Base Class: Blood Hunter
The Order of the Old Blood is a group of warriors who are dedicated to keeping the people of the kingdom safe by hunting down those who have been afflicted by the Plague of beasts - or anything other than beasts if need be - that pose a threat. Hunters are agile fighters armed with a trick weapon, a transforming melee weapon in the right hand, and a firearm in the left. They do not employ shields, but rather take advantage of their mobility in order to avoid attacks. It is believed that the Hunters started out as a branch of Paladins and Clerics from a church to a long forgotten God. This would mean that, at least in Y'vharna, Hunters were recruited by either Victoria, the Order itself, or in rare cases: born into it.
You are one such person, having been able to hear the call of the Old Blood flowing through you since childhood caught the attention of the Orders leader Vincent who took you to the Orders keep where you were taught and trained to harness the power of the Old Blood flowing through you.
"Oh, rookie a hunter, are ya? And an outsider? What a mess you've been caught up in. And tonight, of all nights... Here, to welcome the new hunter, you're first true hunt. Prepare yourself for the worst kid. There are no humans left in that village anymore... They've all been turned into flesh-hungry beasts by the Plague, now.
Oh? Why are you Still lingering about kid? What's wrong? A hunter, unnerved by a few beasts? Heh heh... No matter. Without fear in our hearts, we're little different from the beasts themselves... hmm? What are you still doing here? Enough trembling in your boots. You're a hunter now, A hunter must hunt."
Blessings of the Old Blood
Starting at 1st level, you gain immunity to disease and the ability to ingest the blood of your foes to heal yourself. You have 2 blood vial, which you can ingest as a bonus action to regain hit points equal to 1d6 plus half your Blood Hunter level (rounded down) and gain advantage on constitution saving throws for 1 minute. You regain used blood vials after finishing a long rest.
The amount of vials you have are increased by two at 7th, 11th, 15th, and 18th level.
Additionally, you begin to adopt the improved senses of a beast as the Old blood courses through you. You gain advantage on Wisdom (Perception) checks that rely on hearing or smell.
Gift of the Old Hunter's
Starting at 4th level, you train in the ways of creating trick weapons, using firearms, a Hunter's Bane extension to monstrosities and aberrations, and using Blood Echoes, which are "the Bloody memories of those cursed by the plague of the Beast".
You gain proficiency with Tinker's Tools and the ability to create trick weapons; these weapons can be transformed into alternate forms and have different attacks in their transformed mode. In order to create a trick weapon you must choose two different weapon types to use for it, and costs an amount of gp worth the weapons plus 50 gp for a workweek to create them.
You gain proficiency with using firearms and can create them just like the Gunsmith feature from the Gunslinger.
Your Hunter's Bane feature now extends to Monstrosities and Aberrations.
You gain a number of Blood Echoes equal to your Blood Hunter level which can be spent using these options:
Transforming Attack. As part of an attack you can spend 1 Blood Echo to transform your weapon if it is a trick weapon.
Parrying Shot. As a reaction, you can use 1 Blood Echo and fire a firearm shot in an attempt to parry a melee attack. Make a ranged weapon attack with the DC being the target's attack roll. On a success, the target takes half of the damage of the firearm, and is stunned until the end of your next turn.
Heavy Attack. As an action, you can spend 2 Blood Echoes and attempt to hit a target with a heavy attack. Make a melee weapon attack, on a hit the target takes an additional damage die worth of damage. Additionally, if the target is flanked and the attack hits, the target is stunned until the end of their next turn.
Fear the Old Blood
Upon choosing this archetype at 3rd level, you begin to learn to control the curse of the Old Blood that now lives in you. As a bonus action, you can transform into a beastial form for up to 1 hour. You can speak, use equipment, and wear armor in this form. You may revert to your normal form earlier as a bonus action on a DC13 wisdom saving throw, on a failed roll you loose control of you're bloodlust for three turns attacking anything in arms reach. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die. This feature replaces the rules for Lycanthropy within the Monster’s Manual.
Once you use this feature, you must finish a short or long rest before you can use it again.
In the Character Builder, set the option for Beast Blood Transformation to Beastial Form to activate the bonuses for that form on the character sheet.
Beastial Form
Selecting this option has updated the character sheet with the features of your Beastial Form.
Beast blood Transformation Features
While you are transformed, you gain the following features:
Feral Might. You gain a +1 to melee damage rolls. This bonus increases by 1 at 11th and 18th level. You also have advantage on Strength checks and Strength saving throws.
Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silver weapons. While you are not wearing heavy armor, you gain a +1 bonus to your AC.
Predatory Strikes. You can apply your Crimson Rite feature to your unarmed strikes as a single weapon. You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action.
Your unarmed strikes deal 1d6 slashing damage. The damage increases to 1d8 at 11th level.
Bloodlust. If you begin your turn with no more than half of your maximum hit points, you must succeed on a DC 8 Wisdom saving throw or move directly towards the nearest creature to you and use the Attack action against that creature. You can choose whether or not to use your Extra Attack feature for this frenzied attack. If there is more than one possible target, roll to randomly determine the target. You then regain control for the remainder of your turn.
If you are under an effect that prevents you from concentrating (like the barbarian’s Rage feature), you automatically fail this saving throw.
Tricks of the Trade
At 7th level, your speed increases by 10 feet. You also can add 10 feet to your long jump distance and 3 feet to your high jump distance. In addition, your hybrid form gains the Improved Predatory Strikes feature.
Improved Predatory Strikes. You gain a +1 bonus to attack rolls made with your unarmed strikes. This bonus increases by 1 at 11th level (+2) and 18th level (+3). In addition, when you have an active Crimson Rite while in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additionally you gain the ability to Dash, Dodge, or reload you're firearm as a bonus action.
Evasion
At 11th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a a beast's pounce or a shockwave. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Brand of the Old Hunter's
At 15th level, you have advantage on your Wisdom saving throws to maintain control of your bloodlust in Beastial form. in addition, your Brand of Castigation now seeps into the very essence of your foes, slowing their movements and attacks. Whenever a creature afflicted by your brand attempts to move, they must roll a Constitution saving throw or their movement speed is reduced to 0. Additionally, if they attempt to attack you, they must roll a Wisdom saving throw. On a failed saving throw the creature is stunned until the next attack that hits. Aberrations and Monstrosities make this saving throw with disadvantage.
Visceral Attack
At 18th level, you have wrestled your inner predator and mastered it. you have gained the ability to exploit an enemy's defenseless state. On your turn, you can use your action to make a visceral attack against a target that is stunned or paralyzed and is within your melee range. Make a melee attack roll plus your Dexterity modifier and proficiency bonus. On a hit, the target takes 10d8 necrotic damage, is knocked prone, and the stunned or paralyzed condition is removed.
Additionally You also gain the Blood Curse of the Howl for your Blood Maledict feature. This does not count against your number of blood curses known.
Previous Versions
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