Base Class: Blood Hunter
A deadly infection has found a home within you - and a symbiosis. You can control parts of this virus, at a cost to your physicality.
Weaponised Infection
Starting when you choose this archetype at 3rd level, your biology shifts and changes, allowing you to transform your limbs into natural weapons. You can now use either Strength or Dexterity for your unarmed strikes, and they now deal damage equal to your hemocraft die + your chosen ability modifier. This damage can be either Bludgeoning, Piercing or Slashing damage.
You can activate your Rites using your natural weapons as you would normally.
At 6th level, your unarmed strikes become magical for the purposes of bypassing resistance and immunity to nonmagical damage.
Unnatural Form
Beginning at 3rd level, your virus strengthens you against harm. At 3rd level, your hit point maximum increases by 3 and increases by 1 again whenever you gain a level in this class.
Additionally, when not wearing armour, your AC becomes 13 + your Dexterity modifier. You can incorporate magical armour into yourself - when you do so, you do not gain the Armour's AC, but you do gain any magical bonuses and features the armour grants. This process takes 1 hour, which you can do as part of a long rest.
Finally, as a bonus action, you may transform an empty hand or natural weapon into a shield. This works as a regular shield.
Improved Weaponised Infection
Upon reaching 7th level, your natural weapons grow ever more powerful as the virus takes over your body. Your unarmed strikes gain the Reach and Thrown (20/60) properties. When you "throw" your weapons, they return to you immediately.
Additionally, you can perform an hour-long ritual to incorporate a magic weapon into your body. Your unarmed strikes gain the properties of the magic weapon you incorporated. If you attempt to perform this ritual with additional magic weapons, the previous weapon is removed from your body and appears harmlessly at your feet.
Finally, you may also incorporate a magic shield into your form. This process takes 1 hour. You can only gain the benefits of your incorporated shield while one of your arms are transformed into a shield.
Infectious Resilience
Beginning at 11th level, your infection bolsters your body's natural defences. You become immune to poison and disease.
Blacklight Maneuverability
At 15th level, the virus' enhancements to your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Additionally, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Devastation
Upon reaching 18th level, you learn to build up large amounts of the virus, and release it into one large burst. As an action, you release a barrage of tendrils. All creatures within a 30ft radius of you must make a Dexterity Saving throw or take piercing damage equal to 5x your crimson rite die, or half on a success. You gain temporary hit points equal to half the damage dealt. You can do this a number of times equal to your Proficiency Bonus. You regain all expended uses after a long rest.
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Posted Sep 12, 2024who doesn't love a prototype subclass