Base Class: Blood Hunter
Not all people become a blood hunter due to a personal vendetta or a feeling of justice. Some people simply enjoy the thrill of the hunt, to track and chase and kill their prey. The Order of the Hunter has studied and refined their hemocraft to aid in their hunting their quarry, which can be anything, from human to dragon.
These people only ever hunt one creature at a time, and their hunts can take anywhere from a couple of days to a few years, depending on how hardy the marked creature is. The hunters in this order are brutal, vicious, and only care about their personal hunt.
I made this subclass because I enjoyed the flavor of "hunting" your enemy from the Order of the Lycan but not the werewolf/transformation aspects of it. I tried to design this subclass keeps the "hunter" theme of that subclass without stepping on too many of its toes.
Quarry's Mark
When you join this order at 3rd level, you how to mark your prey. As a bonus action, you can choose one creature in your line of sight to mark as your Quarry. While your Quarry's mark is active, you gain the following benefits:
- You gain a +2 to attack rolls against your Quarry and a -2 to all other creatures. This increases to +3 and -3 to attack rolls at Level 15.
- You speed increases by 10 feet while moving towards your Quarry. This increases to 20 feet at Level 15.
- You gain advantage on Perception checks against your Quarry, and they have disadvantage on Perception checks against you.
This mark lasts until you dismiss it with a bonus action, or you take a short or long rest. Only one creature can be marked at a time.
Once you use this feature, you must finish a short or long rest before you can use it again.
Relentless Pursuit
Upon reaching 7th level, you have sharpened your hunting instincts. You no longer depend on you sight to chase your prey, instead relying on all of your senses. You gain Blindsight up to 30 feet.
In addition, when a creature within 20 ft of you begins to move in a direction away from you, you can use a reaction to move towards the creature and take a melee attack against it. On a hit against a creature with Quarry's Mark, their speed drops to 0 for the turn.
When you move using this reaction, other creatures have disadvantage on opportunity attacks against you.
Brand of the Stalked
Starting at 11th level, your Brand of Castigation strikes fear in your foe. The affected creature gains disadvantage on all attack rolls against you, and has their speed reduced by 10 ft.
If your Quarry's Mark is applied to the same creature as your Brand is, the creature must make a Wisdom saving throw the first time you hit it with a weapon attack on your turn. On a fail, the creature becomes stunned for one minute. The creature may make a Wisdom saving throw at the end of its turns. On a success, the creature is no longer stunned and can no longer be stunned in this way until your next short rest.
Blood Curse of Debilitation
At 15th level, you hone your hemocraft in order to weaken and debilitate your prey. You gain the Blood Curse of Debilitation for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of Debilitation
As a bonus action, you attempt to weaken one creature you can see within 30 feet of you, which must make a Constitution saving throw. Creatures with Quarry's Mark make this saving throw with disadvantage. On a failure, they deal half damage with all of their attacks until the end of your next turn.
Amplify. This curse lasts for one minute. The affected creature can make a Constitution saving throw at the end of each of its turns, ending the curse if it succeeds. Creatures with Quarry's Mark make this saving throw with disadvantage.
Wild Hunt
Upon reaching 18th level, you have become an unstoppable hunter, never resting until either you or your quarry is dead.
You may mark one additional creature with your Quarry's Mark. In addition, you gain the following affects against your Quarry:
- You are not affected by Exhaustion while moving towards or fighting your Quarry.
- You gain one additional attack against the Quarry when taking the Attack action.
- Your melee weapon attacks deal additional thunder damage against the creature equal one rolls of your Hemocraft die.
- When using a Blood Curse that requires a saving throw against your Quarry, they have disadvantage on it.
You can use your Quarry's Mark an unlimited amount of times, and now only ends if you dismiss it.
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