Blood Hunter
Base Class: Blood Hunter

The Order of the Old Blood is an archetype for the Blood Hunter, focused on the transformation of the body into a fabled Cleric Beast.

Bestial Senses

Starting when you choose this archetype at 3rd level, you begin to adopt the improved abilities of a Cleric Beast. You gain advantage on Wisdom (Perception) checks that rely on hearing or smell.

Bestial Mutation

Upon choosing this archetype at 3rd level, you begin to learn to control the curse of the Cleric Beast that now lives in your blood. As a bonus action, you can transform into your Cleric Beast form for up to 1 hour. You cannot speak, use equipment, or wear armor in this form (all equipment and armor is returned to you upon reverting to your normal form). You can revert to your normal form earlier as a bonus action. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die. This feature replaces the rules for Lycanthropy within the Monster’s Manual.

Once you use this feature, you must finish a short or long rest before you can use it again.

In the Character Builder, set the option for Bestial Mutation to Cleric Beast Form to activate the bonuses for that form on the character sheet.

Cleric Beast Form

Selecting this option has updated the character sheet with the features of your Cleric Beast Form.

Cleric Beast Features

While you are transformed, you gain the following features:

Cleric Beast Form. You assume the form of a Cleric Beast. Your size increases to huge.

Beast's Movement. Your movement speed increases to 40ft and your climbing speed increases to 30ft.

Beast's Resilience. You have resistance to bludgeoning, force, and lightning damage. You also gain a +2 bonus to your natural armor class.

Beast's Vulnerability. You have a natural vulnerability to slashing and fire damage in your Cleric Beast form.

Cleric Beast Strikes. You can apply your Crimson Rite feature to your unarmed strikes as a single weapon. You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes. When you use the Attack action with an unarmed strike with your Mutated Arm, you can make one unarmed strike with your Claw as a bonus action.

Your Mutated Arm deals 2d10 bludgeoning damage. The damage increases to 3d10 at 11th level.

Your Claw deals 1d8 slashing damage. The damage increases to 1d12 at 11th level.

Leap. You can leap up to 40ft to an unoccupied space. Any creature within 5ft of the Beast as it lands must make a DC 17 Dexterity saving throw or take 2d8 bludgeoning damage, and if it is of size Medium or smaller, is knocked prone. On a successful save, the creatures only take half damage and are not knocked prone.

Shriek. As a bonus action, you can let out a terrible shriek like a horrifying cry of agony to cause any target creatures within 60ft of you to make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier. On a failure, the target creatures are Frightened of you. Creatures that failed their saves may make the same saving throw at the end of each of their turns.

Bloodlust. If you begin your turn with no more than half of your maximum hit points, you must succeed on a DC 8 Wisdom saving throw or move directly towards the nearest creature to you and use the Attack action against that creature. You can choose whether or not to use your Extra Attack feature for this frenzied attack. If there is more than one possible target, roll to randomly determine the target. You then regain control for the remainder of your turn.

If you are under an effect that prevents you from concentrating (like the barbarian’s Rage feature), you automatically fail this saving throw.

Crazed Trance. The Cleric Beast within you seeks to take control at every breathing moment. It is much easier to subdue the urge to become one when you are in your normal form, but in your Cleric Beast form, it is very easy to go ballistic.

When you revert to your normal form, make a DC 8 Wisdom saving throw. On a failure, your Cleric Beast unleashes for 24 hours, and you have no control over your actions. Every hour, you can repeat the saving throw.

You have advantage on the saving throw if a blood-relative helps to calm you down.

Regeneration. You regain an amount of hit points equal to 10 + your Blood Hunter level at the start of each of your turns unless you were damaged by fire during the previous round.

Towering Form. You gain advantage on Intimidation checks as a Cleric Beast.

Dexterous Retreat. You cannot be grappled.

Animal King. You have advantage on Animal Handling checks.

Animal King

You have advantage on Animal Handling checks.

Beast's Movement

Your movement speed increases to 40ft and your climbing speed increases to 30ft.

Beast's Resilience

You have resistance to bludgeoning, force, and lightning damage. You also gain a +2 bonus to your natural armor class.

Beast's Vulnerability

You have a natural vulnerability to slashing and fire damage in your Cleric Beast form.

Cleric Beast Form

You assume the form of a Cleric Beast. Your size increases to huge.

Cleric Beast's Strikes

You can apply your Crimson Rite feature to your unarmed strikes as a single weapon. You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes. When you use the Attack action with an unarmed strike with your Mutated Arm, you can make one unarmed strike with your Claw as a bonus action.

Your Mutated Arm deals 2d10 bludgeoning damage. The damage increases to 3d10 at 11th level.

Your Claw deals 1d10 slashing damage. The damage increases to 1d12 at 11th level.

Crazed Trance

The Cleric Beast within you seeks to take control at every breathing moment. It is much easier to subdue the urge to become one when you are in your normal form, but in your Cleric Beast form, it is very easy to go ballistic.

When you revert to your normal form, make a DC 8 Wisdom saving throw. On a failure, your Cleric Beast unleashes for 24 hours, and you have no control over your actions. Every hour, you can repeat the saving throw.

You have advantage on the saving throw if a blood-relative helps to calm you down.

Dexterous Retreat

You cannot be grappled.

Leap

You can leap up to 40ft to an unoccupied space. Any creature within 5ft of the Beast as it lands must make a DC 17 Dexterity saving throw or take 2d8 bludgeoning damage, and if it is of size Medium or smaller, is knocked prone. On a successful save, the creatures only take half damage and are not knocked prone.

Regeneration

You regain an amount of hit points equal to 10 + your Blood Hunter level at the start of each of your turns unless you were damaged by fire during the previous round.

Shriek

As a bonus action, you can let out a terrible shriek like a horrifying cry of agony to cause any target creatures within 60ft of you to make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier. On a failure, the target creatures are Frightened of you. Creatures that failed their saves may make the same saving throw at the end of each of their turns.

Towering Form

You gain advantage on Intimidation checks as a Cleric Beast.

Old Blood Prowess

At 7th level, your speed increases by 10 feet. You also can add 10 feet to your long jump distance and 10 feet to your climbing speed. In addition, you have advantage on Athletics checks pertaining to grappling. Along with this, your Cleric Beast form gains the Improved Cleric Beast Strikes feature.

Improved Cleric Beast Strikes. You gain a +1 bonus to attack rolls made with your unarmed strikes. This bonus increases by 1 at 11th level (+2) and 18th level (+3). In addition, when you have an active Crimson Rite while in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Improved Cleric Beast Strikes

You gain a +1 bonus to attack rolls made with your unarmed strikes. This bonus increases by 1 at 11th level (+2) and 18th level (+3).

In addition, when you have an active Crimson Rite while in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Improved Cleric Beast Strikes (level 11)

You gain a +1 bonus to attack rolls made with your unarmed strikes. This bonus increases by 1 at 11th level (+2) and 18th level (+3).

In addition, when you have an active Crimson Rite while in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Improved Cleric Beast Strikes (level 18)

You gain a +1 bonus to attack rolls made with your unarmed strikes. This bonus increases by 1 at 11th level (+2) and 18th level (+3).

In addition, when you have an active Crimson Rite while in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Advanced Mutation

Starting at 11th level, you learn to unleash and control more of the beast within. You can use your Bestial Mutation feature twice, regaining all expended uses when you finish a short or long rest. In addition, your Cleric Beast form gains the Siege Beast feature.

Siege Beast. While in your Cleric Beast form, you deal double damage against structures.

Siege Beast

At the start of each of your turns, before you roll for bloodlust, you regain hit points equal to 1 + your Constitution modifier (minimum of one) if you have at least 1 hit point and no more than half of your hit points left.

Seize Control

At 15th level, you have advantage on your Wisdom saving throws to maintain control of your bloodlust in Cleric Beast form. In addition, you gain the Brand of the Old Blood feature.

Brand of the Old Blood. As a bonus action, target one creature within 120 feet of you. The creature must make a Wisdom saving throw equal to your spell save DC or become branded by the Cleric Beast within you. On a failure, you gain advantage on all attacks against this creature.

Brand of the Old Blood

As a bonus action, target one creature within 120 feet of you. The creature must make a Wisdom saving throw equal to your spell save DC or become branded by the Cleric Beast within you. On a failure, you gain advantage on all attacks against this creature.

Bestial Mutation Mastery

At 18th level, you have wrestled your inner predator and mastered it. You can use your Bestial Mutation feature an unlimited number of times, and your Cleric Beast form can now last indefinitely.

You also gain the Blood Curse of the Cleric Beast for your Blood Maledict feature. This does not count against your number of blood curses known.

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