Base Class: Blood Hunter
The Covenant of Executioners is perhaps the most straightforward and arguably the most effective. These Hunters focus on mastering additional trick weapons and learn to enhance their trick weapons further. Executioners are often deft, almost dancer-like in their motions or devastating in their blows, utterly decimating their quarry with malice and hatred.
blood dice
When you choose this archetype at 3rd level, you learn to wield trick weapons that are fueled by special dice called blood dice.
Trick weapon. You learn to wield a trick weapon of your choice, which are detailed under “trick weapon” below. Many trickweapons enhance an attack in some way. You wield only 1 trickweapon add a time.
You learn trickweapon of your choice at 7th, 10th, and 15th level.
Blood dice: you have four blood dice, wich are d4s. A Blood die is expended when you use it. You regain all of your expended superiority dice when you finish a long rest.
You gain another blood die at 7th level and one more at 15th level.
Trickweapon dc= 8 + your proficiency bonus + your intelligence modifier
Trick weapons
Deadly Techniques
Starting when you choose this covenant at 3rd level, you can expend your Hunter Dice to add them to the attack and damage rolls made with your trick weapons.
You can add Hunter Dice to your attack rolls before or after you make the roll, but before any effects of the attack are applied. You can add a maximum amount of Hunter Dice to a single weapon attack equal to your proficiency bonus.
For example, at 3rd level, if you expend one of your Hunter Dice to add a d4 to your weapon attack roll and you hit, you can then expend one of your Hunter Dice and add a d4 to your weapon damage roll. Or at 5th level, if you add no Hunter Dice to your attack roll, you can expend up to 3 Hunter Dice to add 1d6 per Hunter Dice to the damage roll.
Bloodletter
An accursed weapon, the Bloodletter is a trick weapon devised by mad hunters who delved too deeply into blood magic. This trick weapon is considered heretical by the Eldritch Church. It is a barbaric-looking mace that beats victims bloody and can be thrust into one’s own chest, paying a blood debt. The weapon re-emerges with the hunter’s own blood, forming cruel, sharp spikes at the ends of the blasphemous tool that cling on with glistening bloody tendrils
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Special Transformation. Whenever you use a bonus action to transform this weapon from its standard form into its alternate form, roll a number of Hunter Dice of your choice up to your proficiency bonus (minimum of one Hunter Die). You take an amount of necrotic damage equal to the total result. This damage cannot be reduced in any way. If this damage reduces you to 0 hit points, the weapon devours your innards and drinks your blood, killing you instantly.
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Active Ability. The bloody spikes and tendrils that infect the weapon quiver with anticipation. Make a melee weapon attack against a creature of your choice within range. On a successful hit, roll twice the number of Hunter Dice rolled when you transformed the weapon. The target creature takes an additional amount of necrotic damage equal to the result. Whether you hit or miss, the blood then splatters and is discarded from the weapon, reverting to its standard form.
Boom hammer
A tremendous hammer outfitted with a miniature furnace, the Boom Hammer is one of the prized designs of the hunter-tinkerers. This trick weapon is a brutal warhammer capable of bruising flesh and shattering bone. Igniting the furnace causes the head to erupt with flame, scathing its foes.
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Weapon Properties. While in its alternate form, the Boom Hammer's successful weapon attacks deal an additional 1d4 fire damage
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Transformation Attack. You drag the head of the hammer across the floor, sending sparks flying into the furnace or otherwise triggering the ignition. Make a melee weapon attack against a creature within range. On a successful hit, the creature takes an additional 2d4 fire damage from the erupting furnace. The weapon then transforms.
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Active Ability. Make a melee weapon attack against a creature of your choice within range. The hammer’s furnace overheats, causing a sudden fiery expulsion at the moment of impact. On a successful hit, the target creature takes an additional Hunter Die fire damage and must make a Strength saving throw. On a failed save, the creature is knocked a number of feet away equal to five times your proficiency bonus. If the creature collides with an object or surface, it takes 1d6 bludgeoning damage for every 10 feet travelled. If the creature collides with another creature, both creatures take the same bludgeoning damage.
Burial Blade
A revered weapon, fashioned by one of the founding hunters. This charnel blade was the first trick weapon ever devised, inspiring the development of other trick weapons. The Burial Blade is a crooked blade that becomes an immense scythe capable of reaping whole collections of foes, like separating the chaff from the wheat.
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Weapon Properties. The Burial Blade has the finesse property in both its standard and alternate form.
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Transformation Attack. You quickly backstep, moving 5 feet away from a creature within range. If you leave the creature’s range, you do not provoke an attack of opportunity. You then transform the weapon, and make a melee weapon attack against the creature you moved away from.
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Active Ability. You draw back the scythe before making a massive horizontal swing. The arc of your swing is a 15-foot-wide, 10-foot-long line originating from you. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes damage equal to your weapon damage roll. On a successful save, a creature takes half as much damage.
Sawspear
An alternative option for beginner hunters. The Sawspear is capable of being wielded with more finesse. This weapon is an easily wielded blade that can transform into a serrated spear, capable of rending foes like a hacksaw through wood.
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Weapon Properties. The Sawspear has the finesse property in its alternate form, and does not have the light property in its standard form.
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Active Ability. Make a melee weapon attack against a creature of your choice within range. On a successful hit, you thrust the weapon deep into the creature’s side, rending them. At the start of its next turn, it takes necrotic damage equal to a number of Hunter Dice equal to your proficiency bonus.
Stake Driver
An invention of the hunter-tinkerers. The Stake Driver, with its queerly complex design, violently drives thick stakes into the flesh of foes. When the mechanism is activated, it delivers powerful thrusting strikes and can be primed to deliver an absurdly powerful blow, albeit at the risk of exposing the hunter.
- Weapon Properties. The Stake Driver deals slashing damage in its standard form.
- Active Ability. Make a melee weapon attack against one creature within range. On a successful hit, the attack becomes a critical hit. However, on a miss, all creatures have advantage on attack rolls against you until the start of your next turn.
Threaded Cane
Often carried into civilised lands as a discreet weapon by Hunters, the Threaded Cane is a slender rapier disguised as a walking cane that can be thrust with grace, but also splits into a dreadful whip capable of lashing out at every foe who stands before you.
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Weapon Properties. The Threaded Cane's alternate form damage roll scales with your Hunter Die.
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Active Ability. All creatures in a 20-foot cone originating from you must make a Dexterity saving throw. A target takes two Hunter Die + your Strength or Dexterity modifier (your choice) damage on a failed save, or half as much damage on a successful one.
Magical Trick Weapons
Starting at 7th level, your trick weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additionally, you can turn a magic weapon you are proficient with into one of your trick weapons by undergoing a 1-hour ritual. A magic weapon can become any trick weapon that shares its weapon type with the trick weapon's standard or alternate form, and it magically assumes the form of the trick weapon. This still counts against the number of trick weapons you possess.
A path to be chosen
your add a cross road of your path, one path will lead you to work to rid the realm of its evil and the other one will lead to clearing out the beast and monstrosity's in the realm
Path of Righteousness
While this path has bin chosen, the trick weapon deals an additional weapon damage die if the target creature is an aberration or a humanoid with the evil alignment.
path of serration
While following this path, the trick weapon deals an additional weapon damage die if the target creature is a beast or monstrosity.
Contempt
At 18th level, you gain the following benefits:
- You become immune to the frightened and charmed conditions
test
test
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