Base Class: Blood Hunter
Those who have chosen to take the path of the Hunter have dedicated their lives to keeping their regions safe by hunting down beasts. They are agile fighters that make use of trick weapons, a transforming weapon melee weapon, as well as through the use of firearms. Those who chose the path of the Hunter can come from any background, but at some point in their lives are afflicted by a disease, and are infused with blood that gives them special properties and powers that allow them to partake in dangerous hunts.
Trick Weapons
When you choose to follow the Path of the Hunter at third level, you gain proficiency with Trick Weapons and Firearms. Additionally, you get two trick weapons of your choice that are available to you (at the DM's discretion). Transforming your trick weapon from one form into another takes a bonus action.
You are able to craft and use new trick weapons at 7th level, 11th level, 15th level and 18th level.
Hunter's Parry
Starting at 3rd level, you can use your reaction to interrupt the action of a creature you can see within 30 feet of you . The creature must roll a constitution saving throw against your Interrupt save DC. On a failure, their action is interrupted and if they are within melee range, you may attempt a Visceral Attack. You can use this feature a number of times equal to your dexterity modifier per short rest.
Visceral Attack.
Visceral Attacks can be attempted when a creature is interrupted within melee range of the Hunter. When you attempt to make a visceral attack, you lose a number of hit points equal to your Hemocraft die, as shown in the Hemocraft Die Column of the Blood Hunter table.
You may roll a d20 and add your proficiency bonus, if the roll is equal to or exceeds DC 20, you may make a free melee attack that is treated as a critical hit.
Interrupt save DC = 8 + Dexterity + Proficiency.
Effortless Evasion
Upon reaching 7th level, your training and practice in and out of combat has made you extremely quick and nimble. Your movement speed increases by 5 ft and you get proficiency when making Dexterity (Acrobatics) checks if you do not already.
Additionally, you may use your bonus action to take the dodge action. You can use this feature a number of times equal to your proficiency modifier per long rest.
Brand of Revitilization
Beginning at 11th level, you have learned how to regain some of the life essence you've lost in battle. After branding a creature, every time you hit them with them with a melee attack you regain hit points equal to half your Hemocraft die (rounded down, minimum of 1).
Blood Curse of Instability
At 15th level, you can use a blood curse to weaken a creatures vitality and make it more prone to your attacks. You gain the Blood Curse of Instability for your blood maledict feature. This doesn't count against your number of blood curses known.
Give Them No Inch
Starting at 18th level, through sheer force of will you can keep your body moving long after any normal person would have died.
As a reaction to falling unconscious, you can become immune to all healing and gain temporary hit points equal to your maximum health, as long as at least one of these hit points remains, you are not considered unconscious, at the end of your turn, you take 5d10 necrotic damage that ignores resistance and immunity. After all of the temporary hit points are lost, you gain 4 levels of exhaustion and are no longer immune to healing effects. You can use this feature once per long rest.
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Posted Mar 13, 2021Very interesting. I might try this at some point
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Posted Mar 11, 2021pretty sick, gonna suggest using this in a oneshot with some friends.