Base Class: Blood Hunter
Those who partake in the Order of the Hunter are malevolent people. They strive to hunt beasts or even celestials, going to any means necessary to slaughter their pray. Hunters only seek blood, they are satiated by blood, and hunt day in and day out. Leaded by the crimson moon, their hunt never ends. Every beast in a Hunter's path are ripe for the slaughter.
Pray for the Slaughter
When you reach 3rd level and partake in this Order, you gain a sense for tracking beasts. You gain advantage for Wisdom (Survival) checks to track beasts, as well as intelligence checks to recall information about such beasts. Additionally, you gain proficiency with firearms, at your DM's discretion.
Healing Blood
When you reach 7th level, you use the blood of your past pray to heal yourself. As a bonus action, you can stab yourself using a Vial of Blood, healing yourself for 4d4 + 4 hitpoints. The more proficient you become in your hunt, the better this ability becomes. You can only use this ability five times per long rest.
Brand of the Hunt
At 11th level your Brand of Castigation lets you more effectively slaughter your prey. You gain advantage on attack rolls against foes marked by your Brand of Castigation. Only you gain the benefit of this ability, your allies do not gain advantage on enemies marked by the Brand of Castigation.
Prey of Higher Power
At 15th level, due to your trials and tribulations as a Hunter, you gain the ability to track and recall information about more powerful beings. You choose one of these monster choices to be able to track and recall information about Abberations, Celestials, Dragons or Monstrosities. Additionally, you can take two firearm attacks per action.
Abberations
You gain the ability to track and recall information about Abberations.
Celestials
You gain the ability to track and recall information about Celestials.
Dragons
You gain the ability to track and recall information about dragons.
Monstrosities
You gain the ability to track and recall information about Monstrosities.
Transformation
At 18th level, you have mastered your hunt. With the blood of your slain foes, you can transform depending on which monster you chose at 15th level. As an action, you can expend one of your blood vials to activate one of the following effects:
Abberation: You learn the Antimagic Field spell. When you cast this spell, a third eye on your forehead opens, resembling a Beholder's eye.
Celestial: You learn Rite of the Holy. The extra damage dealt by this rite is Radiant.
Dragon: You gain the ability to breath fire. Anyone within a 20 foot cone in front of you must make a Dexterity Saving Throw. On a failed save the creature takes 8d6 fire damage. On a successful save, the target takes half as much.
Monstrosity: You gain one ability of the monstrosity you killed most recently, this effect changes whenever you kill a monstrosity. The effect you do is up to your DM's discretion (Think of it almost like Wild Magic).
Abberations
You learn the Antimagic Field spell. When you cast this spell, a third eye on your forehead opens, resembling a Beholder's eye.
Celestial
You learn Rite of the Holy. The extra damage dealt by this rite is Radiant.
Dragons
You gain the ability to breath fire. Anyone within a 20 foot cone in front of you must make a Dexterity Saving Throw. On a failed save the creature takes 8d6 fire damage. On a successful save, the target takes half as much.
Monstrosity
You gain one ability of the monstrosity you killed most recently, this effect changes whenever you kill a monstrosity. The effect you do is up to your DM's discretion (Think of it almost like Wild Magic).