Medium Humanoid (Any Race), Any Alignment
Armor Class 15 Studded Leather
Hit Points 56 (8d10 + 26)
Speed 40 ft.
STR
16 (+3)
DEX
16 (+3)
CON
15 (+2)
INT
14 (+2)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws DEX +7, CON +6
Skills History +3, Stealth +2
Condition Immunities Frightened
Senses Darkvision 30ft, Truesight 30ft, Passive Perception 15
Languages Common One language, usually Common
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Blood Rite. As a bonus action, the hunter imbues a single weapon with the elemental energy of a known rite until their next short or long rest. While active, attacks from this weapon deal an additional 2d6 rite damage of the chosen elemental type. Rite damage is considered magical. Should your weapon leave your grip, the rite fades immediately. An active rite on a weapon thrown fades directly after the attack is complete.

Rite of the Dawn. Rite damage is now radiant type. The damage suffered by the Blood Hunter from activating this rite is halved.

If an Undead creature is hit with Rite of the Dawn, it suffers additional +2 of radiant damage.

*While invoking a blood curse, but before it affects the target, the hunter may choose to amplify the curse by suffering damage equal to a roll of your crimson rite damage die. An amplified curse gains an additional effect, noted in the curse’s description. No creatures are immune to rites performed by this order.

 

Blood Curses:

Blood Curse of Binding

As a bonus action, the hunter can attempt to bind an enemy no more than one size larger than you within 30 feet. The target must succeed on a Strength saving throw (DC 15) or have their speed be reduced to 0 until the end of your next turn.

Amplify. This curse becomes ongoing, and can affect a creature regardless of their size category. At the end of each of its turns, the cursed can make another Strength saving throw. On a success, this curse ends. You can end the curse whenever you like (no action required).

Blood Curse of Mutual Suffering

 As a bonus action, the hunter can link to a creature within 30 feet for up to a minute, forcing them to share in the pain they inflict upon the hunter. The next time the cursed creature damages the hunter with a weapon attack, this curse deals necrotic damage to the cursed creature equal to half of the damage the hunter suffered. This curse then ends.

Amplify. This curse instead deals damage equal to the damage the hunter suffered, and it ignores necrotic resistance.

Blood Curse of the Fallen Puppet

 The moment a creature falls Unconscious or dies within 30 feet of you, you can use your reaction to give that creature a final act of aggression. That creature immediately makes a single weapon attack against a target of your choice within its attack range. After the attack, the creature returns to being Unconscious or dead.

Amplify. The attack roll is granted a bonus of +2

 

Actions

Silver Rapier. Melee Weapon Attacks: +5 to hit, reach 5 ft., one target. Hit: 6 (2d8 + 3) piercing damage. 

Silver Short bow. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target. Hit: 6 (2d6 + 3) piercing damage.

Multiattack. The Blood hunter can make 2 melee weapon attacks with the Silver Rapier. 

Supernatural Surge

Twice a day this feature allows the Blood Hunter to attack three times, instead of twice, and they temporarily become spectral. Until the end of their next turn, they can move through other creatures and objects as if they were difficult terrain. The Hunter takes 1d10 force damage if they end their turn inside an object. If they are inside an object when they are no longer spectral, they are immediately shunted to the nearest unoccupied space that it can occupy and take force damage equal to twice the number of feet they moved.

Reactions
Blood Curse of Spell Sunder
When a creature casts a spell that requires an attack roll within 60 ft., the hunter can use their reaction to impose disadvantage on the attack roll. Amplify to make the spell automatically miss by succeeding on a WIS ability check (DC 10 + spell level).

Description

Shrouded by mystery and dark rumors, driven by tragedy, isolation, and hatred the life of a Blood Hunter is a sad and lonely one. The Blood hunters harness dark powers to combat the forces of darkness, fighting fire with fire. Often cast or driven out of any settlement they "over stay their welcome" in. They are most often used as a weapon by nobles and high ranking officials but cast aside when the job is done. 

Previous Versions

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Monster Tags: humanoid

Habitat: ArcticCoastalForestGrasslandHillMountainSwampUnderdarkUrban

Soltar99

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