Base Class: Blood Hunter
Long before mortals charted the seas, the deep already had a queen. The Mother Leviathan, goddess of the ocean’s darkest trenches, birthed countless titanic offspring—creatures of scale, fang, and abyssal hunger. But when the gods waged their ancient wars, she sank into a profound slumber beneath the world, her dreams spilling into the waters like tides of prophecy and terror.
Her children roam unchecked. Sea hags whisper with her stolen voice. Sirens twist her lullabies into weapons. Sharks, krakenspawn, and nameless abyssal horrors hunt without restraint. With their mother asleep, the ocean has become a kingdom of orphans—feral, violent, and starving.
Those who drown in these cursed waters sometimes hear her dreaming. And some… answer.
The first Blood Hunters of the Order of the Leviathan were shipwrecked souls who sank into the black, only to feel the Mother Leviathan’s pulse echo through their dying hearts. In her dreaming mercy—or dreaming hunger—she remade them as weapons to discipline her wayward brood.
When a Leviathan Hunter invokes their transformation, the Mother’s touch becomes unmistakable:
- Veins ripple like ink drifting through water, glowing faintly with the bioluminescent hue of deep‑sea predators.
- Gills tear open along the neck or ribs, allowing them to breathe the ocean’s cold truth.
- Fins unfurl along their arms, sleek and razor‑edged, built for pursuit through water or blood.
- Their eyes become the unblinking gaze of a creature born in the trench-light of a sleeping goddess.
The Order teaches that they are not champions—they are corrections. Instruments forged in the dreams of a slumbering deity to hunt her monstrous offspring until she wakes again… if she ever does.
Leviathan Hunters walk the world as half‑drowned revenants, bound not by worship but by instinct, by blood, and by the echo of a goddess’s heartbeat deep beneath the waves.
Level 7: Lurker of the Deep
You gain a blindsight of 30ft and are resistant to cold damage.
Aquatic Form
You grow gills along your neck, allowing you to breathe underwater. Fins form along your arms and legs, giving you swift, fluid movement; you gain a swim speed equal to your walking speed.
Blood in the Water. Your senses sharpen like a deep‑sea predator’s. If a creature is bleeding within 100 ft of you—or 250 ft if you’re fully submerged—you can always sense the rough location of that creature. In addition, you gain a +1 bonus to attack rolls against any creature that has taken piercing or slashing damage within the last 5 rounds.
Dragged into the Depths
You have adapted further taking advantage of those creatures whose mobility within water is far worse than your own. Whenever you make a melee attack against a creature whose swim speed is less than yours in a body of water you are fully submerged in, you gain advantage on that attack roll
Ocean’s Embrace
While you are within a body of water and choose to amplify a curse, you may choose to expend a hit die instead of taking the damage of your Hemocraft Die. You may do this a number of times per long rest equal to half your proficiency bonus (rounded up).
Level 18: Red Tide
You have fully embraced the predatory instincts that lie within your flesh, allowing you to lay carnage upon your enemies. Whenever you choose to deal additional damage to a creature using the “bleed them dry” feature, you may choose to add an additional dice of damage by choosing to amply the feature. The use of this feature is treated as amplifying a curse
Level 7: Bleed them Dry
Bleed them Dry: you have begun to further adapt the hunting styles seen within the ocean’s fiercest predators into your own fighting style. Whenever you deal piercing or slashing damage to a creature you may increase the damage by an amount equal to a roll of your Hemocraft Die. Whenever you use Crimson Rite, you may also choose to benefit from this feature
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