Base Class: Blood Hunter
What happens when a man seeking vengeance develops a hunger for slaughter? They develop a hunger for killing monsters, eventually growing to into an addiction for the foul life they carry. Vitality Hunter are known to crave a monster's life, draining their energy, or feasting on their bones, having an incurable hunger for their slaughter.
Vital Weaponry
You channel your vitality into a weapon. This weapon can be made out of pure energy, or out of flesh and bone, to name a few examples. You may summon it as a bonus action, and only one may be active at a time. Attempting to summon another one will instead dispel the current one. This weapon emits 10 feet of bright light, and 10 feet of dim lighting. It deals 1d8 of bludgeoning damage, and uses constitution for its attack and damage rolls. This weapon has the versatile property, increasing its damage to 1d10 when wielded with two hands.
This weapon grows with more levels into the blood hunter class. At level 7 blood hunter, it gains gets +1 to attack and damage rolls (1d8+1), +2 to attack and damage rolls at 11th level blood hunter (1d8+2), rolls an extra damage dice at 15th level blood hunter (2d8+2), and +3 to attack and damage rolls at 18th level blood hunter (2d8+3).
Variant: Dual weapons
Optionally, you may instead choose a pair of smaller weapons, rather than a main one. These weapons use 1d4 bludgeoning, and have the light and thrown (30/60) properties, rather than versatile. You may summon two at once, and dispel both as a bonus action. Otherwise, they share the same properties as a normal vital weapon, increasing in a similar fashion.
(Note, Due to Dnd beyond limitations, bonus to hit isn't done proper, and must be added to sheet manually.)
Vitality Overdrive
You gain a number of charges equal to your proficiency modifier. As a bonus action, you may expand one charge to draw a massive amount of vitality from your surroundings, enough to burn your soul. You exit this form if you are incapacitated, or reduced to 0 hit points, and recharge all charges on a long rest. While in overdrive:
- Your armor class increases by 2.
- Your vital weapon attacks deal an extra 1d8 bludgeoning damage.
- You take necrotic damage equal to your level at the end of your turn. This damage cannot be reduced in any way.
- You have a shield of life formed out of your own power or stolen from others. The shield has a maximum hit point equal to your blood hunter level + your constitution modifier. Whenever you take damage, the shield takes the damage instead. This shield regains 1d8 health points every time you deal damage with your vital weapon. When the shield drops to 0 hit points, it can no longer absorb damage, but its whispers still remain, able to continue to heal from damaging vital weapon attacks.
- While below half your maximum health, rounded down, you gain a +2 to attack and damage rolls done with your vital weapon.
- At exactly 1 health point, your vital weapon attacks gain advantage, and any targets saving against your hemocraft perform the save with disadvantage.
Brand of Starvation
Your thirst for life knows no bounds, pushing your body to its absolute limits in search of it. Upon reaching 11th level, your Brand of Castigation lets you feast on the chaotic vitality of a dying creature. When you reduce a creature to 0 hit points afflicted with your brand of castigation, you may roll 3 hemocraft dice, taking necrotic damage equal to the total amount rolled, but instantly recharge your brand of castigation. This damage cannot be reduced in any way.
Additionally, upon being attacked by your branded target, you may use your reaction to vanish from the triggering attack, forcing your vitality into your brand. While in this state, you cannot target enemies, but enemies cannot target you. On the start of your next turn, you burst out of your target, dealing 6d6 magical piercing damage to your branded target, and causing the brand to end on them. You heal for the same amount of damage inflicted.
Blood Curse of Hunger
Your time overcharging your body has taught you the capacity of life your soul can hold, and how to weaponize it. You gain the Blood curse of Hunger. This blood curse does not count for your number of blood curses learned
Blood curse of Hunger: When you use this blood curse you explode out in a sphere of stolen life, forcing all creatures within a 20 ft sphere centered on you to perform a dexterity saving throw, or take 8d6 force damage, half as much on a successful save. You automatically succeed on this save. Creatures who fail must make a save at the start of their turn or take 1d6 necrotic damage at the start of their turns, ending the effect early on a successful saving throw.
Amplify: Push your limits to protect your companions, you may change the shape of the explosion, alternatively firing a 100ft long and 5 feet wide beam. You are considered a target within the beam when it is fired, but you automatically succeed against it. When amplified you heal for half the necrotic damage dealt.
Goredrinker
omehow, your gluttony for life has managed to push your overcharged form to new heights. When you long rest, pick one of these three to memorize. When you activate your vitality overdrive, you may enter the chosen state as you activate it.
Chaotic vitality: You push your soul to its absolute limits, constantly draining life from and around you to wield like a weapon. While in this state, you are covered in a faint glow. In addition:
- The damage dice of your vital weapon increases by one size, from 1d8 to 1d10, and 1d10 while two-handed to 1d12. If the variant is used, the damage dice increases from 1d4 to 1d6.
- Your attack action now lets you perform 3 attacks, rather than two.
- While in your vitality overdrive form you take twice your level in necrotic damage instead of the former amount
Protective vitality: Your greed of the life of monsters makes you horde it, covering yourself in armor made of life energy. In addition:
- You gain 5 ac instead of 2 from your overdrive state.
- The amount of healing provided to your overdrive shield is increased from 1d8 to 2d8
- At the start of each of your turns when you have at least 1 hit point, you gain hit points equal to your Constitution modifier (minimum of 0).
- Your vital weapon no longer does 1d8 additional bludgeoning damage.
Unleashed vitality: You finally satiated your hunger for life, at least for now, using this aura to enhance your body, rather than as a weapon. While in this state, you are surrounded by a bright aura of energy. In addition:
- You gain a fly speed of 60ft, and your walking speed is set to 60ft as well unless you have a walking speed higher then 60ft.
- Your shield of life no longer gains hit points from any source.
- Your vitality overdrive feature no longer deals damage to you.
- Gain Evasion: 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.
- You shed bright light for 30 feet, and dim light for another 30 feet.
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