Base Class: Blood Hunter
You have one goal: Your prey.
You smell it. You follow it.
There are others. You don't care.
Silence. Patience.
...
You strike!
A Blood Hunter of the Order of the Shark is a member of an old sea cult turned mercenaries. They carry the remnants of a curse once cast on the founder of the cult (fated to roam the oceans as a shark until he found and slew the monster, that cursed him), that gives them shark-like senses and swiftness, while being perfectly adapted to be underwater. If they lock on their prey, there are few things, that can keep them from getting to it. But you can be patient, waiting for the perfect time to strike.
As a perfect hunter and interceptor you are equipped to locate your prey, smelling its blood, when you can't see it. Find it, get to it and don't let go. You know the ocean better than others and while the water is your specialty, you learned to use your skills on land, bringing the coldness of the depths with you, shielding you from heat. Releasing the spirit of the shark, that lives in you, you can unleash a powerful bite and indiscriminate carnage.
Rite of the Shark
When you join this order at 3rd level, you learn the Rite of the Shark.
Rite of the Shark. Your rite damage is cold damage. While the rite is active, you gain the following benefits:
- You have a swim speed equal to your walking speed.
- You can breathe underwater, while retaining your normal mode of respiration.
- You have blindsight of 10ft (30ft underwater) for creatures, that don't have all of their hitpoints.
Ocean Home
Starting at 3rd level, you have an innate connection with the ocean. You have advantage on Intelligence checks regarding underwater terrain, plants and animals. Additionally, your magnetic sense lets you always know the north direction and gives you advantage on Wisdom(Survival) checks regarding pathfinding.
Cold from within
Starting a 7th level, the chilly soul of the ocean radiates from you.
You gain resistance to fire damage. Also, you and creatures within 5ft of you don't suffer the consequences of extreme environmental heat (like being in a desert or the plane of fire).
Hunter's Reflexes
Starting at 11th level, your experience as a hunter improves your reflexes. Nothing that comes near is safe and nothing keeps you from your prey.
Your radius of control for attacks of opportunity increases to 15ft and you can move 10ft as part of such a reaction. Additionally, you get +3 to AC for Attacks of Opportunity against you.
Blood Curse of Jaws
Starting at 15th level, you can channel a shark spirit activating the remnants of your own former curse. You gain the Blood Curse of Jaws for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
As a bonus action you can temporarily transform your head into a shark head and gain a bite attack. While your head is transformed, you can freely mix bite and weapon attacks. Your head reverts to normal if you choose to (no action) or you get incapacitated or at the end of your next turn. Any grappled or restrained creatures are then free.
Bite: Melee Weapon Attack: use Strength or Dexterity to hit (you are proficient), reach 5ft, one target. On a hit you deal 2d8 Dice of piercing damage. Optional: The target has to succeed on a Dexterity saving throw or be grappled. The DC for this is 8 + your Proficiency bonus + your Intelligence modifier.
Amplify. The bite damage increases to 3d8. The target can now be restrained instead of grappled.
Blood Frenzy
Starting at 18th level, the thrill of the hunt can get you into a frenzy of blood seeking carnage. As a bonus action, you can enter a frenzy. While the frenzy is active you gain the following:
- You have advantage on melee attacks against creatures, that don't have all their hitpoints.
- You can Dash as a bonus action.
- If one of your attacks brought a creature to 0 hitpoints and you use your bonus action to dash, immediately after that you can make a single weapon attack as part of that bonus action.
Your frenzy lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your frenzy on your turn as a bonus action. When your frenzy ends, you suffer one level of exhaustion.
You can use this feature once. You regain the use, when you finish a long rest.
Previous Versions
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