Base Class: Fighter
You are one born of the blood and cursed with a dark soul. You've inherited the suffering and the burden from generations of legendary heroes who slayed gods, kings and beasts alike. You have unnatural reflexes and stamina as one would need while on the hunt for such terrifying foes. You feel cursed and are sure you are part of some great dark destiny that could determine the fate of the world. It has been the role of Soulborn heroes to hunt down and destroy evil and keep the fire of humanity alight. It is your turn now, after all, a hunter must hunt.
Praise the Sun / Fear the Old Blood
When you choose this archetype at 3rd level, you begin to comprehend the powerful forces of sun and blood. During a Long Rest you may choose between Path of the Sun or Pact of the Blood:
Path of the Sun
You lose proficiency in Light Armour
You can use an action to drink a Sun Vial to regain 5 health.
The healing from a Sun Vial increases by 1 health for each level you have in this class.
You start with 3 vials and gain an additional vial at 6th and 16th level.
Pact of the Blood
You gain proficiency with a sidearm that you can use in your offhand and gain the Gunslinger feat. You can only hold 10 bullets for your sidearm at a time.
Gunslinger
- You ignore the loading quality of firearms with which you are proficient.
- Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
- When you use the Attack action and attack with a one-handed weapon, you may use your bonus action to attack with a loaded pistol you are holding.
You lose proficiency in Medium and Heavy armour as well as shields.
Dealing melee damage to an enemy after being damaged within the past turn allows you to regain health equal to half of the damage you deal this turn.
This healing increases to all of the melee damage you deal at 10th level.
The damage does not count if it is from an enchantment, potion or spell.
Warrior of the Hunt
Starting at 3rd level, Undead, Aberrations and Monstrosities are counted as your favored enemy as though you were of the Ranger class.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Wisdom (Perception, Insight) involving your favored enemies and on Intelligence checks to recall information about them. You also gain a +2 bonus to damage with weapon attacks, which increases to +3 at 6th level, and +4 at 14th level.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
Adept Dodging
Starting at 7th level, when an enemy targets you for a melee or ranged attack, you can use your reaction to make a Dex Save contested by a DC equal to the enemy's Dexterity + 2 to avoid the attack and move 5ft out of the way. If the Dex Save is failed, you will automatically be hit by the attack. This action can only be used if there is an available space to move into within 5ft of your character.
Parrying
Starting at 10th level, while using either a sidearm or a shield, you can attempt to parry a melee attack to stop the attacking creature within range by preparing a bonus action against the creature. The parry expends a bullet if you are using a sidearm but deals damage equal to your sidearm's damage if the parry is successful. If parrying with a shield, your attack roll is calculated by adding your proficiency bonus + your Strength bonus to the die roll. If you attack the creature with a melee attack on your next turn, you have advantage and getting a natural 18, 19 or 20 counts as a critical hit. Once a creature is parried by you, it will automatically end its turn. Parrying will not affect enemies that are Gargantuan.
Power of the Sun / Old Hunter's Power
Starting at 15th level, you gain an ability depending on your chosen path feature:
Power of the Sun
You can cast Lightning Bolt at 5th level three times per short rest, substituting the damage to Radiant rather than Lightning.
Old Hunter's Power
You can spend 20HP and an action to gain 10 blood enhanced bullets for your sidearm that deal an additional +5 damage each. You can only hold up to 10 blood enhanced bullets and they disappear after a short or long rest. Spending health using this ability allows you to use the effects of Fear the Old Blood on your next turn.
Warrior of Sunlight / Pale Blood Hunter
Starting at 18th level, you gain bonuses depending on your current Path choice:
Warrior of Sunlight
Gain an additional +4 AC.
Have an ally Warrior of Sunlight Spirit with half of your health but the same stats and equipment appear during one encounter per long rest.
Pale Blood Hunter
Gain an additional 2 points in Dexterity.
Gain a mechanical weapon from the Old Hunter's Workshop (Counted as Finesse) that deals 2d8 damage that counts as a +3 enchanted weapon and an additional 5 damage if the enemy is an Undead, Aberration or Monstrosity. This weapon has two alternate modes: A smaller more convenient saw blade that is effective at close quarters OR An extended handle weapon that reduces damage to 1d12 but grants reach and allows you to make a sweeping attack in a 10ft cone in front of you (Your attack roll must exceed the AC of each creature in range of the sweep or the sweep will be stopped short when it reaches an enemy with stronger AC than your attack). You can alternate the modes of the weapon after each individual attack action.
Negotiating a different form of weapon with your DM is permitted. If you have chosen a different form of weapon you can choose between the original weapon stated above and your own each time you change between Fear the Old Blood and Praise the Sun.
Gain the clothing of an Old Hunter that is classified as Light Armour with a base Armour Rating of 14 + your Dex mod.
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