Base Class: Ranger
Blood Hounds utilize blood magic and a series of abilities dependent on the favored foe optional feature as well as creating and extorting the bleed condition.
Blood Magic
Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Blood Hound Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Blood Hound Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Lifeblood |
| 5th | Lacerate |
| 9th | Blood Puppet |
| 13th | Crimson Lance |
| 17th |
Siphon Essence |
Blood Scent
Your sense of smell is keen compared to most already, granting proficiency in perception or expertise if you are already proficient. Your sense of smell is also stronger, gaining the keen smell ability. Additionally, as a 1 minute ritual, you may take in and catalogue the scent of one source of fresh blood, having been spilled no longer than a day prior. You will always remember this scent, and can immediately recognize it in the future.
Finally, if the blood is used to track a hurt creature, you gain advantage on survival checks to track this creature as long as you follow the scent or trail of blood.
Expertise
Grants expertise in perception if you are already proficient
Proficiency
You become proficient in perception
Bloody Strikes
At 3rd level, you can hone in on the veins of your enemies and spill their blood with precision.
Once per turn, when striking a creature with a weapon or spell attack that deals piercing or slashing damage, they take 1d4 bleed damage. At 11th level, this becomes 2d4.
Gushing Wounds
At 7th level, when you designate a favored foe that is bleeding, or as a bonus action if the bleeding target is already your favored foe, you may pull their blood out of their wounds even quicker. You double the current bleed they are suffering from, resetting its duration, and making the bleed harder to heal. The DC of the bleed increases by 5 for the medicine check, and the amount of healing required to remove this bleed is equal to your level.
Once this feature is used, it cannot be used again until you finish a short or long rest.
Sanguine Steps
At 11th level, you gain the ability to flow like the blood you spill. When making an attack against a bleeding target, you may fly a distance up to your walking speed that may be used to take and path you desire as long as you end this movement adjacent to a separate bleeding creature. This movement does not provoke attacks of opportunity. Your next attack on a bleeding target has advantage and takes an additional amount of damage equal to your WIS modifier.
Blood Rush
At 15th level, your command over even your own blood is exceptional. When you take damage from an attack, as a reaction you may empower yourself on your next turn. Until the end of your next turn you gain 20ft to all speeds, an extra attack in your attack action, and if you use your bloody strikes ability you heal for the same amount of damage. However, during this time, all bleed damage you take is increased by 1.
Comments