Base Class: Ranger
Originating from a distant land, the ways of the trick hunter have brought a new wave of weaponry. Hunters are of a brave ilk. They hold no fear, but almost more, they hold no passion. Especially for those who are considered to be their prey. Searching for those corrupted by blood, trick hunters utilize special weaponry in order to attain a more efficient albeit horrifying display of skill and death. (Class is created to be in use with a Bloodborne campaign setting)
Trick Weapon Knowledge
You have started on the long road toward becoming a Hunter, gaining the following benefit. You gain proficiency with Trick Weapons upon choosing this archetype at 3rd level.
Rally
At 3rd level you are able to turn the tide of a battle by striking back at your enemies who harm you. Whenever you take damage or lose health in any way and are still conscious, you can attack the creature who damaged you from the end of your last turn to the start of your next and gain half of the damage dealt in Temporary Hit Points.
Visceral Attack
At 11th level you have attained a skill for determining weak spots to an an enemy and can use your attack action to transform your blade mid-strike against a creature and can force them to make a constitution saving throw vs your ranger spell save DC. On a fail your target is stunned until the start of its next turn. This transforms your weapon to its second state. You can then use a bonus action to make another attack vs the same creature and automatically make a critical hit if you succeed. The target is no longer stunned. You can perform this ability equal to your wisdom modifier and resets on a long rest.
Hunter's Embrace
At 7th level you take some of the power of the creatures you have faced and have given you the ability to enhance certain abilities. This allows you to choose the path of the Beast's Embrace, The Corrupted Blood, or the Radiant Hunter
Beast's Embrace
- You gain the ability to roar as an action in a 15ft sphere. The target must make a constitution saving throw. On a failed save it deals damage equal to 2d6 + your Wisdom Modifier in Thunder Damage and half as much on a failed one. At 11th level this damage increases to 4d6 and at 17th level for 6d6. You can use this ability a number of times equal to your wisdom modifier.
- You gain 5 additional feet in Movement Speed.
- You gain the endurance of the beast and have advantage on constitution saving throws.
Corrupted Blood
Utilizing the regeneration of the corrupted creatures, you learn to regenerate your wounds and are more resistant to affects that would damage most mortal creatures.
- While you are at or below 20 percent of your maximum hit points, you will gain 1d6 Hit Points at the start of each of your turns until you reach or surpass this threshold.
- Resistant to posion damage
- You learn the touch of those corrupted and can cast the spell Chill Touch a number of times equal to your Wisdom modifier. You are considered proficient with the spell and use your spell attack bonus to it's roll.
Radiant Hunter
You choose to embrace the power of celestial beings in order to use their radiant power.
- All healing done to you gains an extra die, including Class Features, spells, and potions.
- You gain Darkvision of 60 feet. If you already have Darkvision then you get Superior Darkvision of 120 feet.
- You also can expend one 1st level spell slot to have your weapon attacks also do 1d6 radiant damage for 1 minute. This becomes 2d6 at level 11 and 4d6 at level 17.
Blessed of the Moon Presence
At 15th level, your hunting prowess has given you the blessings of the great Moon Presence. The keeper of the nightmare gives great power to the highest of skilled hunters and offers you one of two abilities: Blood Clouds or Gaze of the moon.
- Blood Clouds: As an action, you can exploit the Moon Presence's power to cause pale clouds to form in any spot you can see within 50 feet. These clouds span 20 feet in all directions. Using a bonus action, you can cause the clouds to burst and rain blood upon those within the area. Everyone in the area must succeed a Dexterity Saving throw or lose the ability to heal by any means for an hour.
- Gaze Of The Moon: As an action, you can hold the head forth and release a burst of light. All creatures within a 30 feet cone must make a Wisdom Save vs your ranger spell save DC or 8d10 Psychic damage. On a successful save, the creatures take half damage. Creatures who are Blinded automatically succeed this save.
Previous Versions
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