Blood Hunter
Base Class: Blood Hunter

"All Beast Hunters are damned. But in our damnation, we discover ourselves." - Gellan, first Beast Hunter

The order of the Beast Hunter is an order of hunters dedicated to seeking out and eradicating the scourge of lycanthropy, and the degredation of humanity to their more bestial, primal selves. These hunters are secretive and shadowy, generally adopting lone wolf personas, and oftentimes losing themselves to the ecstasy and thrill of their hunts, slowly changing into the beasts they once hunted. Beast Hunters have learned to utilise blood to heal themselves, increasing their prowess and survivability on the battlefield, but forever eventually damning them to beasthood themselves. Only a few Beast Hunters are privy to their inner workings, the order becoming zealous and religious within the inner ranks. All worshipping the great blood that guides and sustains them.

Hunter of Beasts

When you join this order at 3rd level, you expand your focus to hunt lycanthropes and other monstrosities that bridge the gap between man and monster.

Your Hunter's Bane feature extends to Humanoids and Beasts for the purposes of Wisdom (Survival) check to track beasts and humanoids, as well as on Intelligence checks to recall information about such creatures.

When hitting a humanoid or beast creature with a weapon that is effected by your Crimson Rite, you roll an additional hemocraft die when determining the extra damage from the rite.

In addition, you have learned to adopt fleet feet, in order to avoid the claws and fangs of your quarry. Your movement speed increases by 10ft

Hunter's Arsenal

Starting at 3rd level, you gain proficiency in firearms and can activate a crimson rite you know on a firearm you are holding.

Blood Vials

Upon reaching 7th level, you have unearthed the tradition of injecting yourself with blood vials, suffusing yourself with the might of the Old Ones before.

You gain a number of blood vials equal to your proficiency bonus, and regain all blood vials on a long rest.

As a bonus action, you may inject yourself with a blood vial, rolling a hemocraft dice and regaining hit points equal to the amount rolled + your proficiency bonus.

 

Hunter's Parry

Starting at 11th level, whenever a creature makes a melee attack roll against you, you may use your reaction to grant disadvantage on this attack roll.

Amplify

As part of the same reaction, you may amplify this feature, expending a use of your Blood Maledict feature, and taking the additional damage as normal. If the melee attack misses due to disadvantage, you may make one melee weapon attack against the attacker. This melee attack ignores all resistances the target may have and scores a critical hit on a 19 or 20.

Call of Beasthood

Starting at 15th level, your use of blood vials to enhance yourself has caused your mind to slip closer to beasthood, feeling joy in deep cuts and the spray of viscera.

You gain the blood curse "Blood Curse of the Marked". This does not count against your number of blood curses known.

Rally

Upon reaching 18th level, your connection to blood and beasts has reached its peak. Whenever you make an attack against a creature and you have less than half of your maximum HP remaining, you roll hemocraft dice and regain hp equal to the number rolled.

You may only use this feature once per round.

Comments

Posts Quoted:
Reply
Clear All Quotes