Base Class: Ranger
The Bloodstalker is a ranger who has delved into the primal and forbidden art of blood magic, transforming themselves into a relentless hunter who draws power from the very life force of their prey. These rangers are feared not only for their mastery of the wilds but for their terrifying ability to sense, track, and bleed their enemies dry with ruthless efficiency.
Bloodstalkers thrive in the pursuit of their quarry, following the scent of blood across any terrain, and striking with savage precision. The connection they form with the blood of their prey allows them to become one with their surroundings, an unseen predator lurking just beyond the edge of perception.
As they grow in power, Bloodstalkers develop a deep bond with the life force of others, able to share and manipulate it to their advantage. In the heat of battle, they enter a frenzied state, feeding off the bloodshed to fuel their relentless assaults. At the pinnacle of their power, a Bloodstalker can even siphon the life from their enemies to heal their own wounds, becoming an avatar of death and survival.
In the wilds or on the battlefield, the Bloodstalker is an apex predator, feared and revered by those who understand the true power of blood.
Blood Scent
Your senses are heightened to detect the faintest traces of blood. You gain advantage on Wisdom (Perception) and Wisdom (Survival) checks to track any creature that has taken damage within the last 24 hours. Additionally, you can detect the presence of bleeding creatures within 60 feet of you, even if they are invisible or hidden, though you do not learn their exact location.
Viscera Strike
You learn to channel your attacks to bleed your enemies dry. When you hit a creature with a weapon attack, you can choose to imbue it with blood magic. The target must make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the creature takes additional necrotic damage equal to 1d6 + your Wisdom modifier, and it begins to bleed. While bleeding, the creature takes 1d6 necrotic damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses after a long rest.
Crimson Bond
You can form a bond with a willing creature or a creature you have caused to bleed. As an action, you touch the target and form a bond. While bonded, you gain the following benefits:
- You can sense the direction and distance to the bonded creature as long as you are on the same plane of existence.
- When you or the bonded creature takes damage, you can use your reaction to take half of that damage, with the bonded creature taking the other half.
- You can use your Bleed feature on the bonded creature without expending a use of the feature.
Blood Lust
Ability: The primal hunger within you awakens with a thirst for blood, driving you to become an unstoppable force in battle. When you see a creature within 60 feet of you take damage, you can use your reaction to enter a state of Blood Lust for 1 minute. While in this state, you gain the following benefits:
Enhanced Agility: Your movement speed increases by 10 feet.
Life Drain: When you hit a creature with a weapon attack, you regain hit points equal to the necrotic damage dealt by your Viscera Strike.
Relentless Force: You have advantage on attack rolls against creatures that are bleeding or have less than half of their maximum hit points.
Carnage
You have become a master of blood magic, able to manipulate the life force of others with ease. As an action, you can target a creature you can see within 30 feet of you that has blood. The target must make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the target takes 6d6 necrotic damage, and you regain hit points equal to half the necrotic damage dealt. On a successful save, the target takes half as much damage, and you regain no hit points. Once you use this feature, you can't use it again until you finish a long rest.
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