Base Class: Ranger
"Just go out and kill a few beasts..."
You remember waking up from a nightmare, only to realize that it wasn't. Now, within a dream shared between other Hunters, you are equipped with the tools to make you a ferocious adversary against all manner of prey... Even if you don't fully understand why you hunt them.
Inspired by the Bloodborne videogame by Fromsoftware
Level 3: The Hunter’s Dream
At Level 3, you gain access to the Hunter's Dream. This peaceful Demi-Planar space has a workshop where you can rest, resupply, and enhance yourself. You are alone in the Dream save for a Doll and the "Little Ones", strange, small creatures of indeterminate origin.
Every time you take a Long Rest, your body physically stays where it is in the waking world but your mind manifests in the Dream. While in the dream, you are as aware of your physical body as much as you would be while sleeping. When you leave the Dream, you wake up in your physical body again, and anything you did in the Dream carries over into the waking world with you.
The Workshop
The Hunter's Dream has a myriad of Points of Interest you can interact with while you sleep. Each interaction with a Point of Interest will grant you a Bonus that applies when you awake from the Dream. You can only interact with one Point of Interest per visit to the Dream and lose the Bonus whenever you return.
The Storage Chest (Passive) - A large, seemingly unextraordinary chest that can hold an incomprehensible number of items. You can interact with the Storage Chest at any point while in the Dream and this does not count towards your interactions. You can store up to 1,000 pounds of items within it as long as the items placed within can get past the threshold (2ft. x 5ft.). Only you can access your items in the Storage Chest.
The Doll - A full-sized Human Doll wearing a finely tailored dress. She speaks softly and is a polite conversationalist. Interacting with her will grant you a +1 Bonus to one Ability Score of your choice.
The Weapon's Bench - A workbench with every tool, blade, and instrument one could ever require to craft deadly weapons. Interacting with it will grant a +1 Magic Weapon Bonus to a weapon of your choosing. You must be Proficient with the weapon to gain this Bonus.
Memory Altar - An ancient looking altar with various runes laid out on it. Interacting with it will allow you to memorize one of the runes and grant a Bonus of your choosing. Choose one of the following: Quicksilver Bullet capacity increases by 1 (excludes "Blood Bullets"), One additional use of Hunter's Mark without using a spell slot per Long Rest, or +5 Maximum Hit Points.
The Bath - A sizeable bird bath that is full of "Little Ones" who each hold up different Hunter Weapons. Interacting with them will allow you to switch out one of your Trick Weapons or Hunter Firearms for another of your choosing. You can only have one of each until you reach Ranger Levels 4 and 5 or at the discretion of your DM.
Level 3: Hunter’s Tools
As a Hunter, you have access to a variety of tools that make you a living nightmare for your prey.
Upon awakening in the Dream, you are given your choice of the following Trick Weapons. Choose one to start with. You may choose one additional Trick Weapon at Ranger Levels 4 and 5, or at your DM's discretion.
Trick Weapons
| Hunter's Axe | Standard: One-Handed Axe - 1d6 Slashing | Transformed: Two-Handed Halberd - 1d10 Slashing | Standard Weapon Properties: Light | Transformed Weapon Properties: Reach | Weapon Mastery: Vex |
| Saw Cleaver | Standard: One-Handed Axe - 1d6 Slashing | Transformed: One-Handed Battleaxe - 1d8 Slashing | Standard Weapon Properties: Light | Transformed Weapon Properties: Versatile (1d10) | Weapon Mastery: Topple |
| Threaded Cane | Standard: One-Handed Quarterstaff - 1d6 Bludgeoning | Transformed: One-Handed Whip - 1d4 Slashing | Standard Weapon Properties: Versatile (1d8) | Transformed Weapon Properties: Finesse, Reach | Weapon Mastery: Slow |
Trick Weapons have two different forms: Standard and Transformed. You can change between the two as a Bonus Action on your turn. Trick Weapons with the "Light" Weapon Property can make the second attack with the same weapon instead of another. You are Proficient with the Trick Weapon you choose and can choose it as one of the Weapon Masteries you know per Long Rest. The Weapon Mastery works on both the Standard and Transformed forms of the Trick Weapon.
Hunter's Firearm
You also choose one of the following Hunter's Firearms. The firearm is held in your off hand as long as the weapon in your main hand is One-handed. Again, you can choose another at Ranger Levels 4 and 5, or at your DM's discretion. See the explanation of the Weapon Properties below the chart. You are Proficient with the Hunter's Firearm you choose and can choose it as one of the Weapon Masteries you know per Long Rest.
| Hunter Pistol | One-Handed Pistol - 1d8 Piercing | Quicksilver Bullet Cost: 1 per Shot | Range: 15/30 ft. | Weapon Properties: Light, Parry | Weapon Mastery: Slow |
| Blunderbuss | One-Handed Shotgun - 1d10 Piercing | Quicksilver Bullet Cost: 2 per Shot | Range: 10 ft. | Weapon Properties: Spread, Parry | Weapon Mastery: Topple |
| Repeating Pistol | One-Handed Pistol - 2d6 Piercing | Quicksilver Bullet Cost: 2 per Shot | Range: 15/30ft. | Weapon Properties: Double Shot, Parry | Weapon Mastery: Slow |
Quicksilver Bullets
You have a number of Quicksilver Bullets equal to your Proficiency Bonus. You regain all spent Quicksilver Bullets every time you complete a Short Rest. However, you may gain two additional Quicksilver Bullets by expending 1/4th of your Total Hit Points (Rounded Down). These "Blood Bullets" deal the the Hunter's Firearm's normal damage with -2 penalty and last until you complete a Long Rest. You can produce these "Blood Bullets" once per Long Rest.
Weapon Properties
Parry - When a creature makes an Attack on you, you can use your Reaction to fire your Hunter's Firearm at them. Make a Ranged Attack on the attacking creature with Advantage. If the Attack hits, it deals half the Hunter's Firearm's damage and adds +2 to your AC, possibly allowing the Attack to miss. You must have an adequate number of Quicksilver Bullets available to use this Weapon Property. If a "Blood Bullet" was used for the Parry, add the -2 penalty to the halved damage. Even if no damage is dealt, you still gain the +2 AC bonus. The AC Bonus only applies to the attack you Parry and is lost immediately after.
Spread - When the weapon is fired, the Quicksilver Bullets are shredded in the barrel and spread out in a Cone. Any creatures standing to the immediate left or right of the targeted creature can be hit with the weapon's damage without the need to roll an Attack against them. Roll your Attack against the target creature and on a hit choose an additional creature in range of the spread. After you roll the damage, you can choose to deal 1/4 of the damage (Rounded Down) to the second targeted creature with the rest hitting the main target.
Double Shot - The weapon fires two Quicksilver Bullets at one time for 1d6 Piercing each. This is already calculated into the weapon's damage (2d6 Piercing).
Level 7: Insight
Your mind begins to open to the broader truths of not just the world, but the cosmos.
You have 2 Insight points. As a Magic Action, you can expend 1 Insight to learn some scrap of cosmic truth. Choose one of the following ways this truth manifests.
Message - A cluster of "Little Ones" will appear in a space in front of you with a message. It is no longer than 3 sentences and contains some important information. It could be the answer to a question, or information on where to go, or even a warning, but it may not always have a clear meaning.
Sight - You gain Truesight in a 15ft. Emanation from where you are currently standing.
Knowledge - You can immediately cast either the Identify, Detect Magic, Detect Evil and Good, or Detect Thoughts spells without the use of a spell slot.
You regain all spent Insight points after completing a Long Rest.
Level 11: The Night Grows Long
As you you grow more accustomed to your life as a Hunter, your beast slaying prowess grows and new techniques become available to you.
Visceral Attack
After successfully hitting a creature with a Parry from your Hunter's Firearm, if the creature is below half their Total Hit Points, you may immediately make a Visceral Attack as part of the Reaction. Your hand turns into a beast-like claw and plunges into the target before ripping out their organs, blood, and other viscera. The Visceral Attack deals 1d8 + your Proficiency Bonus + your Wisdom Modifier of Necrotic Damage.
Rally Hit Points
Any time you use your Hunter's Mark spell on a Beast, Aberration, or Undead type creature, the creature must succeed a Wisdom Save equal to your Spell Save DC. On fail, the creature becomes Rally Marked for the spell's duration. Every time you hit this creature with one of your Hunter Weapons, you regain an amount of Hit Points equal to the Force damage dealt by Hunter's Mark. If this creature is reduced to 0 Hit Points, and you move the Hunter's Mark to another Beast, Aberration, or Undead type creature, they must immediately make the Save or be Rally Marked.
Level 15: Nightmare Slayer
You become the nightmare of Nightmares.
You are Immune to the Frightened and are Resistant to Psychic damage.
You also have 2 Papers of your choice, Bolt Paper and/or Fire Paper, per Long Rest. You can pick two of one or one of each and they restock every time you go to the Hunter's Dream. Both papers can only be applied to a Trick Weapon.
Bolt Paper: Deals an additional 1d10 Lightning damage. Lasts for 1 Minute.
Fire Paper: Deals an additional 1d10 Fire damage. Lasts for 1 Minute.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/17/2025 2:13:58 PM
|
8
|
4
|
1.0
|
Coming Soon
|
-
View User Profile
-
Send Message
Posted Mar 29, 2026This is awesome