Blood Hunter
Base Class: Blood Hunter

You are no longer a person—you're a machine fueled by blood, hatred, and haunting echoes of your past life. A cursed soul soldered into a mechanical body, you are the walking embodiment of dread. The whir of gears, the metallic screech of movement, and the flicker of unnatural presence instill a fear more primal than death. You do not stalk your prey—you overwhelm them with terror.

“I stopped being human the moment I embraced the machine—now I am the echo in the static, the terror in the crawlspace, and the last thing they'll ever hear.” 

— William Afton

Level 3: Synthetic Rage

As a bonus action, you can enter a state of corrupted, animatronic fury that lasts for 1 minute. While in this state, known as your Synthetic Rage, your body locks into a relentless mechanical rhythm: you gain advantage on Strength checks and Strength saving throws, and once per turn when you hit with a weapon attack, you deal an additional 1d6 psychic damage as glitching echoes and static scream through your target’s mind. While raging in this way, your Terror Radiusactivates, overwhelming nearby creatures with subconscious dread. You can enter Synthetic Rage a number of times equal to your proficiency bonus per long rest.

Level 3: Terror Radius

Your presence is imprinted onto the instincts of hostile creatures, forcing their bodies to react before their minds can process the threat. The closer they are to you, the more primal their fear becomes. Your Terror Radius activates only while you are in Synthetic Rage.

  • At 30 feet: Hostile creatures subconsciously sense danger, instinctively aware of your presence. While within this range, they cannot benefit from being hidden or invisible against you. Stealth becomes nearly impossible—they always know you’re near.

  • At 20 feet: Panic sets in. Hostile creatures have disadvantage on Wisdom (Perception) checks as their senses lock onto you as a looming threat, impairing their awareness of other dangers.

  • At 10 feet: Terror overtakes them. A creature that starts its turn within this range must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or become frightened of you until the start of its next turn. While frightened in this way, it cannot willingly move closer to you.

  • At 5 feet: Pure panic consumes reason. Any creature frightened by this feature must use its movement on its turn to move away from you by the safest route possible, even if it is not tactically sound (e.g., provoking opportunity attacks or abandoning objectives).

Disruptive Presence: While your Terror Radius is active, hostile creatures within 30 feet cannot benefit from invisibility or being hidden. They always sense your presence, regardless of magical or mundane concealment.

Level 3: Fazbear’s Fright

Your mechanical body manifests a cursed weapon: a jagged, metal-formed throwing axe made from corrupted blood and rage.

As a bonus action, you reshape your arm into a horrific mechanical axe formed from rusted steel, fractured servos, and blood-soaked parts—known as Fazbear’s Fright. Immediately, you may make a ranged weapon attack with this axe against a creature within 30 feet. On a hit, the axe deals 1d8 slashing damage (or 1d10 if wielded with both hands) and embeds itself into the target with a screeching, distorted laugh. The target becomes Marked by the Fright until the end of your next turn. While marked in this way, the target and all creatures within 15 feet of it glow faintly with flickering red static: they cannot benefit from invisibility or being unseen, and attack rolls made against them have advantage.

At the start of your next turn, the axe violently re-forms in your hand, regardless of whether it hit or missed. While you are in Synthetic Rage, this attack deals an additional 1d6 psychic damage as nightmarish static and animatronic whispers invade the target’s mind.

Level 7: Sudden Static

You become a living jump-scare.

As an action, you vanish in a burst of glitched static and reappear up to 30 feet away in an unoccupied space adjacent to or behind a creature you can see. This violent flicker of unnatural movement triggers deep, instinctive fear. The target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or become frightened of you until the end of your next turn. On a failed save, the target is also startled into dropping one item it is holding (your choice if it is holding more than one).

This feature mimics a jump-scare so sudden and disorienting that even seasoned warriors hesitate. You can use Sudden Static a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Level 11: Security Breach

You override the senses of even arcane constructs.

  • You can see through any magical or mechanical scrying, surveillance, or sensory projection within 60 feet as though it were an open window. This includes clairvoyance, arcane eye, familiar vision, magical mirrors, and cameras.

  • As a bonus action, you may disable one such device or effect within range for 1 minute. It cannot be used to perceive anything during this time.

  • You are also aware when you are being magically observed, and the direction the vision is coming from.

Level 15: Fear Protocol

Fear is hardcoded into your presence.

Your presence radiates programmed dread—fear hardcoded into your very design. When a creature within 30 feet of you that can see you either starts its turn or hits you with an attack for the first time on its turn, you may use your reaction to trigger an automatic terror response. The creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or become frightened of you for 1 minute.

While frightened in this way:

  • The creature’s speed is halved.

  • It cannot willingly move closer to you.

The affected creature may repeat the saving throw at the end of each of its turns, ending the effect on a success.

You can use Fear Protocol a number of times equal to your proficiency bonus per long rest.

Backroom Recall

Your corrupted memory stores the locations of doorways like haunted data nodes. As a bonus action, you may mark a doorway, gate, or similar portal you pass through, anchoring it into your internal system. You may have up to three marked doors at a time. As another bonus action, you may teleport to any one of these marked doors, as long as it is on the same plane of existence. You arrive in an unoccupied space adjacent to the portal.

If you teleport this way while in Synthetic Rage, your arrival is accompanied by a static-charged pulse. Each creature within 10 feet of the space you appear in must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or take 6d6 thunder damage and become deafened until the end of its next turn.

You regain the ability to use this teleportation after a long rest, though your marked doors remain until replaced.

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