Base Class: Blood Hunter
You are possessed by a parasite called a bloodshadow. You can harness its energy to add to your skills but there are consequences for using too much
Heightened Senses
Starting when you choose this archetype at 3rd level, you begin to adopt the improved abilities of a natural predator. You gain advantage on Wisdom (Survival) checks that rely on hearing or smell.
Bloodshadow Transformation
Upon choosing this archetype at 3rd level, you begin to learn to control the parasite that now lives in your blood. As a bonus action, you can transform into your hybrid form for up to 1 hour. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier as a bonus action. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die.
Once you use this feature, you must finish a short or long rest before you can use it again.
In the Character Builder, set the option for Hybrid Transformation to Hybrid Form to activate the bonuses for that form on the character sheet.
Bloodshadow Transformation Features
While you are transformed, you gain the following features:
Feral Might. You gain a +1 to melee damage rolls. This bonus increases by 1 at 11th and 18th level. You also have advantage on Strength checks and Strength saving throws.
Unnatural speed. You While in Bloodshadow form you gain 5 feet to your speed, this increases by an additional 5 feet at 11th level and 18th level
Iron Sense. You can hear the heartbeats and smell the blood of nearby creatures. Enemies who are trying to hide within 15 feet of you have disadvantage in their roll. You are aware of any invisible creature within 10 feet of me at level 11. Any creature without a heartbeat is immune to this.
Bloodlust. If you begin your turn with no more than half of your maximum hit points, you must succeed on a DC 8 Constitution saving throw or move directly towards the nearest creature to you and use the Attack action against that creature. You can choose whether or not to use your Extra Attack feature for this frenzied attack. If there is more than one possible target, roll to randomly determine the target. You then regain control for the remainder of your turn.
Succeeding this save increases the DC by 1. When out of Bloodshadow form the counter resets back to 8. When the save is failed the counter resets back to 8. Counter caps at 18
If you are under an effect that prevents you from concentrating (like the barbarian’s Rage feature), you automatically fail this saving throw.
Bloodlust
If you begin your turn with no more than half of your maximum hit points, you must succeed on a DC 8 Constitution saving throw or move directly towards the nearest creature to you and use the Attack action against that creature. You can choose whether or not to use your Extra Attack feature for this frenzied attack. If there is more than one possible target, roll to randomly determine the target. You then regain control for the remainder of your turn.
Succeeding this save increases the DC by 1. When out of Bloodshadow form the counter resets back to 8. When the save is failed the counter resets back to 8. Counter caps at 18
If you are under an effect that prevents you from concentrating (like the barbarian’s Rage feature), you automatically fail this saving throw
Feral Might
You gain a +1 to melee damage rolls. This bonus increases by 1 at 11th and 18th level. You also have advantage on Strength checks and Strength saving throws.
Iron Sense
You can hear the heartbeats and smell the blood of nearby creatures. Enemies who are trying to hide within 15 feet of you have disadvantage in their roll. Any creature without a heartbeat is immune to this.
Iron sense (level 11)
You are aware of any invisible creature within 10 feet of you. Any creature without a heartbeat is immune to this.
Unnatural Speed
gain 5 feet to your speed.
this increases by an additional 5 feet at 13th level and 18th level
Unnatural Speed (level 11)
You gain +5 to speed
Unnatural Speed (level 18)
You gain +5 to speed
Vitality Leech
At 7th level, you can use your Bloodshadow to leech vitality from other creatures. Once per transformation you can touch any creature. Creature must make a Con ST (10+Con) or take 1D12 damage, the damage is added to your current hit points. On a successful save damage and hit points regained are halved.
Advanced Transformation
Starting at 11th level, you learn to unleash and control more of the beast within. You can use your Hybrid Transformation feature twice, regaining all expended uses when you finish a short or long rest. In addition, your hybrid form gains the Bloody Regeneration feature.
Bloody Regeneration. At the start of each of your turns, before you roll for bloodlust, you regain hit points equal to 1 + your Constitution modifier (minimum of one) if you have at least 1 hit point and no more than half of your hit points left.
Bloody Regeneration
At the start of each of your turns, before you roll for bloodlust, you regain hit points equal to 1 + your Constitution modifier (minimum of one) if you have at least 1 hit point and no more than half of your hit points left.
Brand of the Voracious
At 15th level, you have advantage on your Constitution saving throws to maintain control of your bloodlust in hybrid form. In addition, your Brand of Castigation now binds your foe to your hunter’s thirst for savagery. While in your Bloodshadow form, your attacks have advantage against a creature branded by you.
Bloodshadow Transformation Mastery
At 18th level, you have wrestled your inner parasite and mastered it. You can use your Hybrid Transformation feature an unlimited number of times, and your hybrid form can now last indefinitely.
You also gain the Blood Curse of the Howl for your Blood Maledict feature. This does not count against your number of blood curses known.
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