Base Class: Blood Hunter
The members of this order use alien parasites to form a semi-symbiotic relationship in order to gain the power needed to hunt their prey. After going through a horrid and slow process known as the conjoining, a member of this order has an alien parasite attached to their bodies, both inside and out. After conjoining, the host and the parasite’s minds become one, and the host will sacrifice their own life force to the parasite and gain extraordinary abilities.
Otherworldly Body
When you join this order at 3rd level, your hit point maximum increases by 2. whenever you increase your hit point maximum when you level up, you add 2 to the new hit point maximum.
Blood Parasite
Also at 3rd level, you gain an ancient and alien parasite grown and bred specifically to work with your biology in order to enhance your powers. Choose one of the parasite types, gaining both the bonus and drawback from it. when you finish a long rest, you can swap the parasite type as it mutates to your needs.
Parasite Bonuses
Bone Husk. Your unarmed strikes do 1d4 piercing damage as your parasite‘s bones pierce your skin.
Pyre worm. You have resistance to fire damage as fire flows through your veins.
Skin Whelks. You have a natural ac equal to 13 + your dexterity modifier as your skin is hardened by the parasite’s shells. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Brain Leech. You have advantage on intelligence saving throws as the parasite makes your brain numb to outside effects.
Parasite Drawbacks
Bone Husk. You have disadvantage on dexterity saving throws as the bony appendages of your parasite keep you from moving well.
Pyre Worm. You gain vulnerability to cold damage as the hot parasite within your veins draws in your internal heat to protect itself.
Skin Whelks. You have disadvantage on Athletics checks as the hardened skin covering you keeps you from a full range of movement.
Brain Leech. You have disadvantage on wisdom saves as the parasite in your brain has kept your brain from feeling and functioning properly.
Parasitic Boon
Upon reaching 7th level, your parasite is able to augment itself and you in even more ways, granting you a variety of alien boons.
Bone Husk. If an enemy hits you with a melee attack you, they take piercing damage equal to your constitution modifier(minimum of one) as the jagged bones jutting from your skin makes it more dangerous to attack you.
Pyre worm. You radiate dim light out to 30 feet in all directions and you can use a bonus action to reduce the amount of light as the parasite in your veins produces light and heat.
Skin Whelks. all piercing, slashing, and bludgeoning damage you take is reduced by your constitution modifier(minimum of 1) to a minimum of one damage dealt to you as the shells of your parasite keep you from taking maximum damage.
Brain Leech. you gain resistance to psychic damage as your parasite keeps your brain safe from outside interference.
Brand of Symbiosis
Beginning at 11th level, your brand of castigation is altered and becomes a part of your and your parasite’s shared psyche. Your brand of castigation alters your branded prey in different ways depending on your parasite.
Bone Husk. All branded creatures take double the piercing damage from your parasitic boon feature(minimum of 2)
Pyre Worm. All branded creatures take extra fire damage from your weapon attacks equal to your intelligence modifier(minimum of one)
Skin Whelk. The bludgeoning, piercing, and slashing damage dealt by branded creatures is reduced by double your constitution modifier(minimum of 2) to a minimum of one damage dealt.
Brain Leech. Branded creatures have disadvantage on saving throws related to your blood curses.
Accursed Parasite
At 15th level, your parasite has grown to a state of almost full maturity, expanding on the biological Boons it has granted you.
Bone Husk. The piercing damage from your bone husk features becomes magical damage.
Pyre Worm. You gain immunity to fire damage.
Skin Whelks. Your natural armor increases to 14 + your dexterity modifier.
Brain Leech. Any of your blood curses that require a saving throw deal two times your proficiency modifier psychic damage on a failure, or half as much on a success.
Blood Mutation
Upon reaching 18th level, your parasite had mutated due to your magically infused blood, adding the ultimate biological boon to your arsenal. Choose one of the blood parasite bonuses from your blood parasite feature. You can change the secondary parasite type at the end of every long rest when you change your primary parasite type.
Additionally you also gain access to the blood curse of the drained for your blood maledict feature, this blood curse doesn’t count against the number of curses known.
Blood Curse of the Host
As an action, choose a creature within 30 feet of you, that creature must make a constitution saving throw, being infected by your parasite on a failure. The creature gains the drawback of your main parasite, they can repeat the save at the end of each of their turns.
Amplify. When you amplify the curse and the creature fails, they are effected by both your main parasite’s drawback and the drawback of the secondary blood parasite.
Previous Versions
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