Blood Hunter
Base Class: Blood Hunter

The Order of the Venator originates from the scourge of vampiric entities, designed to hunt them down, as they did to innocent people. Since then it evolved to destroy all kinds of dark predators. Blood Hunters of the Order of the Venator use hemocraft to instil fear within these beings and track them down to the ends of the world, as these evils do to their prey. A hunter from the Order of the Venator never gives up their hunt, not until their prey is dead or captured. This can often mean that many hunters of this order can be removed from civilization for months on end depending on the severity of their prey.

Rite of the Arcane

When you join this order at 3rd level, you learn the Rite of the Arcane as part of your Crimson Rite feature. When you activate the Rite of the Arcane, the extra damage dealt by your rite is force damage.

Combat Expert

Starting at 3rd level, you learn to master single target combat. You gain an additional fighting style of your choice, and as a reaction you can make an attack against a creature within your attack range, if it has just attacked you.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Venator's Brand

Blood Hunters of the Order of the Venator use the Brand of Castigation in a unique way, they use it to track, harm and intimidate their prey. You gain an additional use of your Brand of Castigation feature, as well as the following attributes:

  • Whenever you strike a creature that is branded by you with the Brand of Castigation, you deal an additional hemocraft die of damage to them.
  • You always know the exact distance to a creature branded by you in this way.
  • When a creature branded by you in this way dies, you can take a hemocraft die of damage and move the Brand of Castigation to another target within 60ft.
  • You can have 2 creatures branded at once.

Dark Pursuit

Starting at 11th level, you've honed your ability to hunt and stalk prey, granting you an additional 15 feet of movement, and advantage on stealth checks to hide from creatures you have branded with the Brand of Castigation. You can also move at a normal pace while in stealth.

Extra Attack

Beginning at 15th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

Exalted Brand

Upon reaching 18th level, you have mastered the Brand of Castigation and the art of the hunt. You gain the following features:

  • The Brand of Castigation now has unlimited uses.
  • You know the fastest and safest path to all creatures you have branded with the Brand of Castigation.
  • Once per long rest, you can teleport to within 5ft of a creature you have branded in this way, no matter the distance.
  • You now deal 2 additional hemocraft die of damage to any creature you have branded in this way.
  • You have no limit on the number of creatures you can brand in this way.
  • You can now brand objects with the Brand of Castigation. Objects branded in this way deal 6d10 force damage to any creature that touches it, that you have not allowed to touch it, and the creature must make a CON saving throw equal to your Hunter's Bane DC, or be pushed back 10ft and knocked prone.

Previous Versions

Name Date Modified Views Adds Version Actions
8/17/2023 10:02:37 AM
6
1
1.1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes