Blood Hunter
Base Class: Blood Hunter

Hunters who belong to the Order of the Ironblood are trained to face any type of enemy, though those who choose this path have usually suffered trauma triggered by a tragic event. Heavily armed with weapons modified by magic, technology, and their own blood, hunters who belong to this order are usually solitary and rarely rely on the aid of others. Time-hardened warriors and nomads by choice, these hunters wander restlessly in search of their prey, giving in to their bloodlust and the madness that follows.

Black Smoke Warrior

At 3rd level, you gain proficiency with heavy armor, firearms and tinker's tools.

Focalized Weapons

At 3rd level, at the end of a long rest, you can select two weapons, or three if you have the Two-Weapon Fighting Style. Those will be your Focalized Weapons. You can draw or stow your Focalized Weapons as part of the Attack action. If you stow one of your Focalized Weapons at the end of one of your attacks, you can draw the other Focalized Weapon and make an additional Attack using your bonus action.

Deadly Reflexes

Also at 3rd level, when you see an enemy attack within 5 feet not bigger than one size more than you, as a reaction you can do a counter-attack that can stun your opponent. If you hit the target you do damage as normal and the enemy must make a Constitution Saving Throw with DC equal to your Hemocraft save DC or be Stunned until the start of your next turn or until the target gets damage from another source. The targeted enemy lose immediatly its extra attacks if Stunned in this way. A target immune to critical hits is also immune to this effect.

You must use a firearm or a shield to use this feature. If you are using a firearm you can increase the range of this feature to 10 feet.

Improved Focalized Weapons

At 7th level, your Focalized Weapons are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Also, as a free action, when you invoke a Crimson Rite on one of your Focalized Weapons, stow it and draw your other Focalized Weapon, you can infuse the drawed weapon with the same Crimson Rite, effectively transporting it from one weapon to the other.

Lastly, you can replace one of your Fighting Style with the Unarmed Fighting Style. If you do that, you can choose Unarmed Attacks as one of your Focalized Weapons and you can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.

Visceral Attack

At 11th level, you are trained to inflict heavy wounds to helpless targets. When you attack an Incapacitated creature with a melee weapon, you can forgo all of your attacks and your bonus action (if you didn't use that already) to make one Visceral Attack.

When you make a Visceral Attack, do an attack roll with Disadvantage. If you hit, that attack is automatically considered as a critical hit. Also, add to the total damage a +10 for every attack or bonus action forgoed to make that Visceral Attack.

Unending Night Hunt

At 15th level, your body and your mind become innaturaly resistant, allowing you to continue your hunt endlessly. You don’t need to eat, drink or sleep anymore. Magic can't put you to sleep. You gain Constitution and Wisdom Save proficiency.

Also, when you take a long rest, you must spend at least four hours in a static and motionless state, rather than sleeping. In this state, you appear lifeless, but it doesn’t render you unconscious, and you can see and hear as normal.

Living Nightmare

At 18th level, you are so obsessed with the hunt that you become a beast yourself. Choose one of the following:

- Fey. Your creature type is fey, in addition to your base creature type. You gain a flight speed equal to your base movement speed and you can cast Invisibility at will.

- Fiend. Your creature type is fiend, in addition to your base creature type. You gain resistance to fire and lightning damage and you can cast Fireball (save DC equal to your Hemocraft save DC) by taking necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way.

- Undead. Your creature type is undead, in addition to your base creature type. You gain resistance to cold and necrotic damage, you have Advantage to Death Saving Throw and you gain the benefits of a Revivify spell if you die but only once per long rest.

You also gain the Blood Curse of the Howl for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

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