Base Class: Blood Hunter (archived)
Villagers were taken away in the talons of harpies with smiles on their faces listening to their other worldly voices. Sailors have crashed their ships on the rocks enchanted by an enrapturing song on the winds. Farmers have been seen leaving their fields following mysterious woodland beauties into dark deep forests. By observing these creatures and one painful surgical process, the elders transform willing hunters into enchanting beasts. These hunters became the members to the Order of the Siren. Through training one's newly formed vocal cords and mixing in some blood magic these hunters have mastered enchantments through singing. There is an element of horror observing a fair maiden singing and seeing her enemies turn to attack each other or mindlessly following her every word. The process to transform a siren can be done to any willing subject wanting to go down this path, regardless of gender or race. The transformation takes many forms from becoming like the alluring feathered harpies, to the mysterious scaled mermaids, or to the whimsical floral nymphs. Regardless of which kind of siren they manifest into every song and dance are deadly.
Change log (1.2)
Added in snippet codes where needed.
Gifted Vocal Cords now gives Expertise in Performance instead of gaining proficiency it if you didn't have it or advancing it if you did have it.
Fixed Siren Dance so the character sheet added your proficiency bonus to the attack.
Gifted Vocal Cords
At 3rd level, Due to the new implanted vocal cords you have a beautiful voice. You gain proficiency in performance and your proficiency bonus is doubled for any performance ability checks you make.
Blood Curse of the Enchanting Song
When you join at 3rd level, you gain the Blood Curse of the Enchanting Song for your blood Maledict feature. This does not count against your blood curses known.
Blood Curse of the Enchanting Song. When an enemy makes an attack against you or an ally within 30ft of you, as a reaction, you begin singing to charm them and they must make a Charisma saving throw (DC equal to 8 + your proficiency Bonus + your Wisdom modifier) or be charmed by you until the start of their next turn. You chose if they must move away or toward you on their turn and they take no other actions. They will avoid direct damage like pools of acid or bonfires. A creature that succeeds on this saving throw is immune to this blood curse for the next 24 hours.
Amplify. The target will dash and you can chose if and when you want to end their movement early.
Siren Dance
At 7th level, whether you have regal feathers, iridescent scales, or colorful foliage, all have a deadly edge. You gain an unarmed strike in the form of razor sharp feathers, jagged scales, or splintered wood. Your unarmed strike is considered a single weapon in regards to your crimson rite feature. Your unarmed strikes are considered natural and finesse. When you use the attack action with an unarmed strike, you can make another unarmed strike as a bonus action. You add your wisdom modifier to the damage roll.
Your unarmed strikes deal 1d6 slashing damage. This die increases to 1d8 at 11th level, and 1d10 at 18th level.
Compelling Beauty
At 11th level, you can cast Charm Person once without Somatic components. (DC equal to 8 + your proficiency Bonus + your Wisdom modifier)
You can’t do so again until you finish a long rest.
Bewitching Song
At 15th level, as an action, you begin to sing at a single creature within 60ft to charm them. If the target can hear you, they must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or become charmed by you in one of three ways for 1 minute. On a successful save the creature is immune to this feature for the next 24 hours. Once the charm is picked it can not be changed for the duration of this feature. The three charms of this feature are Siren's Thrall, Soothing Tone, and Center Stage.
Siren's Thrall- You compel the target to take offensive actions on your enemies. The charmed target must use its action and movement on each of its turns to try and make a single attack against a creature other than itself that you mentally choose. The target can repeat their saving throw after they make an attack on any creature they consider an ally.
Soothing Tone- You sing the target's anger away. The target becomes indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell. When this feature ends, the creature becomes hostile again, unless the GM rules otherwise.
Center Stage- You become the main focus of the target, taking up their attention.The target cannot use its skill of Wisdom (Perception) to make checks to perceive any creature other than you. The only action the target can make is to follow you if you chose for them to do so, but the target will avoid anything that would bring them into direct harm such as lava or walking off a ledge. The target will use all of its movement to try to stay within 30ft of you and keep you in line of sight.
Once you use this feature, you must finish a long rest before you can use it again.
Draining Touch
By reaching 18th level, as an action, you can grasp a creature in attempt to draw out their life force, the target must make a Constitution saving throw (DC equals 8 + your proficiency bonus + your Wisdom modifier) or take 5d10 plus your Wisdom modifier of necrotic damage and you regain half the damage dealt on a failed save, or half as much damage on a successful one and you regain no health.
You can’t do so again until you finish a long rest.
Compelling Beauty
At 18th level you can cast Charm Monster once without Somatic components. (DC equal to 8 + your proficiency Bonus + your Wisdom modifier)
You can’t do so again until you finish a long rest.
Previous Versions
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8/11/2018 3:32:48 PM
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371
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12
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Coming Soon
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3/21/2019 6:06:26 AM
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1673
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103
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1.1
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Coming Soon
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Posted Feb 16, 2020THE NEW 2020 VERSIONS OF MY BLOOD HUNTER SUBCLASSES CAN BE FOUND HERE
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Posted Feb 4, 2020*UPDATE COMING* I am in the process of updating all my Blood Hunter subclasses to conform with the 2.0 Blood hunter changes made by Matt Mercer this Jan 2020. The changes have made for interesting conflicts and challenges to update my content to match, but be reassured that I will always strive to make the subclasses work with any updated version that Matt Mercer implements with his Blood Hunter class. I know that the new changes will be hitting DNDBeyond soon and if my subclasses aren't updated right away, know that I have been working on them since day one. Thank you for your patience while I work on them and I hope that this delay doesn't cause any problems in game. I only want to elevate Matt's class and provide a fun experience for all DND players and DMs. As always once I release the updated subclasses feed back is always welcome and if you like the subclasses remember to give them an upvote, they help get the subclasses in front of others.
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Posted Mar 21, 2019I have given all my subclasses another look over and hopefully made them better and easier to use with the character sheets. I also made revisions for any clarifications on the rules and rebalances of rule mechanics. If you like the updates and revisions please help out by up voting since every revision clears out my votes