Base Class: Barbarian
"Hunt your beasts, and think no more on the secrets of the night. That is the very best a hunter can do. Just don't let the blood intoxicate you."
After the scourge of beasts took hold of the good people under the purview Healing Church, they Church created a new order: The Hunters. Led by Ludwig, the Holy Blade, these Hunters of the original order were ruthless, efficient, and brutal when it came to ridding the world of the scourge. Using weapons and techniques that were louder and more visceral, they were hailed as heroes... In the past. Now, the Old Hunters are gone, but they live on in a Nightmare hell of their own making.
Inspired by the Bloodborne videogame by Fromsoftware
Level 3: Old Hunter Tools
As an Old Hunter, you have access to a variety of tools that make you a living nightmare for your prey.
The original Hunter's Workshop made the first Trick Weapons. Each and every one of them were crafted to make a Hunter a terror to behold. You are given your choice of the following Trick Weapons. Choose one to start with. You may choose one additional Trick Weapon at Barbarian Levels 4 and 5, or at your DM's discretion.
Trick Weapons
| Beast Cutter | Standard: One-Handed Club - 1d8 Slashing | Transformed: One-Handed Whip - 1d6 Bludgeoning | Standard Weapon Properties: Finesse | Transformed Weapon Properties: Finesse, Reach | Weapon Mastery: Topple |
| Boom Hammer | Standard: Two-Handed Halberd Hammer - 1d10 Bludgeoning | Transformed: Two-Handed Halberd Hammer - 1d6 Bludgeoning + 1d6 Fire | Standard Weapon Properties: Reach, Heavy | Transformed Weapon Properties: Reach, Heavy, Furnace Strike | Weapon Mastery: Sap |
| Burial Blade | Standard: One-Handed Scimitar - 1d6 Slashing | Transformed: Two-Handed Scythe - 1d10 Slashing | Standard Weapon Properties: Light | Transformed Weapon Properties: Reach | Weapon Mastery: Cleave |
Trick Weapons have two different forms: Standard and Transformed. You can change between the two as a Bonus Action on your turn. Trick Weapons with the "Light" Weapon Property can make the second attack with the same weapon instead of another. You are Proficient with the Trick Weapon you choose and can choose it as one of the Weapon Masteries you know per Long Rest. The Weapon Mastery works on both the Standard and Transformed forms of the Trick Weapon.
Hunter's Firearm
You also choose one of the following Hunter's Firearms. The firearm is held in your off hand as long as the weapon in your main hand is One-handed. Again, you can choose another at Barbarian Levels 4 and 5, or at your DM's discretion. See the explanation of the Weapon Properties below the chart. You are Proficient with the Hunter's Firearm you choose and can choose it as one of the Weapon Masteries you know per Long Rest.
| Hunter Pistol | One-Handed Pistol - 1d8 Piercing | Quicksilver Bullet Cost: 1 per Shot | Range: 15/30ft. | Weapon Properties: Light, Parry | Weapon Mastery: Slow |
| Blunderbuss | One-Handed Shotgun - 1d10 Piercing | Quicksilver Bullet Cost: 2 per Shot | Range: 10ft. | Weapon Properties: Spread, Parry | Weapon Mastery: Topple |
| Piercing Rifle | Two-Handed Rifle - 1d12 Piercing | Quicksilver Bullet Cost: 1 per Shot | Range: 30/45ft. | Weapon Properties: Piercing Shot | Weapon Mastery: Slow |
Quicksilver Bullets
You have a number of Quicksilver Bullets equal to your Proficiency Bonus. You regain all spent Quicksilver Bullets every time you complete a Short Rest. However, you may gain two additional Quicksilver Bullets by expending 1/4th of your Total Hit Points (Rounded Down). These "Blood Bullets" deal the Hunter's Firearm's normal damage with -2 penalty and last until you complete a Long Rest. You can produce these "Blood Bullets" once per Long Rest.
Weapon Properties
Furnace Strike - Upon using your Bonus Action to transform the Boom Hammer, you ignite the miniature furnace at the head of the hammer making the next successful attack deal the Transformed damage. After making a successful attack, it reverts back to its Standard damage until another Bonus Action is used to Transform it again.
Parry - When a creature makes an Attack on you, you can use your Reaction to fire your Hunter's Firearm at them. Make a Ranged Attack on the attacking creature with Advantage. If the Attack hits, it deals half the Hunter's Firearm's damage and adds +2 to your AC, possibly allowing the Attack to miss. You must have an adequate number of Quicksilver Bullets available to use this Weapon Property. If a "Blood Bullet" was used for the Parry, add the -2 penalty to the halved damage. Even if no damage is dealt, you still gain the +2 AC bonus. The AC Bonus only applies to the attack you Parry and is lost immediately after.
Spread - When the weapon is fired, the Quicksilver Bullets are shredded in the barrel and spread out in a Cone. Any creatures standing to the immediate left or right of the targeted creature can be hit with the weapon's damage without the need to roll an Attack against them. Roll your Attack against the target creature and on a hit choose an additional creature in range of the spread. After you roll the damage, you can choose to deal 1/4 of the damage (Rounded Down) to the second targeted creature with the rest hitting the main target.
Piercing Shot - The weapon fires a Quicksilver Bullet with such power that it pierces through enemies. If you hit a creature with the Piercing Rifle, and there is another creature within the rifle's range behind them, the Quicksilver Bullet goes through the first and into the second with the damage divided evenly between the two.
Level 3: Hunter's Nightmare
In the earliest days of the Church, you and your fellow Hunters committed a massacre on a poor, unsuspecting village for no other reason that to get at the creature that washed up on their shores. A terrible act that was only exacerbated by the cover up that followed. No one except the Hunters and the Church knew the truth and the secret they kept haunted them even beyond death. Now, all Hunters have this Nightmare to look forward to. A desolate, haphazard wasteland of a hundred, blood thirsty consciousnesses that only exist to hunt onto eternity.
Every time you take a Long Rest, your mind is transported to the Hunter's Nightmare. While your mind is here, your body reacts to the world as it would normally while resting. In the Nightmare, there are a variety of locations you can visit that, when interacted with, give you a boon in the Waking World until your next Long Rest. You can only interact with one location per visit to the Nightmare.
Cathedral of the First Vicar - Visiting the flaming body of Lawrence, the First Vicar grants you Resistance to Fire damage while Raging.
The Research Hall - Visiting the ominous medical wings of the Healing Church grants you Immunity to Psychic damage while you are not Raging, but Vulnerability to Psychic damage when you are Raging.
The Astral Clocktower - Visiting the massive clocktower that houses the corpse of Maria grants the ability to use your blood as a weapon enhancement for your Trick Weapons. Each time you make an Attack Action, you can expend your Hit Points to increase the damage of the attack. For every 3 Hit points you expend, you increase the damage of your next attack by 1 up to 15 Hit Points for +5 damage per attack. Hit or miss, the extra damage disappears after the attack is made. You only have to say you are doing this before making the attack to get the damage bonus. For every 3 times you do this before your next Long Rest, you take 1 Level of Exhaustion.
The Fishing Hamlet - Visiting the small village where the Nightmare began grants you Resistance to Poison damage while you are not Raging and a Swim Speed equal to your Speed.
Level 6: Slaughter of Beasts
You were told to kill beasts, so that is what you'll do.
Whenever you are in a Rage, if you kill a Beast Type creature, you can immediately make a Reckless Attack on another creature within 10ft. of you even if you have already made your Reckless Attack that turn. If this extra Reckless Attack kills another Beast Type creature, you can make yet another Reckless Attack on another creature within 5ft. of you. You cannot chain these attacks further until your next turn.
Level 10: Unique Trick Weapons
The original Hunters had some of the most legendary and creative members in the history of the order. Many of them wielding weapons that were as legendary and unique as themselves. Choose one of the following Trick Weapons. You can choose one additional Trick Weapon at Barbarian Levels 11 and 12.
| Amygdalan Arm | Standard: Two-Handed Club - 1d10 Bludgeoning | Transformed: Two-Handed Flail - 1d10 Slashing or Piercing | Standard Weapon Properties: Heavy | Transformed Weapon Properties: Heavy, Reach, Amygdalan Flail | Weapon Mastery: Topple |
| Holy Moonlight Blade | Standard: One-Handed Greatsword - 2d6 Slashing | Transformed: Two-Handed Holy Greatsword - 2d6 Radiant | Standard Weapon Properties: Versatile (2d6 + 3) | Transformed Weapon Properties: Radiant Moon Beam | Weapon Mastery: Sap |
| Simon's Bowblade | Standard: One-Handed Scimitar - 1d8 Slashing | Transformed: Two-Handed Bow - 1d10 Piercing | Standard Weapon Properties: Light | Transformed Weapon Properties: Ranged (30ft.), Parry, 1 Quicksilver Bullet per Shot | Weapon Mastery: Graze |
Weapon Properties
Amygdalan Flail - When in its Transformed state, the Amygdalan Arm unfurls its clawed finger and gains an additional 5ft. of reach. The finger flails about to slash at foes or jabs forward to pierce them. You choose the damage type when attacking.
Radiant Moon Beam - While in its Transformed state, the Holy Moonlight Blade can make a Ranged Attack at a target within 15ft. of you. The Ranged Attack takes the Radiant energy of the sword and launches it forward, dealing the Trick Weapon's damage. After making this Ranged Attack, the energy dissipates from the sword and it reverts back to its Standard form.
Level 14: Violent Fervor
If you're going to be sent of the Nightmare forever, you're going down fighting.
When you are in a Rage and become Bloodied, you gain a third attack every time you take the Attack Action. If you miss two of the three attacks in one Attack, you lose the third attack in all further attacks until you enter a new Rage.
Once you are at 10 Hit Points or lower, if you kill a creature with a Trick Weapon while in a Rage, you Rally some Hit Points and regain 1d6 Hit Points. If the creature is a Beast Type creature, you regain 2d6 Hit Points.
If you are reduced to 0 Hit Points while in a Rage, you can make one final melee attack with your Trick Weapon at a creature within your reach before you go Unconscious.
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Posted Apr 4, 2025There's no E in Bloodborn