A [[Blood Hunter]] Subclass focused on devouring enemies and symbiosis with a powerful curse.
![[List of Order of the Cursed Blood Hunters]]
# Subclass Features
## Level 3 - Curse Made Manifest
**Iron Stomach.** You gain proficiency in Constitution Saving Throws.
**Cursed Form.** As a bonus action, you can allow the curse to temporarily consume you, transforming you into a **Cursed Form** for up to 1 minute. You automatically revert to your normal form if you fall unconscious or die. You may enter your Cursed Form two times per day, increasing to three times at level 7, and four times at level 11.
**Gluttonous Build.** When you enter your Cursed form You become Large for the duration, though you may squeeze through Medium and Small spaces. You have advantage on Strength Saving Throws that would force you to move.
**Thick Skin.** When you enter your Cursed Form, you gain Temp HP equal to your Blood Hunter level. While in your Cursed Form, Bludgeoning, Piercing, and Slashing damage you receive is reduced by your Proficiency Bonus.
**Toothy Maw.** You may replace your Unarmed Strikes with a **Bite** attack, using your Hemocraft modifier for the attack and damage rolls. You are considered Proficient in Bite attacks and may apply your Crimson Rite to your Bite attacks. Your Bite attacks deal 1D6 piercing damage, increasing to 1D8 + 1 at Level 7, 1D10 + 2 at Level 15, and 1D12 + 3 at Level 18.
## Level 7 - Devour
While in your Cursed Form, as an Action you may attempt to **Devour** another creature, you may use **Devour** a number of times equal to your Proficiency Bonus, resetting after a [[Long Rest]].
**Devour.** You lash out with your mighty tongue, potentially pulling a creature your size or smaller within 30 feet into your mouth. The creature makes a Strength Saving Throw (DC 8 + your Proficiency Bonus + your Hemocraft modifier) to resist this effect. If the creature is [[Bloodied]], they make the save at disadvantage. An ally may choose to fail this save.
If the creature succeeds, their movement speed is halved until the beginning of your next turn.
If the creature fails, they are pulled into your mouth and you begin Devouring them. They immediately take 2D6 Acid Damage (3D6 at level 15, 4D6 at level 18) and you may immediately take one Bite attack against them.
While you are Devouring a creature:
- Your movement speed is halved.
- The Devoured Creature is Grappled.
- Devoured Creatures cannot be targeted by any effect originating from outside your mouth that requires line of sight or touch contact and vice versa.
- You may choose to deal 2D6 (3D6 at level 15, 4D6 at level 18) Acid Damage to the Devoured Creature as a Free Action at the beginning of each of your turns.
- Your Bite attacks against Devoured Creatures are made at advantage.
- When you hit a Devoured Creature with your Bite attack, treat the hit as a critical hit.
- Devoured Creatures make melee attacks against you with Advantage.
- You automatically fail any Dexterity Saving Throws from abilities and spells originating from a Devoured Creature.
The Devoured Creature may repeat the strength saving throw to break free at the beginning of each of it's turns. A creature that breaks free from your mouth lands prone at your feet.
If a creature is killed while you are **Devouring** it, you regain hit points equal to your Blood Hunter Level and a mutation, which lasts until your next [[Long Rest]].
> [!WARNING] Still figuring this out
> There are two sets of Devour rules below, not sure which one to go with.
Roll 1D6 to determine the mutation:
| D6 Result | Mutation |
| --------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | Increase whichever Ability Score was the devoured creature's highest by +2 (Max 22), Decrease whichever Ability Score was the devoured creature's lowest by -2 (Min 1) |
| 2 | Learn one of the devoured Creature's skills or languages (DM's choice) |
| 3 | Become the same Creature Type as the devoured creature (i.e, Fey, Fiend, Undead) |
| 4 | Gain one of the devoured creature's Resistances and one of it's Vulnerabilities (DM's choice) |
| 5 | Gain one of the creature's senses or modes of movement (DM's choice) |
| 6 | Player chooses one of the other 5 options |
| | |
ALTERNATIVELY:
| Creature Type | Mutation |
| ------------- | ----------------------------------------------------------------------------------------- |
| Aberration | Cast Detect Thoughts at Will, resistance to Psychic Damage |
| Beast | Cast Speak With Animals at Will |
| Celestial | Resistance to Radiant Damage, cast Bless (3rd Level) 1x |
| Construct | Advantage on Saving Throws against Spells, Cannot Shapeshift |
| Dragon | Resistance to Dragon's Element, Grow Wings and gain fly speed equal to your walking speed |
| Elemental | Resistance to the Element of the Elemental |
| Fey | +2 to CHA (Max 22), Cast Charm Person (3rd Level) once |
| Fiend | Resistance to Fire, Cold Damage, cast Hellish Rebuke (3rd Level) once |
| Giant | You become Huge while in Cursed Form |
| Humanoid | Speak the languages that creature knew |
| Monstrosity | Can perform 1 additional Bite as Bonus Action, +10 ft walking speed |
| Ooze | Resistance to Acid Damage, squeeze through Tiny spaces |
| Plant | Cast Speak With Plants at Will, Tremorsense 30ft, Vulnerability to Fire Damage |
| Undead | Advantage on Death Saving Throws, Vulerability to Radiant Damage |
| | |
| | |
### Creature
| Creature Type | Mutation |
| ------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Aberration | Cast Detect Thoughts at Will, Resistance to Psychic Damage |
| Beast | Cast Speak With Animals at Will, Perception Checks at Advantage |
| Celestial | Cast Bless (3rd Level), Resistance to Radiant Damage |
| Construct | Advantage on Saving Throws against Spells, Immune to Sleep, Stunned, and Paralyzed effects |
| Dragon | Resistance to Dragon's Element, Grow Wings and gain fly speed equal to your walking speed, Devour deals damage of Dragon's element |
| Elemental | Resistance to the Element of the Elemental, Add additional damage to your damage dealing abilities equal to your Proficiency Bonus |
| Fey | +2 to CHA (Max 22), Cast Charm Person (3rd Level) once |
| Fiend | Resistance to Fire, Cold Damage, cast Hellish Rebuke (3rd Level) once |
| Giant | You become Huge while in Cursed Form |
| Humanoid | Speak the languages that creature knew, Gain Heroic Inspiration, Gain Expertise in one skill of your choice |
| Monstrosity | Can perform 1 additional Bite as Bonus Action, +10 ft walking speed |
| Ooze | Resistance to Acid Damage, squeeze through Tiny spaces, Creatures that attack you while within 5 feet of you take 1d4 + your proficiency bonus Acid Damage. |
| Plant | Cast Speak With Plants at Will, Tremorsense 30ft, Vulnerability to Fire Damage, +2 to WIS (Max 22) |
| Undead | Advantage on Death Saving Throws, Resistance to Necrotic Damage, Vulerability to Radiant Damage |
### Jungle
| Flora/Fungi | Normal Effect | Mutation |
| --------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| Bronzewood | Applies to armor, grants advantage on stealth checks while in a woodlands environment. | When consumed, grants normal effects as well as +1 to AC. |
| Choking Cinder Fungus | Explodes creating poisonous fumes in a 10-ft-radius. Those within the cloud make a DC 11 Constitution saving throw or suffer 1d6 poison damage and be poisoned. | Pores apply 1d4 additional poison damage to dipped weapons until start of next turn. |
| Fire Flower | A sticky nectar rests on these flowers allowing them to grasp onto surfaces. They rapidly heat metal they cling causing those still clinging to the metal to take 1d6 fire damage at the start of their turns. | Pores apply 1d4 additional fire damage to dipped weapons until start of next turn. |
| Glowvine | Grants dim light along the length of the vine when struck. Lasts 30 seconds or until struck again. | Pores apply a blindness effect to dipped weapons. Creatures that are attacked must make a DC 11 CON saving throw or be blinded until the start of your next turn. |
| Jelly Moss | Can be applied to wounds on the body healing for 1d4 hit points. | The saliva in your tongue is imbued with Jelly Moss allowing you to lick to heal. Gain 5 charges of the normal effect of Jelly Moss. |
| Land Caltrops | Explodes into a 10-ft-radius of spikey seeds. The area is difficult terrain and deals 1 piercing damage for every square traveled. | Pores apply a slow effect to dipped weapons until start of next turn. Creatures hit by this effect have their movement speed lowered by 10 feet. |
| Mandrake | A taunting Mandrake lands in an area where thrown and runs towards the nearest creature. Has 4 HP, 10 AC, the creature it affects has disadvantage on attacks against any other creature other than the Mandrake. | Pores apply a taunting effect to dipped weapons. An attacked creature must make a CHA Saving throw (8 + your prof bonus + your hemocraft modifier). On a fail, they make attacks at disadvantage on any creature besides you. On a success, nothing happens. |
| Rattlestalks | A creature that moves within 5 feet of this Flora is attacked (+ 5 to attack roll) and takes 1d4 + 1 piercing damage. | You grow little snakes around your body. Creatures that move within 5 feet of you suffer the normal effect of Rattlestalks. |
| Ruby Blushrose | A creature that moves within 10 feet of this Flora must make a CHA saving throw DC 11 or be charmed by this plant, doing nothing on their next turn. They are immune to this effect after their next turn. | You give off a Ruby Blushrose aroma within 10 feet. Creatures must make the same Normal Effect saving throw. |
| Soarwood | When this wood is struck, all creatures within 10 feet must make a DEX saving throw DC 15 or be knocked into the air, landing back on the ground prone and take 1d6 bludgeoning damage. | You gain 15 feet of flying speed. |
| Spiderbush | When this bush is struck, all creatures within 10 feet must make a DEX saving throw DC 13 or have their movement speed reduced to 0 until the start of the strikers next turn. | Gain a bonus action that allows you to pull a spiderbush out of your pores and throw it at a square within 20 feet. |
| Wittlewort | When this fungi is struck, all creatures within 10 feet must make a DEX saving throw DC 11 or have their AC lowered by 1 until the start of the strikers next turn. | Pores apply the wittlewort effect to dipped weapons. |
## Level 11 - Abyssal Dive
**Abyssal Dive.** Your curse allows you to manifest a murky mire that you can utilize to submerge and reemerge elsewhere on the battlefield. While in your Cursed Form, as a Bonus Action you may submerge and reemerge in an unoccupied space you can see within 30 ft.
You may choose to leave behind a 15ft radius swampy region of difficult terrain centered at either the location you submerge or reemerge.
You may perform an Abyssal Dive once per [[Long Rest]], increasing to twice at Level 15 and three time at Level 18.
## Level 15 - Symbiosis
**Symbiosis**. You are now always in your Cursed Form. Instead of gaining Temp HP equal to your Blood Hunter level, permanently increase your Hit Points by twice your Blood Hunter level.
In addition, you gain the Blood Maledict **Blood Curse of Prey's Fate**:
**Blood Curse of Prey's Fate.** When a creature within 30 feet falls to 0 hit points As a reaction, you may expend a use of **Devour** to Devour that creature, gaining benefits as if you had killed it with Devour.
**Amplify.** The range extends to 60 feet, including the use of Devour triggered by this blood curse.
## Level 18 - Master of Gluttony
When you roll initiative, if you have no uses of **Devour** remaining, you regain one.
When you pull a creature into your mouth using **Devour** on your turn, if you choose to damage them, you may use **Gluttonous Devour**.
**Gluttonous Devour.** The target must make a Constitution Saving Throw (DC 8 + your Proficiency Bonus + your Hemocraft modifier) or take an additional 18d6 acid damage (halved if they succeed). If they are killed by this damage, you may immediately take an additional Action.
You may only use this ability once per [[Long Rest]].