Blood Hunter
Base Class: Blood Hunter

There are some who are monsters before they take the Hunters bane, before the blood tinctures used to warp their own bodies into taking on the power to wield blood rites and maledicts is done they already carry some if it within them. For these creatures the Hunters bane amplifies their powers cursing them with a deepening of the Bane and the complications that come with this act. 

Heightened Senses

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

The mutations also cause your eyes to become more that of the monsters you slay, you gain darkvision up to 60ft if you do not already have it and 120 ft if you do. 

Cursed Transformation

The Hunters Bane combines with the curse already within your blood, making you more of a monster than fellow members of your order putting you closer to the edge of being what you hunt. As a bonus action, you can transform into your Cursed form for up to 1 hour. You can speak, use equipment, and wear armor in this 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. 

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 Cursed Transformation to Cursed Form to activate the bonuses for that form on the character sheet.

Cursed Form

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

Normal Form

Your character is in their normal form. Change this option to "Cursed Form" when the character has transformed.

Cursed Transformation Features

While you are transformed, you gain the following features:

Feral Speed You gain a +1 to melee damage rolls. This bonus increases by 1 at 11th and 18th level. You also have advantage on Dex checks and Dex saving throws.

Spectral Flesh. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silver weapons. While you are not wearing heavy armor, you gain a +1 bonus to your AC.

Soul Eater. When a creature dies by your attack, roll 1 Heamocraft die and add that back to your hit points as you consume a portion of its soul. 

 

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.

Feral Speed

You gain a +1 to melee damage rolls. This bonus increases by 1 at 11th and 18th level. You also have advantage on Dex checks and Dex saving throws.

Feral Speed (level 11)

You gain a +1 to melee damage rolls. This bonus increases by 1 at 11th and 18th level. You also have advantage on Dex checks and Dex saving throws.

Feral Speed (level 18)

You gain a +1 to melee damage rolls. This bonus increases by 1 at 11th and 18th level. You also have advantage on Dex checks and Dex saving throws.

Soul Eater

 

Soul Eater. When a creature dies by your attack, roll 1 Heamocraft die and add that back to your hit points as you consume a portion of its soul. .

Spectral Flesh

You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silver weapons.

While you are not wearing heavy armor, you gain a +1 bonus to your AC.

Between the Veil

At 7th level, your speed increases by 10 feet. You also can add 10 feet to your long jump distance and 3 feet to your high jump distance. In addition, your Cursed form gains the Improved .

Improved Spectral Flesh. when in your Normal form you being to phase in and out of the solid state of flesh, becoming closer to your cursed self. +1 to AC. (this carries over when going into cursed form)

Advanced Transformation

Starting at 11th level, you learn to unleash and control more of the curse within. You can use your Cursed Transformation feature twice, regaining all expended uses when you finish a short or long rest. In addition, your Cursed form gains the Monstrous Regeneration feature.

Monstrous  Regeneration. 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.

Monstrous Regeneration

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.

Brand of the Voracious

At 15th level, you have advantage on your Wisdom saving throws to maintain control of your bloodlust in Cursed form. In addition, your Brand of Castigation now binds your foe to your hunter’s thirst for savagery. While in your Cursed form, your attacks have advantage against a creature branded by you.

Cursed Transformation Mastery

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

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

Previous Versions

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