Base Class: Blood Hunter
Within the ranks of the Blood Hunters, there are those who seek to harness the primal power of nature itself, drawing upon the fierce strength and ferocity of bears. These warriors, known as the Order of the Ursa, undergo a transformative ritual that imbues them with the spirit of the wild, allowing them to take on the form of a great bear.
When in this form, they become a force of nature to be reckoned with, wielding their massive claws and teeth with deadly precision, and shrugging off blows that would fell a lesser warrior. Their thick fur and powerful muscles make them nearly impervious to harm, and their potent regenerative abilities allow them to heal even the most grievous of wounds.
In combat, the Order of the Ursa strikes with a combination of raw physical power and an unbreakable will, fighting with the savagery of the bear and the cunning of the hunter. Their armor, made from the hides of powerful beasts, is both strong and flexible, allowing them to move with the speed and grace of a predator.
But the Order of the Ursa is more than just a fighting force; they also embody the primal aspects of nature, and have a deep respect for the balance of the natural world. They are fiercely protective of the wilderness and its creatures, and seek to uphold the sacred bond between druid and beast.
Though their powers are rooted in the wilds, the Order of the Ursa is a force to be reckoned with, a living embodiment of the raw power of nature itself.
Armour of Bjorn
When a Blood Hunter gains the Armor of Bjorn feature, they gain proficiency in heavy armour. This means that they can now wear the heaviest and most protective armours available, which typically provide the greatest protection against physical attacks. This also allows the Blood Hunter to remain agile and mobile while wearing such armour, which can be an advantage in combat.
Primal Shifting
Also at 3rd level, your connection to nature strengthens and you are granted a Primal form. As a bonus action you can now take the form of a bear or a hybrid form, you're able maintain this form for half your blood hunter level rounded down in hours. You can do this equal to your proficiency modifier. You can speak, use equipment, and wear armour while in this form, and can revert to your normal form as a bonus action. You automatically revert to your normal form if you fall unconscious or die.
Once you use this feature, you must finish a short or long rest before you can use it again.
In the Character Builder, set the option for Hybrid Transformation to Hybrid Form to activate the bonuses for that form on the character sheet.
Primal Shifting Features
While you are transformed, you gain the following benefits and drawbacks:
Ursine Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. Additionally, while you are wearing heavy Armor, you have a +1 bonus to AC.
Ursine Mauling. You can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, which deal 1d6 bludgeoning or slashing damage (your choice). This damage increases to 1d8 at 11th level.
Additionally, when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action.
Nature's Fury (level 11)
Your bonus to melee damage rolls increases to +2 at 11th level.
Nature's Fury (level 18)
Your bonus to melee damage rolls increases to +3 at 18th level.
Ursine Hide
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. Additionally, while you are wearing heavy armor, you have a +1 bonus to AC.
Ursine Mauling
You can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, which deal 1d6 bludgeoning or slashing damage (your choice). This damage increases to 1d8 at 11th level.
Additionally, when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action.
Ursa Endurance
At 7th level, you have become attuned to you Ursa nature granting you the ability to take withstand more blows to your body, As a bonus action you can add temporary hit points equal to your level plus 2d6. This increases to 2d10 at 11th level and 2d12 at 18th level.
Additionally, you can use this feature a number of times equal to your proficiency Bonus and regain all uses after completing a long rest.
Improved Ursine Mauling. You have a +1 bonus to attack rolls made with your unarmed strike. This bonus increases to +2 at 11th level and to +3 at 18th level. Additionally, when you have an active crimson rite on your unarmed strike while in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Improved Ursine Mauling
You have a +1 bonus to attack rolls made with your unarmed strike. This bonus increases to +2 at 11th level and to +3 at 18th level. Additionally, when you have an active crimson rite on your unarmed strike while in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Improved Ursine Mauling (level 11)
You now have a +2 bonus to attack rolls made with your unarmed strike.
Improved Ursine Mauling (level 18)
You now have a +3 bonus to attack rolls made with your unarmed strike.
Advanced Primal Shifting
At 11th level, your connection to the primal beast within strengthens. You gain additional uses of your Primal Shifting ability, equal to your proficiency modifier + 2. Once you finish a long rest, you regain all expended uses. In your hybrid form, you also gain the following benefit.
Kodiak Regeneration. When you have 1 or more hit points but fewer hit points than half your maximum, you regain hit points equal to 1 + your Constitution modifier (minimum of 1) at the start of each of your turns.
Kodiak Regeneration
At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you gain hit points equal to 1 + your Constitution modifier (minimum of 1).
Brand of the Eternal
Starting at 18th level, your mastery of the Brand of Castigation reaches new heights. When you use your Brand of Castigation on a creature, it becomes infused with the essence of immortality, making it incredibly difficult to defeat.
While the creature is affected by your Brand of Castigation, it takes an additional 2d6 necrotic damage whenever it makes an attack and its maximum hit points are reduced by an amount equal to your proficiency bonus. Additionally, if the creature is reduced to 0 hit points, it does not die, but instead becomes incapacitated for 1 minute, during which time it is immune to all damage and cannot take actions.
Primal Shifting Mastery
At 18th level, you have mastered your inner predator. You can use your Hybrid Transformation feature an unlimited number of times, and your hybrid form lasts until you revert to your normal form, fall unconscious, or die.
You also gain the Blood Curse of Open Wounds for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of Open Wounds
You can use as a bonus action to inflict further suffering upon a creature you see within 30 feet of you that is missing any of its hit points. The target must make a Constitution saving throw. If it has few than half its hit points remaining, it has disadvantage on the saving throw. The target takes necrotic damage equal to two rolls of your hemocraft die on a failed save, or half as much damage on a successful one.
Amplify. The curse lasts for 1 minute. The target repeats the saving throw at the start of each of its turns, ending the curse on itself on a success.
Activating a Blood Curse requires a use of your Blood Maledict feature.
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