the Blackblood skirmisher excels at hit and run tactics as well as being able too adjust too almost any situation
Mutations; the skirmisher is a living weapon wearing sheeps clothing, there is no "true" form for a Blackblood skirmisher other then how the host once appeared too be however the skirmisher has no organs nor brain but is instead a being of pure muscle and veins operated like a puppet with a central control node where the brain once rested. the black blood has a biomass that it can manipulate turning from compressed rapidly expanding tissue too a bone like material stronger then steel.
level One
Regeneration: The blackblood skirmisher is a robust creature in seconds the Blackblood can replicate lost matter : 1d4 per round at level 3 this increases too 2d4 at level 6 4d4 and at level 10 4d6
Unarmored Defense
while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifire
Sneak attack 1d6 at level 3 2d6 at level 5 3d6 at level 7 4d6 at level 9 5d6 at level 11 6d6 at level 13 7d6 at level 15 8d6 at level 17 9d6 at level 19 10d6
mutation points; a skirmisher can change the set of mutations after a long rest. a level 1 starts with 3 points a level 3 5 points
A blackblood is incapable of useing true magic as it has no means of affecting the arcane haze that swirls over the landscape for a Blackblood has no soul, however a blackblood can sacrafice there own biomass too project ranged abilities.
a brotherhood seaks the young skirmisher after experience in the field being accepted by a brotherhood is seen as an honor and too be celebrated as through the mass tangle of voices and minds the upper echelons of the voice have picked the skirmisher for a duty. Brother of time: the flesh is weak the body withers but the voice endures, a brother of time knows this well and fully accepts the fact his role as a disposable pawn for the greater good of mankind, however those who do aceapt this fate are granted forsight of the future as the billion voices converge and minds meld the psychic energy a brother of time can harness can alter and slow space time. (note at 1 point use this as a way too give them haste, and at one point the DM can tell the player what will happen in the next turn) Blood brother: forged by the blood and trained too kill, the blood brother often has issue controlling a unending lust of bathing in the blood and eating the entrails of there defeated victims. however the bloodlust has its own benefits for if it did not it would have been erased from the voice long ago the, serum inside the skirmisher ignites in a red haze shacking so quickly that the feeling is akin too a enraged hornet swarm making the skirmisher grow accustomed too pain though be it at the loss of foresight and reasoning. when a blood brother enters a blood tryst its as though there body is lit ablaze and enveloped in a steamy mist (note at start player gains the ability too tryst resisting damage too bludgieng pierceing and slashing, later this is upgraded too include enviremental and at level 10 they gain fire resistance) (another note the player exsudes a boiling hot steam aoe of 15ft diameter circle entering tryst doing 2d6 at level 3) At level 3: the Blood brother can enter blood tryst, a state of maddening anger and throw into fits of fury. upon entering a blood tryst the Blood brother expels a 5ft radius of scalding steam for 2d6 fire damage this damage increases after level, 5 into 3d6 at level 7 4d6 at level 9 5d6 at level 11 6d6 at 14 7d6 at level 16 8d6 at level 18 9d6 and at level 20 10d6 note this damage is not considered magical (Blood tryst uses the same rules as barbarian rage) At level 5: extra attack frenzied march: in a semi formal fashion a bloodbrother can use there bonus action too "inspire" friendly creatures too add 10ft to movement speed. At level 7: Steamwalker: the Bloodbrother steam will persist long after trysting and becomes a 6th sense, the blood brother if surprised can act normal unless incapacitated but must enter tryst. At level 9: feral precision: the blood brother can use one additional damage dice when rolling a critical strike This increases to two additional dice at 13th level and three additional dice at 17th level. Starting at 11th level: masochistic tryst the blood brothers tryst can keep them fighting past the point of reason. If the blood brother drop to 0 Hit Points while in a tryst and don't die outright, the blood brother can make a DC 10 Constitution saving throw. If the blood brother succeed, they drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or Long Rest, the DC resets to 10. plague boy: often ridiculed however respected the plague boy gains its place in the voice through its expertise in chemical warfare and ranged assaults through pus filled acidic boils or spit with ravenous flesh eating parasites