Base Class: Blood Hunter
**Original by: JcAndD**
**Updated for use with current Bloodhunter class**
Amongst the many hunter orders, there exists an order deemed eclectic even amongst the most dedicated orders. This “Order of the Old Blood,” prides itself upon the elusive substance know as “paleblood ichor,” a silver-like substance remarkably similar to blood and theorized to be eons old. Those that transfuse this substance into their bloodstream are irrevocably changed. Infused with extreme speed and durability, these hunters are among some of the most capable hunters of beasts to ever exist. However, despite their ability, their eldest masters are often the most... eccentric of their order. With this fact in mind, one must question the true nature of paleblood and the true cost of the bloody hunt.
Paleblood Ichor
When you join this order at 3rd level, you have transfused the otherworldly substance known as paleblood ichor into your bloodstream. This mercurial liquid holds a curious, vampiric effect when combined with the innate magic of your crimson rite. Once per turn, when you strike a creature while under the effect of your crimson rite, you may regain hit points equal to the amount of crimson rite damage dealt.
Additionally, the weapon under the effect of your crimson rite counts as silvered for the purposes of overcoming resistance.
Trick Arsenal
The ability to change weaponry at a moment’s notice is a consummate skill in any hunter’s repertoire. When you join this order at 3rd level, whenever you use the Attack action to make a melee or ranged weapon attack, you may use your bonus action to sheath and/or draw any weapon(s) or shield of your choice. For instance, if you make an attack with a shortsword, you may use this ability to sheath the sword and draw a longbow in one bonus action. If at later levels you are able to make multiple attacks in one Attack action, then you are able to use this ability between your individual attacks. To use this ability, you must have at least one free hand to hold the new weapon(s). If you use this ability while while you have an active crimson rite, you may transfer the crimson rite from the sheathed weapon to the drawn weapon.
Evasive Offense
Starting at 7th level, the eldritch nature of your blood has enhanced your already impressive agility, allowing you to run circles around even the most deadly opponents. Whenever you strike a creature with a ranged or melee weapon attack, you may move up to half your movement without provoking any attacks of opportunity.
Visceral Blow
Upon reaching 11th level, your experience in the hunting of horrors has given you an intimate knowledge of exactly where to strike a creature and when to strike it. You are fully capable of attacking a creature when they least expect it. When a creature makes a melee weapon attack against you and misses, you may use your reaction to make one melee weapon attack against the triggering creature. If the triggering creature made the attack roll against you with disadvantage, then you gain advantage on your attack roll against the triggering creature, and if you hit, then the creature must succeed on a Constitution saving throw (DC equals to 8 + your proficiency bonus + your Wisdom modifier) or be stunned until the end of its next turn.
Instinctual Memory
At 15th level, the old paleblood that courses through your veins has inexplicably conditioned your body to react on its own in the face of danger and brace itself in your most dire of moments. You gain blindsight out to a range of 5 feet and cannot be surprised while you are conscious. Additionally, whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Wisdom modifier (with a minimum bonus of +1). You must be conscious to gain this bonus.
Fervor of the Bloodied Hunt
At 18th level, the rush of the hunt sings to the paleblood that lies within your veins. This siren song is so powerful that it can even pull you back from the brink of death and send you into a blood-fueled frenzy. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. For 1 minute after you use this ability, all attack rolls made against you have disadvantage and your movement speed is doubled.
After you have used this ability, you may not use it again until you have finished a long rest.
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