Base Class: Blood Hunter
Hailing from far off lands, hunters travel the world hunting Eldritch abominations and monsters despite holding the blood of the very same beasts inside themselves. The hunters have an unsettling supernatural mastery over the accursed blood that runs through their veins, learning to use it to perform incredible feats not achievable by other warriors.
Attacking fast and relentlessly, hunters are masters of the battlefield, experts at controlling the flow of battle and conquering their foes through indomitable will.
Hunting Preparations
At 1st level, you have studied how to identify and fight otherworldly beings. You have advantage on Wisdom (Survival) checks to track aberrations, monstrosities, or celestials as well as on Intelligence checks to recall information about such creatures.
Your training has also given you the ability to create simple potions to restore vitality. This process requires the hunter to extract blood vials from their own body and treat them to create a healing mixture.
As bonus action, you can consume a Blood Vial and roll a number of hemocraft die equal to your proficiency bonus. You regain an amount of hit points equal to the number rolled.
During a long rest, you can extract a number of blood vials from your body equal to your hemocraft modifier (minimum of 1). Any unused vials expire at the end of the long rest following their creation. Your Blood Vials have no effect on other creatures.
Optional Feature: Firearm Proficiency.
The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master's Guide and your Hunter has been exposed to the operation of such weapons, your Hunter is proficient with them.
Alluring Blood
Starting at 3rd level, your blood has been altered to be extremely pungent and intoxicating. Any creature who drinks your blood must succeed on a Constitution saving throw or take poison damage equal to your hemocraft die and become poisoned for an hour. As a bonus action, you can use a blood vial as a cocktail and toss it near an enemy within 30 feet of you. The enemy must make a Wisdom saving throw. On fail, the enemy has disadvantage on all attacks against anyone but you, if the enemy is a Vampire, Lycanthrope, or it's INT score is less than 6 it fails automatically. The effect lasts for 1 minute and at the start of each of its turns until the effect ends, the target can repeat the saving throw. On a successful save, the effect ends.
Hunter's Vengeance
At 3rd level, you gain the ability to heal by striking back. Once per turn, If you hit a creature that has dealt damage to you since your last turn, you regain a number of hit points equal to your hemocraft die.
Tactics of the Hunt
At 7th level, you have developed better techniques for avoiding death and exploiting enemy mistakes, you can perform such techniques by spending a number of special dice called Hunter's dice.
Hunter's Dice. You have an amount of hunter's dice equal to your hemocraft modifier (minimum of 1). A Hunter's Dice equals to your hemocraft die and it is expended when you use it. You regain all of your expended Hunter's dice when you finish a short or long rest.
Tactics of the Hunt. You can spend one Hunter's dice to perform one of the following techniques:
Hunter's Riposte. If a creature you can see misses an attack against you, you can make a melee weapon attack or a ranged attack with a one-handed weapon against them as a reaction. On a hit, the creature must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Quick Step. As a reaction to being attacked, you can move 5 feet and cause that attack to miss, this movement does not provoke opportunity attacks.
Hunter's Evasion. As a reaction to 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 half damage if you fail.
Quickening. If you are holding a one-handed or versatile weapon on your off-hand. You can make two attacks with it as a bonus action.
Hunter's Senses. As a bonus action, you gain 30 feet of blindsight until the end of your turn.
Bloody Ammunition. You take necrotic damage equal to your hemocraft die and create an amount of any non-magical pieces of ammunition equal to the damage taken.
Sanguine Prey
At 7th level, you have learned how to identify weaknesses with your blood and exploit them. Whenever a creature is affected by your Alluring Blood Cocktail, it becomes affected by the hunter's mark spell and you immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
Strength of Blood
Starting at 11th level, your body has been fortified against invasions. You gain proficiency in Constitution saving throws and immunity to disease and poison damage. In addition, The target of your Alluring Blood Cocktail has disadvantage on the initial save against it.
Restless Hunt
Starting at 15th level, when you roll initiative, you regain 1 use of your Hunter's die and a Blood Vial.
Paleblood
At 18th level, your understanding of the occult has permanently changed you. You have advantage on Wisdom, Charisma and Intelligence saving throws, truesight to a range of 60 feet and you can not be charmed or stunned
Previous Versions
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