Blood Hunter
Base Class: Blood Hunter

Blood Hunters of the Order of Tigris bind their altered blood to the primal essence of the tiger. Through disciplined lycanthropic hemocraft, they assume a powerful hybrid form characterized by striped fur, immense claws, heightened senses, and a supernatural instinct to dominate the battlefield around them.

Members of this order are not subtle assassins. Although they are skilled stalkers, their purpose is to identify the most dangerous creature present, close the distance with explosive speed, and prevent it from threatening anyone else. Once a Tigris hunter commits to an engagement, retreat becomes difficult for both hunter and quarry.

The tiger spirit embodies strength, patience, territorial authority, and sudden violence. It can remain motionless for hours before erupting into action with terrifying force. Tigris hunters cultivate the same pattern: careful observation followed by decisive commitment.

Their transformation also intensifies protective instincts. Many members become fiercely devoted to a chosen community, family, company, or hunting territory. This devotion can make them extraordinary guardians, but it can also become possessive. A hunter who begins treating companions as property rather than equals has surrendered to one of the tiger spirit’s most dangerous impulses.

At the height of their power, Tigris hunters become living apex predators. Their claws tear through armor, their roar breaks enemy courage, and their presence turns the ground around them into territory no hostile creature can cross safely.

Origins in Aetheris

The Order of Tigris first developed in the dense forests, river valleys, and highland jungles of Myrdrithis and southern Velmyris.

Early Blood Hunters encountered great striped predators altered by Feywild resonance, ancient leylines, and generations of magical adaptation. These tigers displayed unnatural intelligence, intense territorial behavior, and the ability to resist magical corruption that transformed lesser beasts into uncontrollable monsters.

Several hunters attempted to reproduce that resilience through hemocraft. The earliest rituals were dangerous and often produced uncontrolled aggression. Over generations, the order developed meditative disciplines, communal restraints, and blood-binding procedures capable of separating protective ferocity from indiscriminate violence.

Amazarae traditions contributed stalking methods, riverine hunting practices, and techniques for fighting in dense tropical terrain. Faeborn Clann spiritual customs influenced the order’s understanding of animal archetypes and territorial spirits.

Smaller branches later spread into the Verdant Confederacy, Evershade Sovereignty, Kingdom of Aurvalis, Volarion Republic, and Freeholds of Rhonadral. Each adapted the tiger form to local climates and magical conditions.

The order’s chapters are known as Vigils. Each Vigil protects a defined territory called its Amber Ward. The Ward may encompass a settlement, forest, river basin, mountain pass, trade route, or group of people rather than a fixed area of land.

Unlike the small and solitary Prowls of the Order of Pardus, Tigris Vigils often operate communally. Their hunters train together, monitor one another for signs of lost control, and maintain strong bonds with the communities under their protection.

Philosophy and Doctrine

The Order of Tigris teaches that strength creates responsibility.

Its members commonly observe the doctrines below.

Know What You Guard

A hunter cannot protect an abstraction. Every Tigris must know the people, places, or principles they have chosen to defend.

Patience Precedes Violence

The tiger does not waste strength through unnecessary motion. A hunter watches, evaluates, and waits until action becomes decisive.

Stand Between

When danger approaches, the hunter’s place is between the threat and those unable to withstand it.

Strength Is Not Permission

Physical superiority does not grant the right to command, possess, or intimidate the weak.

Territory Must Be Earned

A place belongs to those who preserve it, understand it, and accept responsibility for its survival—not merely those strong enough to seize it.

The Beast Must Recognize the Pack

The tiger spirit encourages solitude and dominance. A Tigris hunter must remember that allies are companions, not rivals or possessions.

The order’s central tension lies between protection and control. Its hunters are trained to guard fiercely, but devotion can become possessiveness, and authority can become tyranny.

Visual Identity

Tigris hunters favor durable but flexible armor suited to sudden movement and close combat.

Common materials include:

  • Reinforced leather
  • Studded leather
  • Flexible scale armor
  • Darkened chain
  • Layered hide
  • Lacquered plates
  • Bone or ivory fasteners
  • Heavy climbing wraps
  • Reinforced boots and gauntlets
  • Broad belts capable of supporting captured or injured companions

Common colors include amber, black, ivory, rust red, dark green, bronze, and burnt orange.

Striped motifs are common but rarely decorative alone. Lines on armor may indicate the hunter’s Vigil, significant hunts, protected communities, or fallen companions.

Every member bears a Tigris Mark. This is commonly a ritual scar or tattoo depicting three black claw marks crossing an amber eye, blood drop, shield, or circular territorial boundary.

In hybrid form, the hunter becomes powerfully built, with striped fur, feline eyes, elongated fangs, a balancing tail, and large claws. The transformation emphasizes muscular force without sacrificing speed.

Coat patterns vary widely. Orange and black are common, but white, ash-gray, golden, red-brown, and nearly black forms appear in regions shaped by unusual magic.

When a Crimson Rite is active on the hunter’s claws, blood-red light follows each stripe along the forearms. The claws may glow like heated metal or drip spectral blood that vanishes before touching the ground.

Role in Aetheris

The Order of Tigris functions as a frontline striker, secondary defender, and territorial controller.

On the battlefield, its members:

  • Transform into a powerful tiger hybrid
  • Pounce upon priority targets
  • Knock enemies prone
  • Grapple and control dangerous creatures
  • Protect nearby allies
  • Punish enemies that attempt to disengage
  • Resist physical attacks
  • Frighten groups through a supernatural roar
  • Pursue wounded enemies
  • Hold narrow positions against stronger numbers

Outside combat, Tigris hunters often serve as:

  • Community guardians
  • Monster hunters
  • Caravan protectors
  • Bodyguards
  • Frontier wardens
  • River and forest patrols
  • Bounty hunters
  • Rescuers
  • Defenders against slavers
  • Guardians of sacred beasts
  • Enforcers against supernatural poaching

Within an adventuring party, a Tigris hunter is most effective when engaging the strongest enemy and preventing it from reaching more vulnerable companions.

Subclass Integration

Major Polities

Verdant Confederacy

The Confederacy contains several respected Tigris Vigils. These hunters protect villages, forest roads, and sacred territories from corrupted predators and outside exploitation.

Evershade Sovereignty

Evershade Tigris hunters are often darker-coated and trained to fight Fey predators that combine illusion with physical power.

Kingdom of Aurvalis

Aurvalian Vigils protect ancient forests and settlements shared by humans and elves. Their hunters commonly cooperate with Rangers, wardens, and magical beastkeepers.

Volarion Republic

Volarion Tigris hunters defend mountain cantons, remote roads, and forest communities. Their territorial doctrine aligns naturally with local civic loyalty.

Freeholds of Rhonadral

Rhonari Tigris hunters serve as independent guardians, caravan escorts, and defenders of isolated settlements. They tend to swear protection to people rather than governments.

Dominion of Xathrin

The Dominion captures magical predators, lycanthropes, and shapechangers for experimentation and slavery. Tigris hunters regularly attack its beast markets and breeding compounds.

Obsidian Hegemony

The Hegemony’s mutation programs have produced unstable tiger-like soldiers descended from stolen Tigris blood rites. Destroying these programs is among the order’s highest priorities.

Organizations, Guilds, and Orders

Likely allies include:

  • Ranger lodges
  • Verdant Thorn Blood Hunters
  • Pardus Prowls
  • Druid circles
  • Rootkeepers
  • Trailwardens
  • Frontier militias
  • Monster-hunting companies
  • Anti-slavery organizations
  • Beast sanctuaries
  • Caravan networks
  • Communities threatened by supernatural predators

Relations with the Order of Pardus are generally respectful but competitive. Tigris hunters sometimes regard Pardus methods as evasive or overly solitary, while Pardus hunters consider Tigris members too eager to claim responsibility for others.

Religious and Philosophical Movements

The Order maintains no unified faith.

Members may honor deities associated with strength, guardianship, hunting, wilderness, courage, or community. Others treat the tiger spirit as an occult archetype rather than a divine entity.

The order condemns cults that worship predatory power without accepting responsibility for its consequences.

Rival Factions and Enemies

Common enemies include:

  • Dominion of Xathrin beast traffickers
  • Obsidian Hegemony mutators
  • Supernatural slavers
  • Corrupted lycanthropes
  • Poachers
  • Monstrous traffickers
  • Predatory Fey
  • Aberrant beasts
  • Rogue Vigils
  • Old One cultists
  • Fallen members called the Striped Tyrants
  • Nobles who hunt sentient creatures for sport

Subclass Features

Order of Tigris Features

Blood Hunter Level

Feature

3rd

Tigris Transformation, Rite of the Sundering Fang

7th

Stalking Predator

11th

Hunter’s Instincts

15th

Roaring Apex

18th

Primal Sovereign

 

Optional Subclass Techniques

The following techniques may be offered as specialized Vigil training, lycanthropic adaptations, downtime rewards, or optional Blood Hunter abilities at the Game Master’s discretion.

Amber-Hide Endurance

Prerequisite: Order of Tigris, 7th level

When you transform, you gain temporary hit points equal to your Blood Hunter level plus your Constitution modifier.

Once you gain these temporary hit points, you cannot gain them from this technique again until you finish a long rest.

River-Stalking Tiger

Prerequisite: Order of Tigris, 7th level

You gain a swimming speed equal to your walking speed while transformed.

You can hold your breath for a number of minutes equal to 10 plus your Constitution modifier.

You have advantage on Dexterity (Stealth) checks made while partially submerged.

Crushing Jaws

Prerequisite: Order of Tigris, 11th level

You gain a bite attack while transformed.

Your bite is a natural melee weapon dealing 1d10 piercing damage and possessing the finesse property.

Once during each of your turns when you hit a creature you are grappling with this bite, the creature takes additional piercing damage equal to your proficiency bonus.

Guardian’s Blood

Prerequisite: Order of Tigris, 11th level

When you amplify a Blood Curse in response to a creature damaging one of your allies, reduce the damage you take from amplifying it by an amount equal to your Wisdom modifier, to a minimum of 0.

Once you reduce this damage, you cannot do so again until you finish a short or long rest.

Roar of the Vigil

Prerequisite: Order of Tigris, 15th level

When you use Tiger’s Roar, choose a number of allies within 30 feet equal to your Wisdom modifier, with a minimum of one.

Each chosen ally gains temporary hit points equal to one roll of your Ferocity Die plus your Wisdom modifier.

Playing This Subclass

The Order of Tigris is designed as a frontline striker and secondary defender.

Its core combat rhythm involves transforming, activating Rite of the Sundering Fang, and using Tiger’s Pounce to engage the most dangerous enemy.

Unlike the Order of Pardus, which excels at striking and withdrawing, the Order of Tigris is designed to remain engaged. It controls space through prone effects, grappling, fear, defensive reactions, and pressure against enemies that attack allies.

Ferocity Dice fuel:

  • Pouncing attacks
  • Defensive intervention
  • Grappling damage
  • Movement
  • Additional attacks after tactical actions
  • High-level resistance

The subclass supports both Strength- and Dexterity-based Blood Hunters. Strength improves grappling and shoving, while Dexterity supports stealth, Armor Class, and finesse claw attacks.

The subclass performs best when it can move before attacking. Confined terrain, immobilization, and enemies immune to prone or frightened effects can reduce its control.

Hunter’s Strike provides sustained damage against injured targets without requiring a limited resource. Its damage is intentionally lower than the subclass’s burst features.

Roaring Apex provides meaningful physical resilience, but permanent resistance applies only to nonmagical attacks. Resistance against magical physical attacks requires both a reaction and a Ferocity Die.

Sovereign Hunt grants strong offense and defense for one battle but limits its retaliatory claw attack to once per round.

Roleplaying This Subclass

Members of the Order of Tigris are commonly patient, protective, territorial, and intensely aware of physical space.

Common habits include:

  • Positioning themselves between allies and doors
  • Watching strangers who approach protected companions
  • Choosing defensible resting places
  • Disliking crowded rooms
  • Inspecting territorial markings
  • Remaining motionless while observing
  • Exercising before long periods of inactivity
  • Treating scars as records of responsibility
  • Becoming restless when separated from companions
  • Disliking anyone touching their equipment
  • Sleeping lightly near entrances
  • Reacting strongly to threats against children or dependents

Common character themes include:

  • A guardian whose community was destroyed
  • A former soldier altered through lycanthropic hemocraft
  • A bodyguard who failed a previous charge
  • A hunter raised by an isolated Vigil
  • A protector who struggles with possessiveness
  • A former tyrant attempting to redefine strength
  • A survivor of Hegemony experimentation
  • A hunter seeking stolen members of their Vigil
  • A warrior protecting a sacred tiger lineage
  • A solitary predator learning to accept communal responsibility

Common narrative tensions include:

  • Protection versus control
  • Patience versus aggression
  • Responsibility versus personal freedom
  • Treating companions as equals rather than dependents
  • Knowing when territory should be abandoned
  • Deciding whether a dangerous predator deserves protection
  • Resisting challenges to dominance
  • Accepting weakness without shame

Faction and Organization Connections

Likely allies and patrons include:

  • Tigris Vigils
  • Pardus Prowls
  • Ranger lodges
  • Verdant Thorn Blood Hunters
  • Druid circles
  • Rootkeepers
  • Trailwardens
  • Frontier militias
  • Anti-slavery organizations
  • Monster-hunting companies
  • Caravan networks
  • Beast sanctuaries
  • Communities threatened by supernatural predators

Likely enemies include:

  • Dominion of Xathrin beast traffickers
  • Obsidian Hegemony mutation programs
  • Supernatural slavers
  • Poachers
  • Corrupted lycanthropes
  • Predatory Fey
  • Monstrous traffickers
  • Old One mutators
  • Rogue Vigils
  • The Striped Tyrants
  • Nobles who hunt sentient creatures for sport
  • Rulers who mistake protection for ownership

Adventure Hooks

  1. The Empty Amber Ward. A Tigris Vigil disappears, but every settlement in its territory remains protected by an unseen striped guardian.
  2. The Caged Ancestor. Xathrin beast traffickers display an ancient white tiger that recognizes the names and rituals of the Order’s founders.
  3. The Striped Heir. A noble child begins transforming into a Tigris hybrid despite having no connection to the Order. Several factions claim the child as property.
  4. The Vigil at War. Two Tigris chapters claim responsibility for the same settlement and prepare to settle the dispute through ritual combat.
  5. The Tiger Beneath the Skin. A respected hunter’s transformation begins appearing independently while the hunter sleeps, leaving tracks and dead monsters throughout the region.
  6. The Amber Tyrant. A fallen Tigris has conquered several villages and insists that absolute obedience is the only price of perfect protection.

Notable NPCs

Sahira Vask, First Fang of the Amber Vigil

Sahira is an Amazarae Blood Hunter who protects several communities along a dangerous river basin in Myrdrithis.

She is patient, disciplined, and deeply protective without being sentimental. Sahira requires every hunter under her command to spend part of each year living among the people of their Amber Ward.

Her hybrid form bears deep orange fur with black stripes and several pale scars crossing the chest.

Brenn Ironstripe, the Canton’s Wall

Brenn is a Volarion Tigris hunter who guards a mountain canton from monsters migrating through abandoned tunnels.

He is friendly, loud, and unusually social for a shapechanging hunter. In battle, however, he becomes silent and methodical.

Brenn once held a collapsed gate alone long enough for an entire village to evacuate. One of his arms remains permanently striped.

Vesra the Gilded Tyrant

Vesra once protected an isolated region from slavers and predatory monsters.

After years of service, she concluded that the people of her Ward owed her absolute loyalty. She now rules through fear while insisting that no one under her protection has ever been harmed by an outside threat.

Her subjects are safe from monsters but forbidden to leave.

Balance Notes

Intended Role

Primary role: Frontline Striker

Secondary roles: Defender, Controller, Pursuit Specialist

The subclass is intended to engage dangerous melee enemies and keep their attention away from vulnerable allies.

Damage Profile

Sustained damage comes from Tiger Claws, Crimson Rite, the bonus-action claw attack, and Hunter’s Strike.

Tiger’s Pounce and other Ferocity Die options provide limited burst damage.

Sovereign Rend adds reliable capstone damage once per turn.

Crushing Descent provides one high-damage control effect during Sovereign Hunt.

The subclass has greater sustained melee pressure than Pardus but fewer concealment and disengagement tools.

Survivability

The subclass gains survivability through:

  • Mobility
  • Defensive reactions
  • Advantage against prone
  • Grappling control
  • Fear effects
  • Resistance to nonmagical physical damage
  • Limited resistance against magical attacks
  • Capstone physical resistance
  • Saving throw advantages during Sovereign Hunt

It does not gain unrestricted healing or permanent resistance before 15th level.

Utility

The subclass provides:

  • Enhanced perception
  • Tracking
  • Climbing
  • Stealth
  • Grappling
  • Forced movement
  • Prone effects
  • Spellcaster disruption
  • Fear
  • Ally protection
  • Territorial control
  • Vertical movement

Resource Economy

Tigris Transformation has proficiency-bonus uses per long rest.

Ferocity Dice equal the hunter’s proficiency bonus and return on a long rest.

These dice power:

  • Pounce damage
  • Defensive reactions
  • Tactical movement
  • Grapple pressure
  • Bonus attacks
  • Magical physical resistance

Tiger’s Roar refreshes on a short or long rest but can be reused by spending two Ferocity Dice.

Sovereign Hunt restores one Ferocity Die each turn but lasts only 1 minute and is usable once per long rest.

Comparison to Similar Subclasses

The Order of Tigris shares themes with the Order of Pardus, lycanthropic Blood Hunters, defensive Fighters, and predatory Barbarians.

Unlike Pardus, Tigris emphasizes sustained engagement, prone effects, grappling, protection, and territorial control rather than stealth-based execution and rapid withdrawal.

Unlike a Barbarian, it does not possess Rage, Reckless Attack, or a large pool of physical resistance at low levels.

Unlike a Fighter, it lacks Action Surge and additional Extra Attack scaling.

Its strength comes from combining transformation, mobility, control, and limited defensive intervention.

Summary

The Order of Tigris is a shapechanging Blood Hunter tradition built around the strength, patience, and territorial authority of the tiger.

Its members transform into powerful striped hybrids, pounce upon dangerous enemies, protect nearby allies, and control space through grappling, fear, and forced movement.

Ferocity Dice fuel the subclass’s burst attacks, defensive reactions, mobility, and physical resilience. Rite of the Sundering Fang rewards knocking enemies prone, moving them, or holding them in place.

At higher levels, Tigris hunters gain sustained predatory damage, supernatural authority, physical resistance, and the ability to become a true sovereign of the battlefield.

Within Aetheris, the order operates through communal Vigils that protect Amber Wards from monsters, slavers, poachers, and supernatural exploitation.

The subclass is best suited to players who enjoy transformation, forceful melee combat, ally protection, pouncing attacks, grappling, territorial control, and the tension between guardianship and domination.

“Do not mistake the tiger’s stillness for peace. It is the patience of something that has already chosen where you will fall.”
—Final teaching of the Amber Vigils

 

Level 3: Tigris Transformation

You can assume the hybrid form of a supernatural tiger.

Action Type: Bonus action
Uses: Proficiency bonus per long rest
Duration: 10 minutes
Scaling: Natural weapons and transformation benefits improve at higher levels

As a bonus action, you transform into your Tigris hybrid form.

The transformation lasts for 10 minutes. It ends early if:

  • You are incapacitated.
  • You die.
  • You dismiss it as a bonus action.
  • You assume another form through a class feature or magical effect.

You can transform a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Your equipment does not merge into the transformation. Worn armor and carried equipment adjust to accommodate your hybrid form whenever reasonably possible.

While transformed, you gain the following benefits.

Tiger Claws

Your claws are natural melee weapons with which you are proficient.

They deal 1d8 slashing damage and possess the finesse property.

Your claws count as one weapon for the purpose of activating and maintaining a Crimson Rite. Activating a rite on your claws affects both hands.

Your claw attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

When you take the Attack action and make at least one claw attack, you can make one additional claw attack as a bonus action.

You cannot make this bonus attack during the same turn in which you activate Tigris Transformation unless another feature permits it.

Enhanced Agility

Your walking speed increases by 10 feet.

You have advantage on Dexterity (Acrobatics) and Strength (Athletics) checks made to jump, climb, or resist being knocked prone.

Predator’s Climb

You gain a climbing speed equal to your walking speed.

You can climb difficult surfaces, including ceilings, without making an ability check, provided the surface possesses sufficient texture or handholds.

You must have at least one free hand to remain on a wall or ceiling unless another feature states otherwise.

Keen Senses

You have advantage on Wisdom (Perception) checks relying on hearing, sight, or smell.

You also have advantage on Wisdom (Survival) checks made to track a creature that has damaged you or one of your allies within the past 24 hours.

Territorial Instinct

When a hostile creature enters a space within 5 feet of you for the first time during a turn, you can move 5 feet without provoking an opportunity attack from that creature.

This movement does not require a reaction, but you can use it only once per round.

Predatory Composure

You have advantage on saving throws against being frightened.

Whenever you begin your turn below half your hit point maximum, your predatory instincts intensify. Until the end of that turn:

  • Your speed increases by 5 feet.
  • You have advantage on checks made to grapple or shove.
  • You cannot willingly take the Dodge action.

This feature never compels you to attack an ally or surrender control of your actions.

Rite of the Sundering Fang

You learn the Rite of the Sundering Fang as part of your Crimson Rite feature. It does not count against the number of Crimson Rites you know.

Action Type: Part of the bonus action used to activate a Crimson Rite
Uses: At-will, subject to normal Crimson Rite rules
Duration: Until the Crimson Rite ends
Scaling: Additional effects at 11th level

The Rite of the Sundering Fang can be activated only on a melee weapon or your Tiger Claws.

While the rite is active, the weapon’s rite damage is thunder or slashing damage. You choose the damage type when you activate the rite.

Once during each of your turns when you hit a creature with a weapon bearing this rite, you can mark it as Sundered until the start of your next turn.

The first time the Sundered creature is moved against its will, knocked prone, or grappled before the mark ends, it takes damage equal to one roll of your Hemocraft die. The damage is the type chosen for the rite.

A creature can take this damage only once from each application of the rite.

At 11th level, a Sundered creature also cannot take reactions until the start of your next turn after it takes this damage.

Level 7: Stalking Predator

Your hybrid form becomes capable of explosive attacks and defensive intervention.

Action Type: Passive; Ferocity Dice expenditure
Uses: Ferocity Dice equal to your proficiency bonus per long rest
Duration: Instantaneous or until the start of your next turn
Scaling: Ferocity Dice become d8s at 11th level and d10s at 18th level

You gain a pool of Ferocity Dice equal to your proficiency bonus. These dice are d6s.

You regain all expended Ferocity Dice when you finish a long rest.

Your Ferocity Dice become d8s at 11th level and d10s at 18th level.

You can expend Ferocity Dice in the following ways while transformed.

Tiger’s Pounce

When you move at least 20 feet toward a creature immediately before hitting it with a melee attack, you can expend one Ferocity Die.

Add the die to the attack’s damage. The target must then make a Strength saving throw against your Hemocraft save DC.

On a failed save, the target falls prone.

If the creature falls prone, you can make one claw attack against it as a bonus action. This bonus attack does not add your ability modifier to its damage unless that modifier is negative.

A Huge or larger creature has advantage on the saving throw.

Feline Intercession

When a creature you can see attacks you or an ally within 10 feet of you, you can use your reaction and expend one Ferocity Die.

Roll the die and subtract the result from the attack roll.

You must use this feature before the outcome of the attack is determined.

If the attack misses, you can move up to 5 feet toward the attacker without provoking opportunity attacks.

Raking Advance

When you take the Dash or Disengage action, you can expend one Ferocity Die to make one claw attack as a bonus action.

On a hit, add the Ferocity Die result to the attack’s damage.

Crushing Grapple

When you successfully grapple a creature or hit a creature you are grappling with a claw attack, you can expend one Ferocity Die.

The creature takes bludgeoning damage equal to the die result plus your Strength or Dexterity modifier, chosen when you use the feature.

Until the start of your next turn, the creature has disadvantage on checks made to escape your grapple.

Bounding Withdrawal

When a creature misses you with a melee attack, you can use your reaction and expend one Ferocity Die.

Move up to a number of feet equal to five times the die result.

This movement does not provoke opportunity attacks from the triggering creature.

Level 11: Hunter's Instincts

Your connection to the tiger spirit sharpens your reflexes and teaches you to exploit wounded prey.

Action Type: Passive; special effect on successful melee attacks
Uses: Once per turn; certain effects expend Ferocity Dice
Duration: Instantaneous or until the start of your next turn
Scaling: Ferocity Dice become d8s at this level

You gain the following benefits while transformed.

Shadowed Stalker

You have advantage on Dexterity (Stealth) checks while in dim light, darkness, natural vegetation, heavy rain, mist, or falling snow.

You can take the Hide action as a bonus action.

Moving at full speed does not impose disadvantage on your Dexterity (Stealth) checks.

Blood-Scent

You know the location of creatures within 30 feet that are below half their hit point maximum, provided they are not behind total cover.

Such creatures cannot hide from you by nonmagical means.

Hunter’s Strike

Once during each of your turns when you hit a creature below its hit point maximum with a melee attack, the attack deals additional damage equal to one roll of your Ferocity Die.

You do not expend the die when rolling it for this feature.

If the target is below half its hit point maximum, add your Strength or Dexterity modifier to this additional damage.

Dominating Blow

Once during each of your turns when you hit a creature with a claw or melee weapon attack, choose one of the following effects.

Driving Claw

The target must succeed on a Strength saving throw against your Hemocraft save DC or be pushed up to 10 feet to an unoccupied space you can see.

Hamstring

The target’s speed is reduced by 10 feet until the start of your next turn.

Guarding Rake

Until the start of your next turn, the target has disadvantage on attack rolls against creatures other than you.

Open the Defense

The next attack roll made against the target by a creature other than you before the start of your next turn gains a bonus equal to your proficiency bonus.

Throat Strike

The target cannot speak above a whisper until the start of your next turn.

If it attempts to cast a spell with a verbal component, it must first succeed on a Constitution saving throw against your Hemocraft save DC.

On a failed save, the spell fails, but its spell slot is not expended.

Relentless Pounce

When a creature succeeds on its saving throw against Tiger’s Pounce, you can expend one additional Ferocity Die to force it to reroll the saving throw and use the new result.

Level 15: Roaring Apex

Your hybrid form manifests the supernatural authority and resilience of a territorial apex predator.

Action Type: Bonus action
Uses: Once per short or long rest; additional uses by expending two Ferocity Dice
Duration: 1 minute, with repeat saving throws
Scaling: None

While transformed, you can use a bonus action to unleash a Tiger’s Roar.

Each hostile creature of your choice within 30 feet that can hear you must make a Wisdom saving throw against your Hemocraft save DC.

On a failed save, the creature is frightened of you for 1 minute.

While frightened in this way:

  • Its speed is reduced by 10 feet.
  • It has disadvantage on attack rolls against creatures other than you.
  • It cannot take reactions.
  • It cannot willingly move closer to a creature under your protection unless it also moves closer to you.

A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

A creature that succeeds on the initial saving throw is immune to your Tiger’s Roar until you finish a long rest.

Once you use Tiger’s Roar, you cannot use it again until you finish a short or long rest unless you expend two Ferocity Dice to use it again.

Ironhide Predator

While transformed, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

When you take damage from a magical attack dealing one of those damage types, you can use your reaction and expend one Ferocity Die to gain resistance to that instance of damage.

Guardian of the Ward

When a creature frightened by your Tiger’s Roar damages one of your allies within 30 feet, you can move up to half your speed toward the attacker.

This movement does not require an action and does not provoke opportunity attacks from the triggering creature.

You can use Guardian of the Ward only once per round.

Level 18: Primal Sovereign

You have achieved complete command over the strength, patience, and territorial authority of the tiger spirit.

Action Type: Passive; bonus action to invoke Sovereign Hunt
Uses: Sovereign Hunt once per long rest
Duration: 1 minute
Scaling: Final subclass feature

Your Tigris Transformation gains the following permanent improvements.

Sovereign Claws

Your Tiger Claws deal 2d8 slashing damage.

Your claw attacks score a critical hit on a roll of 19 or 20.

Against a prone, grappled, frightened, or Sundered creature, your claw attacks instead score a critical hit on a roll of 18–20.

Unmatched Mobility

Your walking speed increases by an additional 10 feet while transformed.

You can take the Dash or Disengage action as a bonus action.

Your long jump and high jump distances are doubled.

You can remain attached to a wall or ceiling without using your hands, provided the surface can support you.

Unbroken Territory

Hostile creatures treat the area within 10 feet of you as difficult terrain.

A creature that begins its turn within this area cannot take the Disengage action unless it succeeds on a Wisdom saving throw against your Hemocraft save DC.

A creature that succeeds on this saving throw is immune to this restriction until the start of its next turn.

Sovereign Hunt

As a bonus action while transformed, you enter a Sovereign Hunt for 1 minute.

The hunt ends early if your transformation ends or you become incapacitated.

While the Sovereign Hunt lasts, you gain the following benefits.

Apex Resilience

You have resistance to bludgeoning, piercing, and slashing damage.

You have advantage on saving throws against being charmed, frightened, paralyzed, restrained, or stunned.

Relentless Advance

At the start of each of your turns, you can move up to half your speed without provoking opportunity attacks.

You can move along walls and ceilings during this movement.

Sovereign Rend

Once during each of your turns when you hit a creature with a claw or melee weapon attack, the attack deals an additional 2d8 slashing or thunder damage.

If the target is prone, grappled, frightened, or Sundered, the additional damage becomes 4d8.

Territorial Challenge

At the start of each of your turns, choose one hostile creature you can see within 30 feet.

Until the start of your next turn, that creature has disadvantage on attack rolls against creatures other than you.

If it damages one of your allies despite this disadvantage, you can move up to your speed toward it without using an action.

You can make one claw attack against it at the end of this movement.

You can make this attack only once during each round.

Unending Ferocity

At the start of each of your turns, you regain one expended Ferocity Die.

You cannot have more Ferocity Dice than your proficiency bonus.

Crushing Descent

Once during the Sovereign Hunt, when you hit a creature after moving at least 20 feet, descending at least 10 feet, or jumping at least 10 feet during the same turn, you can force it to make a Strength saving throw against your Hemocraft save DC.

On a failed save, the creature takes 6d10 bludgeoning or slashing damage, falls prone, and is restrained beneath you until the end of its next turn.

On a successful save, it takes half as much damage and does not fall prone or become restrained.

A creature restrained in this way can use its action to make a Strength check against your Hemocraft save DC, ending the condition on a success.

Once you use Sovereign Hunt, you cannot use it again until you finish a long rest.

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