Base Class: Blood Hunter (archived)
The line between Rangers and Blood Hunters is occasionally thin. At their core, they're both dedicated to hunting the creatures that threaten the world. And what more represents the world at large than nature itself? Though typically nature-oriented, many rangers have been known to mercilessly hunt down the undead and the fiendish, and likewise some Blood Hunters channel natural magics in their quests against darkness. One particular order has learned ancient druidic magics that allow them to conjure forth a nature spirit and bind it to their own soul, allowing the spirit to take the form of a beast of their master's choosing. Through this connection, Blood Hunters of the Order of the Spirit Beast make excellent combat duos dedicated to hunting down and destroying threats to the worlds of beasts and people alike.
Spirit Beast
At 3rd level, the occult druidic knowledge you've gained allows you to tap into the natural magic suffusing the world to summon a beast companion. At the end of a long rest, you summon a nature spirit, which appears in an unoccupied space within 5 feet of you. The spirit takes the form of a beast of your choice that is no larger than Medium and that has a challenge rating of 1/4 or lower. The CR1/2 Black Bear and Ape are also valid choices. Add your proficiency bonus to the beast’s AC, attack rolls, damage rolls, and saving throws, as well as all skills it is proficient in, and two more skills of your choice. Its hit point maximum equals its normal maximum or 5 times your Blood Hunter level, whichever is higher. The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can telepathically command the beast where to move (no action required by you). As a bonus action, you can telepathically command the beast to take the Dash, Dodge, Disengage, Hide, or Help actions. Whenever you take the Attack action, you may forgo one of your attacks to telepathically command your beast to take the Attack action. Like any creature, the beast can spend Hit Dice during a short rest. It has 1d6 hit die for every level you have in this class. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.
If you have an active rite, your beasts attacks also deal your rite damage.
Whenever you finish a long rest, your spirit beast may change its form to one of the other beasts, following the same rules for what beasts are available.
At 7th level, the available beasts are up to CR1 and size Large. At 15th level the available beasts are up to CR2 and size Large.
Nature's Secrets
Also at 3rd level, you learn the Druidcraft cantrip. Additionally, you know the Animal Friendship spell and may cast it without it expending a spell slot. Once you cast Animal Friendship in this way, you cannot do so again until the end of a short or long rest. Your spellcasting ability for these spells is Wisdom.
Bloody Ferocity
Whenever you or your beast have less than half of your hit points remaining, all rite damage that either of you deal is maximized.
You also learn the Blood Curse of Ferocity, which does not count against your known blood curses.
As a bonus action, you can send your beast into a frenzy if it is within 60 feet of you. Its attacks deal additional damage equal to your wisdom modifier for the next minute.
Amplify: your beast gains resistance to bludgeoning, piercing, and slashing damage while this curse affects it.
Bestial Fury
Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multi-attack action if it has that action.
Resilient Bond
If your Spirit Beast can see you, it has advantage on saving throws.
Independent Spirit
Your bond is stronger than ever, and your Spirit Beast has learned from you and gained a measure of independence. Commanding your beast to take the Attack action no longer requires you to forgo an attack when you take the Attack action.
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