Blood Hunter
Base Class: Blood Hunter

The order of the Slayer's are a group dedicated to protecting civilizations from monsters of any variety, though slayers can have different specialties. Slayers undergo extensive physical and psychological training and conditioning, as well as dangerous mutations to further enhance their physical and mental prowess.

Crimson Oils

At the end of a long rest, you create a number of oils equal to your Intelligence modifier (minimum of one) to use on an active Crimson Rite to further enhance the weapon. When activating a Crimson Rite, you can choose to use one of your oils to do an additional Hemocraft Die of damage so long as the target creature matches the oil type.

Oil Types: Aberration, Beast, Celestial, Dragon, Elemental, Fey, Giants, Humanoids, Monstrosities, Oozes, Plants, Undead, Constructs.

Spell Signs

At 3rd level, you can choose 2 spell signs to learn, an additional one at levels 5, 7, and 11. Spell signs can be cast as a bonus action, using stamina points which replenish every short rest. You have a number of stamina points equal to your proficiency and constitution modifiers combined.

Spell Signs: Aard, Igni, Quen, Yrden, and Axii.

Aard, Igni, and Quen gain an additional die of damage at levels 5, 11, and 17. Yrden's duration increases by 1 minute every time, and Axii can affect 1 additional creature at each level.

Aard

All creatures within a 10ft. cone directly in front of you must succeed a DC 12 DEX save or be pushed back 10ft. and take 1d4 force damage.

Axii

You can cast charm person using your INT modifier, but it only lasts for 1 minute.

Igni

All creatures within a 10ft. cone directly in front of you must succeed a DC 12 DEX save or take 1d8 fire damage.

Quen

Signs require 1 hand free to perform the somatic signs. A protective barrier forms around the caster, giving 1d8 temp hp. 

You gain an additional 1d8 temp hp at levels 5, 11, and 17.

Yrden

You place a 15ft. circle on the ground, centered on you, and all hostile creatures that pass through it come under the effects of slow. The sign lasts for 1 minute.

Slayer School

Six unique schools pertaining do different expertises in fighting monsters.

School of the Bear: Heavy armor masters.

School of the Cat: Light, nimble, and precise hunters.

School of the Crane: Swift and graceful monks.

School of the Gryphon: Alchemical masters.

School of the Hawk: Expert ranged hunters.

School of the Wolf: Trained battlemastsrs.

School of the Bear

at 3rd level: You gain proficiency with heavy armor. Imposing Presence: When you make a successful attack against an enemy using a weapon with an active crimson rite on it, the damage from the first attack made by that enemy is reduced by your proficiency modifier.

at 7th level: Burly Endurance: Crimson Rite no longer damages you upon activation. Thick Skin: Reduce all damage taken by 1 while wearing heavy armor.

at 11th level: You can now cast signs while wielding a shield in the same hand.

at 15th level: Guilded Warrior: While a Crimson Rite is active, you become resistant to bludgeoning, piercing, and slashing from non-magical attacks.

School of the Cat

at 3rd level: You gain expertise in stealth & slight of hand.

at 7th level: Ambush Hunter: You have advantage on attack rolls made during the first round of combat. Keen Eye: When you have advantage, on your first successful attack roll per turn, deal double weapon damage dice.

at 11th level: +10 movement speed while wearing light armor

at 15th level: Nimble Predator: When you reduce an enemy targeted by a blood curse to 0 HP on your turn, all attack rolls made against you have disadvantage until the start of your next turn.

School of the Crane

at 3rd level: Intuitive Defence: When you're not wearing armor, your armor class is 10+DEX+INT. Natural Weapons: You can apply crimson rites to your hands/unarmed strikes.

at 7th level: Attuned Fighter: When you successfully hit an enemy on your turn while using Natural Weapons and Intuitive Defence, they have disadvantage on attack rolls against you until the start of your next turn.

at 11th level: +10 movement speed and jump distance when unarmored.

at 15th level: Graceful Flow: You can take the dash and disengage actions as bonus actions.

School of the Gryphon

 at 3rd level: When making your Crimson Oils, you can additionally/instead make Crimson Potions, which heal one Hemocraft Die hitpoints; these minor health potions are toxic to other creatures, and will deal necrotic damage to them instead.

at 7th level: Skilled Alchemist: You now make INT+PROF number of Crimson Oils after a long rest, additionally you can add your proficiency bonus to dice rolls of crimson oils.

at 11th level: You can consume crimson potions while fully healed to gain temporary HP. You can only gain temp hp from one potion at a time.

at 15th level: Expert Alchemist: Crimson Oils can now function against up to 3 different types of creatures per oil, and minor health potions can be shared with other creatures.

School of the Hawk

3rd level: You gain proficiency in firearms, and can reload a firearm with a bonus action. Steady Aim: You can choose to forgo taking any movement on your turn, and add your INT modifier to any attack roles made using a firearm on that turn.

7th level: Deadly talons: You can equip a dagger and 2-handed firearm at the same time, allowing for both melee and ranged attacks to be made without using an action to change your equipped weapon. Steady Aim Improvement: When using steady aim, you also add your INT modifier to your armor class until the start of your next turn.

11th level: All ranged attacks have advantage against an enemy bearing the brand of castigation.

15th level: You gain expertise in firearms.

School of the Wolf

at 3rd level:  You gain a +1 to your armor class when wearing medium armor; Enhanced Spellsigns: your chosen spell signs gain +1 to their respective damage rolls or save DCs.

at 7th level: Expert Combatant: You can choose 2 manuevers from the  Battle Master's mauever list, using stamina points to cast them, and your hemocraft die for the damage die. Masterful Spellsigns: Add your INT modifier to the damage roll or save DC to all signs cast, and gain an additional +2 stamina points every long rest.

at 11th level: +5 movement speed while wearing medium armor.

at 15th level: Trained Hunter: You can expend a stamina point to add a hemocraft die roll to attack rolls made with martial weapons.

Parry and Riposte

Starting at 11th level, whenever a creature affected by your Brand of Castigation deals damage to you, you can use your reaction to reduce the damage roll by one Hemocraft Die; then you can make a melee attack against the creature.

Slayer School Mastery

You gain a powerful skill related to your chosen slayer School, as designated in the schools level features.

Quickened Reflexes

Starting at 15th level, you have advantage on initiative roles and Dexterity saves.

Extra Attack

extra attack

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