Blood Hunter
Base Class: Blood Hunter

Some hunters use the power of the ghosts and spirits they hunt, others use the powers of the Moon and the Lycanthropy that runs in their veins. Others; however, use the potency of their own vitae and take notes from the vampiric creatures of the night.

These strange few call themselves the Order of the Sanguine, and they vow to seek out and destroy those they claim their powers from.

Vitae Potence

At level 3, your imbibement of your prey's essence has triggered a metamorphosis that allows you to borrow from their foul power. You can do so with a resource called Blood Points which allow you to enhance your own body through your already present abilities.

You start with 4 Blood Points at level 3, increasing to 6 at level 7, 8 at level 11, and 10 at level 15. You regain all your Blood Points when you finish a long rest, or if you take the Feed action.

Feeding: You can feed on a grappled creature, make an unarmed strike to latch onto them and feed on their essence, dealing 2d4 piercing damage. You regain 1 Blood Point for each of your turns the creature is grappled. You can continue to deal the feeding damage on subsequent rounds without making the attack roll, so long as the creature remains grappled.

Blood Frenzy: If you are below half your total Blood Points, each time you spend a Blood Point you must make a DC10 Wisdom saving throw or attempt to take the feed action on the nearest creature to feed. The DC increases by 5 every time you continue to use your Blood Points after succeeding the first save. When you run out of Blood Points, you must forgo the saving throw and immediately feed on the nearest creature. If you are unable to do so, you become incapacitated until you receive more blood another way. If you are unable to receive more blood after being incapacitated for 10 minutes, you die.

Blood Boost

Your blood powers your strength, and because of that you can call upon the power of your blood. You can spend Blood Points to use certain abilities called Disciplines that enhance your powers in various ways. You can choose 2 options from the following list of Disciplines in order to utilize them. You gain an additional Discipline at 7th, 11th, and 15th level. You can also choose to change your Disciplines on a Long Rest.

Celerity

As a reaction to being hit by an attack, you may spend 1 Blood Point to roll your hemocraft die and add it to your Armor Class until the beginning of your next turn, potentially causing the attack to miss.

Conversant

As part of an ability check, you can spend 1 Blood Point to roll your hemocraft die and add the result to your check.

Obfuscation

As an action on your turn, you can spend 1 Blood Point to become invisible for one minute. At the end of this timeframe, you can choose to spend another blood point to attain another minute.

Potence

Once per turn when you make an attack roll, you may spend 1 Blood Point to roll your hemocraft die and do extra damage of the same type equal to your roll.

Presence

You can bolster your will and your ability to impose it on others. Spend 1 Blood Point to gain advantage against being charmed, or to impose disadvantage on a creature attempting to resist being charmed by you.

Rapidity

As a bonus action, you can spend 1 Blood Point to increase your walking speed by 10 feet. This boost lasts until you take a short or long rest.

Vitality

As an action on your turn, you may spend 1 Blood Point to roll your hemocraft die and add the result to your HP. This boost lasts until you take a short or long rest.

Memory of The Blood

As your powers of the blood grow you gain the ability to partake in the blood of another and relive the memories of that person. Roll an intelligence check to gauge how much information you can gather from the blood.

1-5: Virtually unusable, quick flashes of memory with foggy and often darkened details, natural 1 leads to false memories.

6-10: Vague memories often grayscaled with finer details missing, info to start a hunt only.

11-15: Broad strokes of memory, enough to jumpstart a hunt, and skip most of the interrogating and asking around.

16-20: Every detail of value can be extracted with minor inconsistencies. Nat 20 leads to perfect recollection of all memory and details.

Resolute Mind

Your powers and experience have grown to sharpen your mind against your foes. You gain proficiency with Charisma saving throws, and whenever you succeed on a saving throw against the charmed or frightened conditions, you become immune to those conditions from the same source you succeeded against for the next 24 hours.

Greater Blood Boost

You have become a master at harnessing the power of hemocraft to amplify your strength, and you are now able siphon even more power from your blood, reaching new heights. Newer, more powerful disciplines become available to use at this level, costing more blood points to use.

 

Ascension

As a bonus action, you can spend 2 blood points to harness your blood magic and create a pair of spectral bat wings on your back. For the next minute, you have a flying speed equal to your walking speed.

Domination

Whenever you succeed on a (Charisma) Persuasion, Deception, or Performance skill check, you can spend 2 blood points to charm the target for 1 hour.

Repudiation

As a reaction to failing a saving throw, you can spend 2 blood points to roll your hemocraft die and add it to the result, possibly turning your failure into a success.

Haunting Thirst

You have learned to harness your blood powers so well that you can starve yourself of blood to gain additional power. Starting at level 18, you can spend all of your Blood Points at once to gain the following effects for one minute:

You have advantage on attack rolls and saving throws, and your movement speed for all types is doubled. Additionally, you no longer take necrotic damage from using any of your Blood Hunter features.

After the duration ends, you immediately enter a Blood Frenzy

Comments

Posts Quoted:
Reply
Clear All Quotes