Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
Hunters bane. a Bloodhunter shocktroop has advantage on wisdom (survival) checks to track fey, fiends, and undead, as well as intelligence checks to recall information about them. if a Bloodhunter shocktroop is actively tracking one of these creature types, they cannot be surpried by any creatures of that type. they can only be tracking one creature at a time.
Crimson Rite. as a bonus action, a Bloodhunter shocktroop can imbue a weapon with their own life force. temporarly reducing their max hit points by 2, and the weapon thety are holding does an additional 1d4 fire damage. these hit points fade after the crimson rite fades. the rite can fade at any time, no acion required. if the weapon leaves their grip, the rite fades immediately. an active rite on a weapon thrown fades directly after the attack is compleate.
longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) slashing damage.
Light Crossbow. Ranged Weapon Attack: +2 to hit, range 80 ft./320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
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