Blood Hunter
Base Class: Blood Hunter

A Hunter is a person that makes a living by hunting monsters and doing requests for civilians. Wyverians started the hunting career over hundreds of years ago. Though hunting was their primary job, it slowly changed overtime to other objectives, such as delivering items and escorting travelers. This eventually led to the Hunter's Guild appearing to fill in many of those requests with hunters

Most people become hunters so they can gain wealth, fame, a better living, or other reasons. Some even become hunters to sneak out of crimes they've done. Some hunters are even criminals or ex-criminals-- this exception causes some places to disagree with the ways of the Hunter's Guild. Though the Hunter's Guild is nearly all over the world, it is actually illegal in the places that disagree with their ways. This is partially due to not taking blame for hunters of the organization.

Rite of the Hunt

When you join this order at 3rd level, you learn the Rite of the Hunt as part of your Crimson Rite feature. When you activate the Rite of the Hunt, the extra damage dealt by your rite is radiant damage. Additionally, while that rite is active on your weapon, you gain the following benefits:

  • Your weapon can be used as a "skinning" tool, to carve monsters for their parts.
  • Select a creature type, except humanoid. You have resistance to damage from creatures of that type.
  • When you hit an non-humanoid creature with a weapon for which the Rite of the Dawn is active, you roll an additional hemocraft die when determining the extra damage from the rite.

Monster Hunter

Starting at 3rd level, you learn to carve monsters for their parts, and use them to strengthen your own gear. While you have a "skinning" tool in hand, you may carve a monster (for reference, a "monster" is a non-humanoid creature) that has been killed within the last 24 hours. A monster can only be carved once per Monster hunter, pass or fail. Made a survival check, against that monster's challenge rating. On a success, you manage to either obtain a Defense Material or an Offense Material. You may slot defense materials into armor, and offense into weapons, which can hold a total amount equal to your proficiency bonus. Each one slotted gives that armor or weapon one additional property, which cannot stack, unless stated. 

Defense: 

1. You gain one damage resistance that monster had (Or immunity, starting at 15th level)

2. You can use your reaction to gain +3 armor class against an attack you can see (+5 until the end of the current turn at level 15)

3. Once per short rest, you can add a +5 to a saving throw that that monster was proficient in (you gain one of their Legendary Resistances instead, at level 15)

4. You gain one saving throw proficiency that monster had (You can make one of your saves expertise if you already are prof, starting at level 15)

5. You gain one special sense that monster had, up to 10ft (60ft at level 15)

6. You gain one movement option that monster had, up to 30ft (100ft cap at level 15)

 

Offense: 

1. Your weapon attacks deal 1d12 more to creatures of that same type (3d12 at level 15). 

2. Your weapon is considered a natural weapon, in addition to it's other types. 

3. Your weapon does an additional die of damage, in a type that monster was able to deal with an attack. (2 die at level 15)

4. Your crimson rite gives monsters of the same type damaged by it disadvantage on attack rolls until the end of your next turn

5. Your brand of castigation deals extra damage equal to that monster's CR (max 30)

6. You can add your hemocraft die to checks about monsters of that type (2 die at level 15) 

 

 

Item Master

Upon reaching 7th level, you master the art of using items to your advantage in your hunts. You automatically can use and pass checks for spell scrolls, tattoos, and other consumable items not normally accessible by your class. In addition, you can drink potions as a bonus action, without a free hand. If you drink a potion that heals you or gives you temporary hit points, that effect spreads to allies within 10ft of you. As a bonus action, you may set a trap down, which triggers when a creature other than you enters it's space (5ft x 5ft) or starts it's turn there. 

You also have the ability to craft up to 6 helpers items in your downtime. You can make up to 6 tinker's tools checks a day, with a DC of your choosing. On a success, you make a trap of your choice from the list below, with a DC equal to the tinker's tools check. All traps disappear one minute after triggering, and can trigger up to 2 times before not being able trigger a third time.

Pitfall Trap: If the creature does not have a hover speed, it must make a dexterity saving throw or fall into a pit and  have it's speed set to 0 until the end of it's turn. (does not make holes in floors, extradimensional pit). while inside, it must use 60ft of walking speed, 30ft of climbing speed, or 10ft of flying speed to escape, and attacks against it have advantage. It's attacks are at disadvantage. 

Shock Trap: If the creature is not immune to lightning damage, it must make a constitution saving throw or be stunned for one minute, repeating the save at the end of each of it's turns

Tranq Trap: If the creature has less than half it's remaining hit points, it must make a charisma saving throw, or fall asleep for 18-26 hours. While asleep, damage wakes it up, but outside noise or movement does not. If you manage to bring a sleeping monster to a safe place, you may carve it double the amount of times, without killing it.

Brand of Weakening

Starting at 11th level, your Brand of Castigation exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite. Additionally,  If the branded creature makes any natural weapon attacks while branded, they suffer a penalty to hit equal to your hemocraft modifier. 

Weapon Sharpener

At 15th level, you hone your weapons to be sharper than usual, allowing them to cut and smash more effectively. As a bonus action, you can sharpen a held weapon; that weapon gains a +3 to hit, until you miss with it against a creature 5 times, in which case, it becomes a +2 to hit (min +0). In addition, while sharpened, your weapon have a bonus to checks to carve a monster, equal to your dexterity modifier. 

Super Effective Attacker

Upon reaching 18th level, you learn the secret art of the super effective attack. Using strengths against your opponent. If you attack a creature who is immune to a type of damage, you make them vulnerable to a different type listed below for the purposes of your attack only.  

Immunity: vulnerability 

Acid: Lightning

Bludgeoning: Force

Cold: Fire

Fire: Cold

Force: Thunder

Lightning: Poison

Necrotic: Acid

Piercing: Radiant 

Poison: Bludgeoning 

Psychic: Slashing

Radiant: Necrotic 

Slashing: Psychic 

Thunder: Piercing 

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