
Mobility
You gain immunity to the grappled and restrained conditions. At 11th level, you also are immune to the paralyzed condition.
Side effect: You gain a penalty to initiative equal to 2 times your mutation score.
Nighteye
You gain darkvision for up to 60 feet. If you already have darkvision, this increases its range by 60 additional feet.
Side effect: You gain sunlight sensitivity:
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Potency
Your Strength score increases by an amount equal to your mutation score, as does your Strength maximum.
Side effect: You have disadvantage on all Dexterity saving throws.
Precision
Prerequisite: 11th level
Your weapon attacks score a critical hit on a roll of 19-20.
Side effect: All healing you receive is halved.
Rapidity
Your speed increases by 15 feet. At 15th level, your speed increases by 20 feet instead.
Side effect: You have disadvantage on Dexterity ability checks.
Reconstruction
Prerequisite: 7th level
While conscious and in combat, you regenerate hit points equal to 2 times your mutation score at the start of your turn as long as you are above 0 hit points.
Side effect: Your speed decreases by 10 ft.
Sagacity
Your Wisdom score increases by an amount equal to your mutation score, as does your Wisdom maximum.
Side effect: Your armor class is reduced by an amount equal to your mutation score.
Shielded
You gain resistance to slashing damage.
Side effect: You gain vulnerability to bludgeoning damage.
Unbreakable
You gain resistance to bludgeoning damage.
Side effect: You gain vulnerability to piercing damage.
Wariness
You gain a bonus to initiative equal to 2 times your mutation score.
Side effect: You have disadvantage on Wisdom (Perception) checks.
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Posted Mar 2, 2021Thanks! ^^
I think it might be because they have updated the Blood Hunter class since I made this subclass. Too bad homebrew subclasses automatically get archived along with the main class :/
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Posted Jan 17, 2021Love this "Order Of The Undying Mutant", it sounds really 😎🆒 .....although seems it requires subscribtion to use this homebrew subclass though.....