Base Class: Ranger
Trackers, Hunters, Killers, The Bloodhound Conclave is where none can run from their own scent. With an ear to the ground and their nose in the air The Bloodhounds always know where an enemy has run to or hidden. So runaway and hide, kiss your children goodbye because nothing, no army or beast will save you. They will see you soon before you will see them.
Bloodhound Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Bloodhound Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Bloodhound Spells
| Ranger Level | Spell |
|---|---|
| 3rd | hunter's mark |
| 5th | mind spike |
| 9th | lightning arrow |
| 13th | locate creature |
| 17th | commune with nature |
Ire of The Beast
At 3rd level, you gain a mastery of Hunter’s Mark, when concentrating on Hunter’s Mark, you may split your concentration on another spell or ability that requires concentration. You may also cast Hunter’s Mark without using a spell slot a number of times equal to half your proficiency bonus rounded up every short or long rest. The Damage increases to 1d8.
Scent of Death
You gain blindsight out to a range of 20 ft. (+10 ft. if you already have it). You have advantage on perception check or investigation checks that involve smell or hearing.
Hunter's Survival
By 7th level, you have honed your ability to never lose a target no matter how far they run. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Constitution saving throws (your choice).
Bloodshot Eyes
At 11th level, You cannot be given disadvantage on an attack roll on a creature marked with Hunter’s Mark or within your blind sight range.
Crazed Hound
As a Bonus Action your Hunter’s Mark damage increases to a number of d8’s equal to your proficiency bonus. During this state damage done to creatures other than the one targeted by Hunter’s Mark is decreased by 1d8 damage to a minimum of 1. This state will last for 5 rounds and can be dismissed as a bonus action. Once you use this feature you won’t be able to use it again until you finish a long rest.
Previous Versions
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2/14/2022 5:04:30 AM
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