Order of the Troll
It was said that the first Blood Hunter in the Order of the Troll was merely the result of harsh circumstances and luck. A lone blood hunter lost in the harsh mountain range found refuge in a cave. Inside this cave the hunter was prepared to die at the hands of some creature that called this cave home or die of starvation. Instead, he found an ancient troll moment away from dying of old age. Seeing the opportunity and blinded by hunger the hunter started to eat the weak and feeble troll, not even giving it the courtesy of killing it first. The hunter ate through the troll's chest cavity faster than its flesh could regenerate until he got to the troll's heart. Not aware of the drastic changes that lie in wait, he consumed the still beating heart. The heart having found a new body to beat on inside latched to his organs, twisting and changing him. Over the course of three agonizing days the hunter endured the painful growths and changes his new heart was forcing on him. His arms nearly doubled in length, his bones broke and shifted to accommodate his new form. By the end of it he was no longer entirely human, though was not a troll either. He founded the Blood Hunter Order of the Troll and vowed to perfect this transformation. Blood hunters in today's world undergo extreme open-heart surgery, where their heart is replaced with that of a piece of their founder’s heart. The very heart that mixes both Hunter and monster hearts.
Augmented Limbs
When you join this order at 3rd level, when you make a melee attack on your turn, your reach for it is 5 feet greater than normal. This feature doesn't stack with any racial feature that does the same effect. Additionally, you gain a climbing speed equal to your walking speed.
Regenerative Vitality
Starting at 3rd level, at the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you gain hit points equal to 5 + your Constitution modifier (minimum of 1). Additionally, you can use an action, to gain temporary hit points equal to 1d10 + your Hemocraft modifier (minimum of 1). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Hardy Adaptation
Upon reaching 7th level, it is known that trolls have a near perfect ability to adapt to different environments and this leads to many variants. You have immunity to diseases. Choose cave, desert, mountain, or swamp. Your body adapts depending on that chosen environment. You can change your environment choice whenever you take a long rest.
- Cave Adaptation: It is known that trolls have a near perfect ability to adapt to different environments and this leads to many variants. Your body adapts depending on that chosen environment, as detailed below. You can change your environment choice whenever you take a long rest. You gain the ability to gain nourishment from eating any organic, decayed, or poisoned material and you can use the hide action as a bonus action.
- Desert Adaptation: It is known that trolls have a near perfect ability to adapt to different environments and this leads to many variants. Your body adapts depending on that chosen environment, as detailed below. You can change your environment choice whenever you take a long rest. You don’t suffer the effects of extreme heat and you have a burrowing speed equal to your walking speed while burrowing through unsolid earth.
- Mountain Adaptation: It is known that trolls have a near perfect ability to adapt to different environments and this leads to many variants. Your body adapts depending on that chosen environment, as detailed below. You can change your environment choice whenever you take a long rest. You don’t suffer the effects of extreme cold, you gain a climbing speed equal to your walking speed, and you cannot fall prone or have your movement speed reduced due to nature.
- Swamp Adaptation: It is known that trolls have a near perfect ability to adapt to different environments and this leads to many variants. Your body adapts depending on that chosen environment, as detailed below. You can change your environment choice whenever you take a long rest. You don't suffer the effects of extreme storms; you gain a swim speed equal to your walking speed and you can hold your breath for 15 minutes.
Brand of No Passage
Starting at 11th level, your Brand of Castigation now bars your foe's advancements against you. The target of you brand cannot move past you as long as you don't allow them to do so and the only direction, they can move is the opposite direction.
Blood Curse of Troll Flesh
At 15th level, you’ve honed your hemocraft to bring your foes to bear your troll vulnerabilities and more. You gain the Blood Curse of the Troll Flesh for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of Troll Flesh: As a bonus action, you can choose one creature you can see within 30 feet of you to manifest troll like skin until the end of your next turn. For the duration of this curse, they gain vulnerability to your crimson rites.
Amplify: This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a constitution saving throw DC equal to 8 + your proficiency bonus + your Hemocraft modifier. On a success, this curse ends. Additionally, if the cursed creature fails the saving throw, they can't regain hit points until the end of their next turn.
Sprout Appendages
As an action, you can cause your troll flesh to mutate rapidly, and you sprout two extra arms and legs for 10 minutes. You can wield a light weapon in one of your sprouted arms and you can make an extra attack when you use you bonus action to attack. Additionally, you can use your extra arms as normal arms and your movement speed increases by 10 feet. Once you use this feature, you can’t use it again until you finish a long rest.