Fighter
Base Class: Fighter

When creating your hunter, start with what drove this individual to this life. Why do they hunt beast? Terror? Glory? Did they swear an oath to protect? Who introduced them to this life? Are they still alive? Was it a single individual, or perhaps you've joined some covenant or league of hunters.

Blood Vials

Your training has given you the ability to create simple potions to restore vitality. This process requires the hunter to extract blood vials from their own body and treat them to create a healing mixture.

During a long rest, you can extract a number of blood vials from your body equal to or less than your intelligence modifier Any unused vials expire at the end of the long rest following their creation.

Using a blood vial is a bonus action.

Alluring Blood

The hunter has altered their blood to be extremely pungent and intoxicating. As a bonus action the hunter can toss a blood vial to the feet of an enemy within 20ft. The enemy must make a WIS save DC= 8 + Proficiency + INT modifier. On a fail the enemy has disadvantage on all attacks against anyone but you, if the enemy is a Vampire, Lycanthrope, or it's INT is less than 6 it fails automatically. Lasts 1 minute target can save at the end of every turn.

Counter Attack

The Hunter has learned how to hone their defenses. If an enemy you can see attacks and misses, you can make a counter attack using your reaction. This attack must be in the form of a weapon attack. If you are using a heavy weapon, this attack is made with disadvantage.

Alluring Blood Improvement

Pungent Blood Cocktail: The blood is released in a manner that emphasizes its alluring scent, making it particularly difficult to ignore. The target has disadvantage on the initial save against the Alluring Blood effect.

Quickening

Your reflexes and speed in combat are unparalleled. Starting at 15th level, when attacked with a melee attack that misses the hunter can move 10 feet without provoking opportunity attacks.

Alluring Blood Improvement

Plague Blood Cocktail: You set the vial to explode in a puff of blood-smoke at the target’s feet. The Alluring Blood effect now has a radius of 5ft in all directions centered on the target square. All enemies in that area must save against Alluring Blood’s effect.

Strength of Blood

The hunter has fortified their body against invasion. You gain proficiency in Constitution saving throws.

Visceral Attack

By 10th level, you’ve become adept at exploiting your enemy’s mistakes to your benefit. If you hit with your counter attack, the attack the enemy’s move speed is halved until the end of their next turn.

Additionally, you no longer have disadvantage if your Counter Attack is made with a heavy weapon.

Hunter's Vengeance

The hunter gains the ability to heal after taking damage. Whenever the hunter takes damage, it can heal for 1d4 after attacking whatever hit it on its next turn (This can only happen with light armor on). This heal changes at levels 11th, and 20th.

Improved Hunter's Vengeance

The hunter gains the ability to heal after taking damage. Whenever the hunter takes damage, it can heal for 1d6 after attacking whatever hit it on its next turn (This can only happen with light armor on).

Greater Hunter's Vengeance

The hunter gains the ability to heal after taking damage. Whenever the hunter takes damage, it can heal for 1d10 after attacking whatever hit it on its next turn (This can only happen with light armor on).