Base Class: Blood Hunter
This order is frowned upon by all other blood hunter orders, and is viewed as an extreme perversion of the blood hunters greatest temple. Ones own body. While some will willingly inflict a curse upon themselves, and others will make pacts with possibly nefarious beings, this discipline requires an even greater personal sacrifice to receive power. That is sharing ones own body with an ancient, unknown, alien creature
The entities themselves are quite peculiar. They resembles a viscous, vicious, and unstable sludge like substance. This slime seems to be living, and is seemingly intelligent, but resembles nothing of this world. It craves a host that will be its “perfect match,” but why it needs this connection is unknown. This pact is sealed when the sludge is consumed, or injected into the body, and resides in the hosts bloodstream. (Please feel free to make up parasite like creatures that are not a clear knock off of a beloved copyrighted character)
It Awakens
Starting at level 3, sludge like tendrils can seep out of your pores, cuts, and wounds. This ooze can be molded, hardened, and shaped to create a deadly weapon. As an action you can create 1 weapon out of this primordial slime that can be used cumulatively up to 1 hour per long rest. You are proficient with it and it must posses the same stats and features of a nonmagical simple or martial melee weapon in the players handbook. This weapon is attached to you and cannot be forcefully removed from you/disarmed. You can use the crimson rite feature on these weapons and it lasts until you choose to dispel it as a bonus action. (You can summon this weapon as a bonus action and it gains a +1 to attack and damage rolls at level 7, a +2 at level 11, and a +3 at level 18 of this class)
Also you gain a different form of movement. Rather than moving, you can throw your created weapon toward any solid surface (to a maximum of your movement speed) and pull yourself to that surface.
Rite of Corrosion
At level 3, you now have a access to a unique crimson rite, The Rite of Corrosion. This rite does acid damage and follows the same rules as the other crimson rites.
The Parasite Grows … Hungry
The creature you have bonded with enjoys and savors the taste of fresh meat. After killing a creature you allow the creature to feast on its flesh as a reaction, which gives you 2d6 temporary hit points. This effect does not work on constructs and only gives the user 1d6 temporary hit points if used on undead. You can use this feature a number of times equal to your Intelligence Modifier (Minimum of 1) per long rest. (This ability increases by 1d6 at 11, 15, and 18)
Partial Symbiosis
Starting at level 11, the conflict between you and the creature has lead to horrid new abilities.
You are permanently under the effects of the spider climb spell.
As an action you can allow the being to take partial control of your body. The sludge begins to seep out of your skin and cover you for 1 minute a number of times equal to your Intelligence modifier (Minimum 1) long rest. This form gives you a number of benefits:
You gain immunity to acid damage, poison damage and the poisoned condition. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. And you also gain the *corrosive form* ability during this transformation. You automatically revert to your normal form if you fall unconscious, drop to zero hit points, or die.
*Corrosive Form*: A creature that touches or hits you with a melee attack while within 5 feet of you takes 1d8 acid damage. Any nonmagical weapon made of metal or wood that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits you is destroyed after dealing damage to you.
Once One Body…. But No Longer.
Staring at level 15, the creature has grown strong enough that it can survive outside it's host for a short time.
As an action, you and the being can temporarily separate from one another for up to 1 hour (You can do this once per long rest). Though you cannot be more than 30 feet away from each other at any given time. You can communicate telepathically and can see through each others eyes. While the being is separated from you, you can not access any of the previous features in this subclass (though you can use your blood maledicts, crimson rites, and any other blood hunter features that are not dependent of this subclass).
The parasite has the stats and abilities of a water elemental, but is classified as an ooze and as an aberration, gains the benefits of the spider climb spell and *Corrosive Form* ability, and when using the whelm feature it does acid damage instead of bludgeoning damage. In combat it goes immediately after you and can perform its own individual actions outside of yours.
You (or the creature) can spend an action and reform together, when you combine in this way you keep the health of the creature with the highest remaining health at the time. If the creature is brought to 0 hit points before this, it returns back to its host and you gain a point of exhaustion.
Perfect Symbiosis
Starting at level 18, you and the creature have become one and any reservations about it’s host are gone, causing your combined strength to become unmatched.
When you allow the creature to take partial control, you additionally grow one size larger than your normal size (gaining the benefits of the enlarge spell without the need for concentration), your speed increases by 10, your melee range increases by 5 ft, and there is no limit to the number of times your parasite can feast after killing a creature. You may use this form a number of times equal to your Intelligence modifier (Minimum 1) per short or long rest.
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Posted Aug 26, 2020Hey, I can't add this to my homebrew list