Blood Hunter
Base Class: Blood Hunter

Blood hunters of the Crimson Reaper embrace the philosophy that the surest way to end corruption is through swift and merciless slaughter. They hone their bodies into living weapons of speed and efficiency, moving like a storm through the battlefield. Every strike is meant to kill, every breath dedicated to culling as many foes as possible before their bloodlust burns out.

Unlike others of their kind who stalk prey with patience or unravel curses with precision, Reapers believe in overwhelming violence. Their rites drive them into a crimson frenzy where hesitation means death. Whether facing hordes of monsters, corrupted soldiers, or entire packs of beasts, they are at their most alive when surrounded by enemies—because in blood and chaos, they thrive.

Those who walk this path often become feared not only by their foes, but by allies who witness the trail of carnage left behind. To a Reaper, restraint is weakness, and mercy is betrayal.

The Scent of Prey

You gain advantage on Wisdom (Perception) and Wisdom (Survival) checks when attempting to track or find a creature of a species you have killed before the last long rest.

Bloodlust Momentum

 

Frenzy points

Abilities

01–02

You do not provoke Opportunity Attacks.

03–04

You Gain Advantage on Attack Rolls.

05–06

When you take the attack action you may spend your bonus action to make an additional attack.

07–08

You reroll 1s and 2s with damage dice.

09–10

You gain resistance to Bludgeoning, Piercing and Slashing damage.

11–12

You regain 5 hit points at the start of each of your turns.

13–14

You can see any invisible creature if you have line of sight to it.

15–16

You gain resistance to all damage, but a vulnerability to Psychic damage.

 

Also at 3rd level, you learn to control the innate inertia of battle. When you drop a creature's Hit Point's to zero, you gain 1 Frenzy Point. As your Frenzy Point's increase you gain more abilities.

You do not gain Frenzy Point's from killing Allied Creatures or creatures with CR 0. 

When you take a short/long rest set your Frenzy Point's to 0.

Sleepless Focus

At 7th level. While frenzying, you have advantage on Constitution saving throws to maintain concentration and to resist exhaustion effects. You also have advantage on saving throws attempting to resist Frightened and Charmed effects.

Ravenous Momentum

At 11th level, you learn to stoke the bloodlust into frenzy faster. When you drop a creature to zero you gain an additional frenzy point and 2 if you are below half of your hit points.

Inhuman Determination

at 15th level, when you hit 0 hit points, you can choose to make a DC 10 constitution saving throw, if successful you do not fall unconscious. if you are not above 0 hit points by your next turn you must make another constitution saving throw. this continues until you fall unconscious or you are healed.

Gore-Charged

you become a whirlwind of blood and motion, if you have any Frenzy Point's:

  • your Movement speed doubles.

  • When a creature starts its turn within 10 feet of you, it must succeed on a Dex save or be knocked prone.

  • Once per turn, you can push or pull a creature 10 feet as part of your movement.

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