Blood Hunter
Base Class: Blood Hunter

Cursed with lycanthrope, you have learned to harness your abilities to hunt down the true monsters that stalk this world.

Level 3: Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

(Please add the Weapon Mastery Feat manually to your character sheet due to lack of support in DDB to implement this feature)

Level 3: Heightened Senses

You have the senses of your animal form at all times, you have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Level 3: Lycanthropic Transformation

As a bonus action, you transform into a hybrid animal-humanoid form, you determine choose what this form looks like. You can speak, use equipment, and wear light or medium armor while in this form (any heavy armor you are wearing is destroyed during the transformation). You can revert to your normal form as a bonus action. You automatically revert to your normal form if you fall unconscious or die.

In the Character Builder, set the option for Lycanthropic Transformation to Transformed to activate the appropriate features on your character sheet.

Humanoid Form

Your character is in their humanoid form. Change this option to "Transformed" when the character has transformed.

Transformed

Selecting this option updates the character sheet with the features of your Lycanthropic Form.

Transformed Features

While you are transformed, you gain the following benefits and drawbacks:

Cursed Resilience. You have resistance to bludgeoning, piercing, and slashing damage, and gain a +1 bonus to your Armour Class.

Silver Sensitivity. You have vulnerability to damage from silvered weapons, and damage from these weapons is not affected by your Cursed Resilience.

Natural Weapons. You can use Dexterity or Strength for the attack and damage rolls of your unarmed strikes, which deal 1d6 bludgeoning or slashing damage (your choice). This damage increases to 1d8 at 11th level. In addition, you can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon. When you hit a creature with one of these unarmed strikes you can cause one of the following, you choose when you hit:

  • Hamstring: The target's movement speed is reduced by 10 ft until the start of your next turn.
  • Throw: You push the target 10 ft away from you, if the target is Large or smaller.
  • Hunger: You gain advantage on the next unarmed strike you make against the same target before the end of your next turn.

When you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action.

Feral Mind. If you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 8 Wisdom saving throw or become Feral. While Feral, you must use your entire turn to move directly towards the nearest hostile creature and make unarmed strikes against that creature, if there are no hostile creatures within range of your senses you can use a Bonus Action to end your transformation. You cannot cast spells, concentrate or use equipment/weapons while Feral (you can still use armour). You remain Feral whenever you are in your Transformed form until you have completed a short or long rest. Any effect that ends or suppresses the frightened also affects your Feral state.

Level 7: Predator's Pursuit

Your speed increases by 10 feet, and your jump distances are doubled.

In addition, whenever you use an Action, Bonus Action or Reaction to use your Blood Maledict feature, you can make one melee weapon attack, or unarmed strike against a creature within your reach as part of that action.

Level 7: Cursed by Moonlight

While Transformed, your unarmed strikes can deal your choice of : bludgeoning, slashing, necrotic or radiant damage.

Level 11: Beastial Strength

While Transformed you gain the following additional abilities:

Regeneration

At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you gain hit points equal to 1d8 + your Constitution modifier (minimum of 1).You gain these hit points before you must make the saving throw for your Feral Mind.

Rip and Tear

You can use your Dexterity modifier for your Grapple/Shove DC. When you successfully Grapple or Shove a creature while in Hybrid form, you can add one of the following effects: 

  • Rip : the target drops all items it is holding.
  • Tear : the target takes slashing damage equal to one roll of your hemocraft die.

Level 11: Taste for Blood

When you hit a creature that is Bloodied with a melee weapon attack or an unarmed strike, you deal additional damage to the target equal your proficiency bonus.

Level 15: Feral Focus

You have advantage on the saving throw for your Feral Mind while Transformed. In addition, you have advantage on attack rolls against any creature affected by your Brand of Castigation, and you can use one use of your Blood Maledict feature to activate your Brand of Castigation.

Level 18: Terrifying Transformation

Whenever you transform into your lycanthropic form, each creature of your choice within 30 ft of you must succeed on a Wisdom saving throw against your hemocraft DC or become frightened of you for 1 minute. A frightened creature can repeat the save at the end of each turn, ending the effect on a success.

Previous Versions

Name Date Modified Views Adds Version Actions
4/24/2025 2:13:08 PM
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