Base Class: Blood Hunter
A wild animal resides within all people though some have it closer to the surface than others. The Hunters of this order embrace it and utilize it. Though foreign powers usually fey the wilderness within the hunter’s soul is drawn to the surface.
Wilderness Rises
Through your use of hemocraft you are able to draw out the outer wilds within you. This manifests differently for all hunters but most commonly this results it the heightening of senses or the increase of attributes. You either have proficiency/expertise on perception nature and investigation or proficiency/expertise on athletics acrobatics and stealth.
Feral Transformation
Also at third level you gain the ability to draw deeper into the wilderness and bring out the animal inside of you. As a bonus action you can draw out the animal within for up to an hour. You can speak, use equipment and wear armor while in this form. This transformation causes physical augmentation dependent on the animal within you. The form can be dismissed with a bonus action and you automatically drop the form when you fall unconscious.
- Feral Speed: You gain a +2 to dexterity, this bonus increases to +3 at 8th level and +4 at 15th level
- Feral Toughness: You have advantage on constitution saving throws. Additionally you gain a +1 to AC if you are not wearing heavy armor
- Unforgiving Wilds: If you start your turn with less than half of your maximum hit points you must succeed on a DC 10 intelligence saving throw or you are forced to move to the nearest creature and make the attack action against them. If you are concentrating on a spell or under the effects of something that prevents concentration you automatically fail this roll. Once your attack action is complete you regain control of yourself.
Wilderness Hunter
The wilderness is the perfect location to complete your hunt and when you are within its confines you are a much more formidable foe. Additionally, your speed increases by 10ft.
- Wilderness Trickery: You gain access to two of the following spells once per short rest.
- Hunter’s Mark
- Entangle
- Spike Growth
- Plant Growth
Chaotic Wilds
You use unpredictably to your advantage in combat, you gain a +2 to attack rolls against enemies you haven’t attacked in the last two rounds. Additionally, when the unforgiving wilds feature of your feral transformation triggers you have the option to roll on the wild magic table instead of attacking the nearest creature.
Wild Strikes
At 15th level you gain an extra attack. Additionally, you gain +1 to your weapon attack damage.
Feral Transformation Mastery
At 18th level you have mastered your inner wilderness. Your feral transformation can be used an unlimited number of times and lasts until you dismiss it, fall unconscious, or die. Additionally while transformed you are resistant to all damage types except for force, necrotic, and radiant.
Previous Versions
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