Blood Hunter
Base Class: Blood Hunter

The hunters are a group of warriors who are dedicated to keeping their regions safe by hunting down beasts - or anything other than beasts if need be - that pose a threat. Hunters are agile fighters armed with a trick weapon, a transforming melee weapon in the right hand, and a firearm in the left. They do not employ shields, but rather take advantage of their mobility in order to avoid attacks. Hunters exist throughout the world. However, it is believed that the Hunters started out as a branch of the Healing Church very much like The Choir.

 

Hunter's Parry

When you choose this order at 3rd level you've learned to use the hunter's firearm defensively. As a bonus action on your turn, you may prepare for an attack. If you prepped for an attack in this way you may make a ranged attack roll against an enemy making an attack against you. If it hits the attacker, stop the triggering attack. You may amplify this as if it were a blood maledict. If you do so, the enemy becomes stunned until the end of your next turn.

 

 

Crows Reflexes

When you choose this order at 3rd level you have learned to quickly move in and out of combat, a key ability for staying alive as a hunter. You may take the disengage or Dodge action as a bonus action.

 

Evasion

 you have further adopted the traits of the beast and increased your ability to move quickly in dangerous situations. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Blood Ministration

By 11th level, You have learned to use your blood to create administrations that can be used later in an emergency. Taking 10 minutes, you may reduce your max hit points by your wisdom modifier to create a number of blood ministrations equal to your wisdom modifier. Each of these ministrations will only work for you and will heal you for 1d6 + your blood hunter level. You can only do this once per long rest and they expire after a long rest. Your spent hit points are also regained during this second long rest.

 

Visceral Attack

By 15th level, you have learned to call upon the beast within to take advantage of weakened enemies. As an action, if an enemy is stunned you may perform a special action called a visceral attack on it. When you do this make a melee attack and treat the roll as if it were a 20 on the die. You may also use one of your blood maledicts to amplify this ability to add an additional damage die of the weapon used for the attack.

 

Crows Burial

By 18th level, you are no longer shackled to life as a mortal or the material plane. Whenever you long rest you find yourself in the hunter's dream. You no longer age and when you die you instead wake up the next mourning where you last long rested. This gift or curse can only be removed through a wish or similar effect.

 
 

Previous Versions

Name Date Modified Views Adds Version Actions
3/2/2021 4:01:28 PM
6
1
Old hunter
Coming Soon

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