Base Class: Blood Hunter (archived)
Blood hunters are known for taking up jobs and slaying the monsters of this world. So while simple folk may see these monsters as goblins and hags, the true monsters are those who lurk in the shadows taking from and manipulating the outcome of civilization to their own benefit. In order to bring justice to those who cheat and abuse the system, there must be those who are willing to dive into such a dark world to bring it to light. For when a scandal may a rise and lead to the death to some corrupt politician or crime lord, do not look at corpse... no look up at the birds for where the a single crow may go, a murder will follow.
Hollow Bones
At 3rd level, Upon joining the order the sigel of the order appears somewhere of your choice on your body (ex. The palm of your hand, shoulder, or wrist). Once the sigel appears your body undergoes a form of mutation as your muscle and bones become lighter, your vision and hearing are hightened.
Due to this mutation you now have +10 to your movement speed and take no fall damage from heights up to 20 feet when not wearing heavy armor. Because of your enhanced senses you gain expertise in the Perception. A side effect to the the mutation is you can now perfectly mimic the voice of a crow.
Hidden Talons
At 3rd level, Through your training you have become proficient in a difficult form of attack created by the order. You may preform this attack with any non heavy melee martial weapon. You must have the weapon sheathed and take the “ready” action, If a creature attacks you while you are “ready” you may use your reaction to use the attack action on them before they hit you. Attacks done this way have +2 to hit and deal an additional d6 damage.
At higher levels. At 7th level the attack deals 2d6. At 11th level the attack has +3 to hit. At 15th level the attack deals 3d6 and has +4 to hit.
Feather Trick
At the 7th level, you have obtain abilities that help quick get past obstacles and bypass dangerous senarios that may arias. Because of this once per turn you can using a bonus action you can now vanish into a pile of feathers and teleport 20 feet. You must see the location you wish to teleport and when in darkness you can teleport 30 feet. You can do this times equaled to your Wisdom modifier (minimum 1).
At higher levels. Upon reaching the 11th level you may teleport with a single willing creature that is with 5 feet of you, or force a creature you have grappled to make a grapple save. On a success you are unable to transport the creature.
Fatal Instincts
At 11th level You may meditate with a weapon for 10 minutes and spend a blood maledict to forge a connection with your weapon allowing you to attack and react with it without need for conscious thought or decision. Once you have done this you can use your Wisdom modifier instead of Strength, or Dexterity for the attack and damage rolls with the weapon you have chosen until you take a short or long rest. Attacks made with the weapon are considered magical.
You can further enhance this connection by amplifying the blood maledict used in the ritual. When amplified you can use a bonus action to take the doge action while wielding the weapon and recall it from a range of 15 feet by flying back into your hand as a free action on your turn.
At higher levels: At the 15th level the weapon deals an additional 1d4 psychic damage and 2d4 at 18th level.
Omen of Death
At 15th level, By using an Action you can take on the form of a crow. While in this form you take on the statistics of a crow (use raven stats) only retaining your personality, alignment, Intelligence, Wisdom, Charisma, and can understand languages you are proficient with. While in the form of the crow your talons deal an additional 2d4 psychic damage. You can retain this form for up to an hour and can change into it equal to your Wisdom modifier (minimum 1). When you transform your possessions that you are wearing or carrying are warped into yourself and return when you change back, you cannot transform if you are over encumbered. If you are reduced to 0 hit points while transformed you are forced back into your original form and take any excess damage that was dealt.
Once per long rest, while in the form of a crow you can cast Bestow Curse at the 5th level with a range of 10 feet. You can also cast at will the spells Speak with Animals, and Animal Friendship to only crows while transformed or not.
Wisdom is your spellcasting ability for these spells.
Crows of a Feather
Upon reaching 18th level, your body as been altered once again, random parts of your body will begin to grow patches of feathers most commonly they are found on the shoulders, arms, back, and occasionally the head. Although you have uncovered that once per long rest you can spend an action to pluck 1d2 feathers from yourself, by tossing each feathers into the air they wrap themselves in a dark aura and turn into crows (raven). If you summon these crows in combat they must each roll initiative, these crows have the same Intelligence, Wisdom, and Charisma as you. On their turns they may spend a bonus action to transform into duplicates of you, if they are reduced to 0 hit points before they can do this they die and turn back into feathers.
When they turn into duplicates of you their maximum health is half of yours, they share your personality, alignment, Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. they are not holding any other equipment besides the armor and weapon you are wielding. They can mimic all your abilities except for Crow of a Feather. They can act independently or follow your commands. If they die they turn into feathers.
These duplicates only last 10 minutes.
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