Blood Hunter
Base Class: Blood Hunter

Rite of the Hunter

When you join this order at 3rd level, you learn the Rite of the Hunter esoteric rite (detailed below).

Rite of the Hunter. Your rite damage is Psychic damage. While the rite is active, you gain the following benefits:

  • You gain advantage on stealth checks
  • You have resistance to non-magical slashing, piercing, and bludgeoning damage.
  • Your weapon deals one additional hemocraft die of rite damage to enemies with resistances.

Never Hunt Alone

At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.

The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack,Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.

If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.

If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn’t hostile to you and that meets the requirements.

Silent Hunter

Upon reaching 7th level, your speed increases by 10 feet and others have disadvantage on wisdom (perception) checks to notice you.

Brand of the Hunter

Beginning at 11th level, as a bonus action you can brand your companion and apply your Rite of the hunter to one of their attacks dealing the normal damage to it.

Blood Curse of the Savior

Beginning at level 15 When a your companion is reduced to 0 hit points within 30 feet of you, you can use your reaction to take the damage instead.

Amplify. In addition, you can also damage the creature that attacked your companion equal to the damage dealt.

Master of the Hunt

Upon reaching 18th level, you have mastered the hunt and can transform into the perfect hunter for 1 hour.

  • You gain a flying speed of 60 feet
  • You can use Rite of the hunter without taking damage
  • When you attack from stealth you can immediately roll a new stealth check to stay hidden

Once you use this feature, you can’t use it again until you finish a long rest.

Rite of the Hunter

When you join this order at 3rd level, you learn the Rite of the Hunter esoteric rite (detailed below).

Rite of the Hunter. Your rite damage is Psychic damage. While the rite is active, you gain the following benefits:

  • You gain advantage on stealth checks
  • You have resistance to non-magical slashing, piercing, and bludgeoning damage.
  • Your weapon deals one additional hemocraft die of rite damage to enemies with resistances.

Never Hunt Alone

At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.

The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.

If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.

If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn’t hostile to you and that meets the requirements.

Silent Hunter

Upon reaching 7th level, your speed increases by 10 feet and others have disadvantage on wisdom (perception) checks to notice you.

Brand of the Hunter

Beginning at 11th level, as a bonus action you can brand your companion and apply your Rite of the hunter to one of their attacks dealing the normal damage to it

Blood Curse of the Savior

At level 15 When a your companion is reduced to 0 hit points within 30 feet of you, you can use your reaction to take the damage instead.

Master of the Hunt

Upon reaching 18th level, you have mastered the hunt and can transform into the perfect hunter for 1 hour.

  • You gain a flying speed of 60 feet
  • You can use Rite of the Hunter without taking damage
  • When you attack from stealth you can immediately roll a new stealth check to stay hidden

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

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