My Documents
Become a Patron!
# Bloodhunter: Order of the Chimera The Order of the Chimera is a sect of Bloodhunters who succumbed to darker practices than the others, experimenting on the people the orders are meant to protect, to gain knowledge and expand the power of hemocraft. Through dark rituals, the Order of the Chimera adapted their bodies to take in the blood of other creatures and utilize their natural abilities for a time in combat. While the initial means of learning these techniques cross moral lines, those who take this path gain a greater understanding of the people they fight for in the shadows. ## ### Theurgic Transfusion When you join this order at 3rd level, you utilize a blood art that allows you to benefit from the racial features of other creatures when transfused within your body. As a bonus action, you can inject a single blood type, gaining the features of the race for 1 minute. The effects granted by the blood types last until the blood type ends, and can be flushed out as a bonus action, or if knocked unconscious. You have access to all blood types, but you can only use a number of blood types equal to your Intelligence modifier, which you regain on a short or long rest. **Blood Types** These blood types are presented in alphabetical order. You gain the following features based on the blood type: **Dragonborn** * At 3rd level, when you use a Blood Curse, the range of the Blood Curse is doubled. * At 7th level, when you amplify a Blood Curse, you take half the damage of the Hemocraft die. * At 11th level, if you use a Blood Curse, you can take 1 Hemocraft die of damage to use it on two creatures instead of one. This damage cannot be reduced. **Dwarf** * At 3rd level, you can use your reaction to reduce incoming weapon damage towards you or a creature within 5 feet of you by half your Hemocraft die. * At 7th level, you can use your bonus action to gain resistance to bludgeoning, piercing, or slashing damage caused by a weapon until your next turn. * At 11th level, you can take 1 Hemocraft die of damage to use your reaction to redirect a weapon attack to another target within 5 feet of you. **Elf** * At 3rd level, you gain 10 move speed and can make an attack as part of the Dodge and Disengage action. This attack is made without the Attack Modifier. * At 7th level, you can use your reaction to apply disadvantage to an attack targeted at you. * At 11th level, you can take 1 Hemocraft die of damage as a reaction to halve an attack or spell’s damage against you. **Gnome** * At 3rd level, when you make a saving throw against a spell or magical effect, you gain a bonus to the save equal to half your Hemocraft die. * At 7th level, you can ignore resistances from your Crimson Rite damage. * At 11th level, you can take 1 Hemocraft die of damage as a reaction to negate the effects of a spell casted on you. **Halfling** * At 3rd level, you gain additional healing from all sources equal to half your Hemocraft die. * At 7th level, you can use your bonus action to roll a Constitution save against a poison, disease, or curse. The DC will be the same as the original DC for the affliction. * At 11th level, you can take 1 Hemocraft die of damage to reroll 1’s and 2’s on attack rolls, ability checks, and saving throws. **Human** * At 3rd level, you gain an additional fighting style. * At 7th level, when you make an attack roll, the creature hit will take damage equal to half your Hemocraft die if they take more than one action to attack or cast a spell. * At 11th level, you can take 1 Hemocraft die of damage to force a creature to make a Constitution saving throw. On a failed save, the creature suffers a -2 penalty to attack rolls if hit by a weapon with Rite of the Flame, half movement speed if hit by a weapon with Rite of the Frozen, and weapon attack rolls gain a bonus of +2 if hit by a weapon with Rite of the Storm. **Orc** * At 3rd level, when you are below half health and make a melee attack, you can roll an additional Hemocraft die of Crimson Rite damage on an attack. * At 7th level, you can use your bonus action to mark an enemy. While marked, you and the marked creature can crit on a 19 against each other. * At 11th level, you can take 1 Hemocraft die of damage to attack thrice from your extra attack feature. ### Hemolytic Hound At 7th level, you gain the ability to track down creatures beyond those of an evil nature. Your Hunter’s Bane feature applies to tracking humanoids that you have spent 1 minute observing or speaking with or if you have something that last belonged to or was worn by the humanoid. \pagebreakNum ### Brand of Dyscrasia At 11th level, your Brand of Castigation feature now causes those who are branded to feel weakness and muscle aches. A creature branded by you will have disadvantage on weapon and melee attack rolls. ### Plasmatic Burst At 15th level, your blood transfusions grant you a burst in a pinch. When you use your Theurgic Transfusion feature, you gain the effects of Haste for a number of turns equal to your Intelligence modifier. When the effect ends, you can’t move or take actions until after your next turn, as a wave of lethargy sweeps over you. Once you use this feature, you cannot use it again until you finish a long rest. ### Blood Curse of the Paradox At 18th level, you’ve honed your hemocraft to transmute the blood of your enemies with your own. You gain the Blood Curse of the Paradox for your Blood Maledict feature. This does not count against your number of blood curses known. **Blood Curse of the Paradox** – As a bonus action, a creature you can see within 30 feet of you must make a Constitution saving throw. On a failure, you swap one of the creature’s Ability Score with your own until the start of your next turn. *Amplify:* This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a Constitution saving throw. On a success, this curse ends.