Base Class: Druid
"Beasts all over the shop... You'll be one of them, sooner or later..."
You've been at the Hunt for a long while now. You don't know how long, but long enough to know that you can't live without it. The rush. The danger. The smell. The blood... Every night, you seek out your prey and every night you bathe yourself in their viscera. A baptism that feeds the ever-growing hunger within you. As a Hunter, you are meant to protect the good people from the beasts that seek to harm them, but who will protect the good people from you once you inevitably become that which you hunt?
Level 3: Blood Drunk Hunter Tools
As a Hunter, you have access to a variety of tools that make you a living nightmare for those you are meant to protect.
Only the most gruesome of weapons will bleed your prey in the ways you crave. As such, you are given your choice of the following Trick Weapons. Choose one to start with. You may choose one additional Trick Weapon at Druid 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 |
| Beast Claw | Standard: One-Handed Claw - 1d6 Slashing | Transformed: Two One-Handed Claws - 2d6 Slashing | Standard Weapon Properties: Light | Transformed Weapon Properties: Beastly Maul | Weapon Mastery: Topple |
| Bloodletter | Standard: One-Handed Mace - 1d6 Bludgeoning | Transformed: Two-Handed Long Morningstar - 1d10 Piercing | Standard Weapon Properties: Versatile (1d8) | Transformed Weapon Properties: Blood Sacrifice, Reach | Weapon Mastery: Sap |
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 Druid 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: 15/30ft. | Weapon Properties: Light, Parry | Weapon Mastery: Slow |
| Blunderbuss | One-Handed Shotgun - 1d10 Piercing | Quicksilver Bullet Cost: 2 per Shot | Range: 10ft. | 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 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
Beastly Maul - Upon using your Bonus Action to transform the Beast Claw, your off hand becomes a beastly claw and you slash at your foes with both hands at the same time. This is already reflected in the damage (2d6 Slashing). After the attack, hit or miss, your off hand reverts back to its normal form.
Blood Sacrifice - Every time you transform the Bloodletter, you stab the weapon into your gut and expend 1d6 + half your Druid Level (Rounded Down) of your Hit Points to extend it into a gruesome, blood-spiked weapon. You can revert it back to the Standard form as a Free Action on your turn.
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 action]Attack[/action] 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 3: Inner Beast
Sometimes, it's just easier to give in...
You can expend one of your Wildshapes to transform into a ghastly Man-Beast. In this form, you gain the following Wildshape changes to your stats.
AC - Your AC equals 12 + your Wisdom Modifier
Strength, Dexterity, and Constitution Scores - These Scores increase by 3 while transformed (up to a 20 Max Score)
Proficiencies - You are Proficient in Dexterity saving throws and Athletics, Acrobatics, and Stealth skill checks.
Movement - Your Movement Speed increases by 10ft. while on two legs and 15ft. while on all fours. You also have a Climbing Speed equal to your Movement Speed on all fours.
Attack Actions - You only have two Attack Actions while transformed: Claws and Bite. You are proficient with both and only use your Proficiency Bonus when rolling to hit.
Claws. Any time you use the Attack Action to make a Claws attack, you attack twice instead of once. Reach of 5ft. Each attack deals 1d6 + your Strength or Dexterity Modifier (your choice) Slashing damage.
Bite. Any time you use the Attack Action to make a Bite attack, you can also choose to make a Grapple check against the creature as part of the same Action. Reach of 5ft. Deals 1d8 + your Strength or Dexterity Modifier (your choice) Piercing damage.
If you choose to Grapple the creature, make an opposed Athletics check. If you succeed, you and the creature remake the checks at the beginning of both you and the creature's turns. Until the creature dies or you decide to end the Grappled Condition, each time you succeed the check the creature will take an additional 1d4 Piercing damage if you use the Bite attack against them again. As soon as the creature succeeds, you release them.
Level 6: Beast Blood Pellets
Small pellets of coagulated blood from a beast. Ingesting one grants a spurt of Beastly strength.
Anytime you make an Attack Action with a Trick Weapon, you can expend a Beast Blood Pellet to enhance the attack with your inner beast. Before making the Attack, you only have to proclaim you are using a Beast Blood Pellet to expend one. After which, your Attack is made with Advantage and deals an additional 1d4 + your Proficiency Bonus + your Strength Modifier of the Trick Weapon's damage. Hit or miss, until the start of your next turn, the next Attack successfully made against you deals an additional amount of damage equal to your Wisdom Modifier.
You have a number of Beast Blood Pellets equal to your half your Wisdom Modifier (Rounded Up) per Long Rest and regain all uses after completing one.
You cannot use Beast Blood Pellets while Wildshaped.
Level 10: Beast Roar
You unleash a powerful, indescribable roar from deep within you.
As a Magic Action on your turn, you unleash a ear-rupturing roar that pushes creatures away from you. Every time you use this ability, any creature of Large Size or smaller within a 5ft. Emanation of you must succeed a Strength saving throw equal to your Spell Save DC. On fail, the creature(s) are pushed 10ft. away from you. Further, you can choose one of the creatures that failed and force them to make a Constitution saving throw with the same DC. If they fail this Constitution save, the creature is Stunned until the start of your next turn.
Allies make the Strength save with Advantage and cannot be Stunned by this ability. Any objects in the Emanation that are within the Size parameters and are not secured down will be moved as well.
You can use this ability a number of times equal to your Wildshape usages per Long Rest and regain all spent uses after completing one.
Level 14: Beast's Embrace
You fully embrace that which you once sought to destroy.
Your Inner Beast form is enhanced and gains a few new traits.
AC - Your AC equals 13 + your Wisdom Modifier
Strength, Dexterity, and Constitution Scores - These Scores increase by 4 while transformed (up to a 22 Max Score)
Proficiencies - You are Proficient in Dexterity and Constitution saving throws as well as Athletics, Acrobatics, and Stealth skill checks.
Movement - Your Movement Speed increases by 10ft. while on two legs and 15ft. while on all fours. You also have a Climbing Speed equal to your Movement Speed on all fours. You can also make the [action]Dodge]/action] as a Bonus Action.
Attack Actions - You now have three Attack Actions while transformed: Claws, Bite, and Feral Screech. You are proficient with all three and only use your Proficiency Bonus when rolling to hit.
Claws. Any time you use the Attack Action to make a Claws attack, you attack three times instead of once. Reach of 5ft. Each attack deals 1d6 + your Strength or Dexterity Modifier (your choice) Slashing damage.
Bite. Any time you use the Attack Action to make a Bite attack, you can also choose to make a Grapple check against the creature as part of the same Action. Reach of 5ft. Deals 1d8 + your Strength or Dexterity Modifier (your choice) Piercing damage.
If you choose to Grapple the creature, make an opposed Athletics check with Advantage. If you succeed, you and the creature remake the checks at the beginning of both you and the creature's turns. Until the creature dies or you decide to end the Grappled Condition, each time you succeed the check the creature will take an additional 1d6 Piercing damage if you use the Bite attack against them again. As soon as the creature succeeds, you release them.
Feral Screech. You use a modified version of your Beast Roar as an Attack Action. When you unleash the shriek, any creature of Large Size or smaller within a 5ft. Emanation of you must succeed a Strength saving throw equal to your Spell Save DC. On fail, the creature(s) are pushed 10ft. away from you. Further, you can choose up to three creatures that failed and force them to make a Charisma saving throw with the same DC. If they fail this Charisma save, the creature(s) are Frightened of you until you revert back to your normal form or they succeed the save. They may remake the save at the beginning of each of their turns.
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