Base Class: Blood Hunter
In the deepest, darkest wilderness of the Sword Coast, there exists a secret community of hunters. They undertake various tasks at the behest of an entity known as the Contractor. No one has ever seen their face or knows their identity. However, this society of hunters, even without knowing who commands them, carries out their work with great efficiency without hesitation.
Through contracts, willing hunters can embark on missions given by the Contractor in search of gaining powers and riches. However, those who fail must bear the consequences stipulated by the society and the Contractor themselves.
Contract Demand
When you reach level 3, you gain the ability to manifest sheets of paper out of thin air, by signing them with your own blood, you start a Contract. Upon acquiring this Order, you can utilize Contracts to gain resources and power through the Contractor grace. You gain the following options:
-
Assassination Contract: You must kill a creature of your choice, to be completed within one week. Upon completion, you gain 10 BP and +1 on Damage and Attack Rolls with your weapons for one week (maximum stack of +3). If not completed, you lose all active bonuses from the Assassination Contract and instead receive a penalty of -1 on Damage and Attack Rolls with your weapons for one week.
-
Suffering Contract: You must torture and destroy the life of a humanoid of your choice, to be completed within one week. Upon completion, you gain 10 BP and +1 on Rolls of your Hemocraft Die for one week (maximum stack of +3). If not completed, you lose all active bonuses from the Suffering Contract and instead receive a penalty of -1 on Rolls of your Hemocraft Die for one week.
-
Suicide Contract: You must drop to 0 Hit Points in a fight against a creature of your choice without dying, to be completed within one week. Upon completion, you gain 15 BP and +1 AC for one week (maximum stack of +2). If not completed, you lose all AC increase from the Suicide Contract and instead receive a penalty of -1 AC for one week.
-
Genocide Contract: You must kill 5 creatures of a single type of creature of your choice, to be completed within one week. Upon completion, you gain 50 BP. If not completed, you instantly gain 1 level of exhaustion.
-
Theft Contract: You must steal something of value from a humanoid of your choice without their consent, to be completed within one week. Upon completion, you gain 10 BP and +1 on Saving Throws for one week (maximum stack of +2). If not completed, you lose all active bonuses from the Theft Contract and instead receive a penalty of -1 on Saving Throws for one week.
-
Sacrifice Contract: You must kill an unconscious innocent creature. For each witness, gain 5 BP up to a maximum of 50 BP and gain an instant Long Rest. If not completed, you cannot take any contracts for 1 month.
-
Absolute Contract: Any target. Any task. Any reward. (Only the GM can offer this.)
If you make a Contract where the target is chosen by the GM, you gain double BP (Blood Pieces). BP are red coins used to acquire abilities and unique Magic Items from this Order. You can accept 1 Contract per day, and they cannot be identical. (Other Players can only be targets of Contracts with the GM's approval.)
Soul Vendor
Starting at 3rd level, during a Short or Long Rest, you can use your BP (Blood Pieces) to gain advantages such as unique abilities and magical items. Blood Pieces are red-colored coins that can only be handled by Blood Hunters; if touched by any other being, they coagulate and turn into blood. The options for purchasing advantages from a Soul Vendor change from day to day. (Roll Xd100 where X is your Blood Hunter level.)
1-15 Healblood Vial: If a Blood Hunter consumes the essence, they heal 2d8 + Blood Hunter level in HP | 50 BP
16-20 Cryptid Bonedust: If a Blood Hunter inhales this powder, they gain 1d4 permanent Hit Points (Maximum gain of 100 Hit Points) | 100 BP
21-25 Bitterlung Root: If a Blood Hunter eats the entire raw root, they gain +1 in a Ability Score of choice (Maximum of 20) | 200 BP
26-30 Rapid Seed: If a Blood Hunter swallows the seed, they gain 5ft of Movement (Maximum gain of 30ft) | 250 BP
31-35 Pixie Candy: If a Blood Hunter consumes the candy, they gain proficiency in a skill of their choice (Maximum consumption of 5 times) | 300 BP
36-40 Raventalon Syrup: If a Blood Hunter drinks the syrup, they gain 10ft of Darkvision (Maximum gain of 60ft) | 150 BP
41-45 Scarlet Weave: If a Blood Hunter inhales it, they gain proficiency in a weapon, instrument, set, etc... (Maximum consumption of 5 times) | 75 BP
46-50 Untapped Potential: Upon purchasing this option, choose a Feat (Maximum consumption of 3 times) | 1000 BP
51-55 New Blood Equipment: +1 equipment, whether armor, weapon, or shield (Can only be equipped by a Blood Hunter) | 800 BP
56-60 Old Blood Equipment: +2 equipment, whether armor, weapon, or shield (Can only be equipped by a Blood Hunter) | 1500 BP
61-65 Rotten Blood Equipment: +3 equipment, whether armor, weapon, or shield (Can only be equipped by a Blood Hunter) | 2200 BP
66-70 Rite Enhancement: Choose a weapon, it deals +1d4 damage of the type of your current Crimson Rite (Maximum of +6d4 per weapon) | 1750 BP
71-75 Cantrip Smite: Upon purchase, you can choose 1 Cantrip from the Warlock and Wizard spell list and learn it. With a free action on your turn upon receiving your Hemocraft Die of Necrotic damage when hitting with a Melee Weapon Attack, you can deal the additional damage appropriate to your level of the chosen Cantrip and apply its effects. If the Cantrip is a Spell Attack, the damage it deals is applied when hitting the first Melee Weapon Attack without having any additional attacks. But if it's a Spell Save, use your Hemocraft Save and follow the rules of the spell normally | 3000 BP
76-80 Adaptability Boost: Gain a Class Feature from another class that isn't Pact Magic, Spellcasting, or Subclass (Can only obtain Class Features of level 2 or lower, Maximum consumption of 3 times) | 2500 BP
81-85 Anatomy Alteration: Gain a Racial Feature from another race within 100ft of you that you don't already have. (Maximum consumption of 3 times) | 2500 BP
86-90 Breakthrough Potion: Choose an Ability Score, the consuming Blood Hunter gains proficiency in Saving Throws of the chosen type (Maximum consumption of 1 time) | 1000 BP
91 Vampiric Nature: Choose a weapon, it heals +2d4 Hit Points when dealing damage (Maximum of +6d4 per weapon) | 850 BP
92 Anxiety Module: Choose a weapon, it makes +1 attack per action (Maximum of 1 use per weapon) | 1000 BP
93 Deadly Grasp: Choose a weapon, it has +5ft of reach if it's a Melee Weapon and +20ft if it's a Ranged Weapon (Maximum of 5 uses per weapon) | 500 BP
94 Dreamer's Rhapsody: Choose an armor or shield, whoever wears it will have advantage on saves against magic and cannot be put to sleep by magic | 650 BP
95 Chaos Provider: Gain this ability, upon taking damage deal 1 hemocraft die of damage from one of your Crimson Rite types to the aggressor
(Maximum consumption of 1 time) | 700 BP
96 Deluxe Power: Choose an Ability Score, gain +2 from the chosen Ability Score and increase its maximum to 22. (Maximum consumption of 1 time) | 1400 BP
97 Hollow Shield: Gain this ability, a target under the effect of one of your Blood Curses cannot choose you as the target of spells and attacks without first passing a Hemocraft Save of CHA (Maximum consumption of 1 time) | 4000 BP
98 Annihilate: Choose a weapon, when dealing damage to a wounded enemy and if after the attack they have less than 5 Hit Points, you can choose to kill them instantly. Upon purchasing again, you increase the value by 5 Hit Points (Maximum of 25 Hit Points) | 500 BP
99 True Blood Weapon: A weapon of your choice. By concentrating on another weapon that remains in contact with the True Blood Weapon for 10 minutes, you can absorb it, destroying it, and transferring all abilities and bonuses of such weapon to the True Blood Weapon following the same limitations as the consumed weapon had. Cursed. when trying to use any other weapon, you have disadvantage and for each turn you stay separated from your True Blood Weapon, you receive 50 necrotic damage (Can only be equipped by a Blood Hunter) | 5000 BP
100 Contractor's Favor: Meet with the Contractor and fulfill a Wish, however, after meeting the Contractor, you will be hunted by all hunters of this order (Maximum consumption of 1 time) | 100000 BP
After purchasing one of the options, you cannot buy the same option again unless it repeats when the roll is made. The Soul Vendor changes its products every day and cannot be robbed by conventional means, and if somehow stolen to the benefit of the Blood Hunter, the thief will be instantly killed.
Infamous Favor
Your influence as a veteran member has granted you benefits in the form of discounts. Upon reaching the 7th level, when purchasing from the Soul Vendor, you can roll 1dX where X is the number of available products, and receive a 50% discount on the product determined by the die. At 15th level, you roll 2dX.
Additionally, your contracts last one week longer.
Brand of Agreement
Upon reaching the 11th level, if your Brand of Castigation is affecting the target of your Contract, an ally of the target, or someone directly hindering your Contract, you cannot have disadvantage when attacking the affected by your Brand of Castigation.
Additionally, if the target affected by the Brand of Castigation is not the target of your contract and is killed by you, gain 10 BP and restore your use of Brand of Castigation. But if they are the target, upon completing the Contract, gain 100 BP but do not recharge the Brand of Castigation.
Blood Curse of the Efficient Assailant
At 15th level, You gain the ability to accomplish your goals, no matter the cost. You gain the Blood Curse of the Efficient Assailant for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Efficient Assailant
As a bonus action, place this curse on a target. Your attacks can critically hit on rolls of 18, 19, and 20 if they don't already, and the target cannot critically hit you. Additionally, if it is the target of one of your contracts, your critical hit damage becomes triple, not double, the dice. All of this lasts for 10 minutes.
Amplify. The curse affects the target and their allies.
Contractor's Best
Upon reaching 18th level, you earned the trust of the Contractor himself, allowing you to gain thrice the amount of BP.
Additionally your contracts last 1 month now.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/23/2024 12:15:30 AM
|
3
|
0
|
1
|
Coming Soon
|
|
|
2/23/2024 12:20:51 AM
|
4
|
0
|
2
|
Coming Soon
|
-
View User Profile
-
Send Message
Posted Feb 23, 2024Previous changes were grammar mistakes. Feel free to send feedback!