Blood Hunter
Base Class: Blood Hunter

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Breathing Technique

Staring at 3rd level, you learn the Bloody Breath Technique. 

This technique allows you to have the following benefits:

- Advantage on Melee weapon attacks

- Expanding your critical hit range to a 19-20

- Increased Movement Speed by 10ft.

-  You are stunned for 1 turn at the end of the technique

This technique lasts for a number of rounds equal to your intelligence modifier (minimum of 1)

Once you use this feature, you can not use it again until you complete a short or long rest

Master of Finesse

Weapons that do not have the heavy or two-handed property are considered finesse

Additional Fighting Style

Starting at 7th level, you can choose a second option from the Fighting Style class feature.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Extra Primal Rite

At 7th level, you can choose an additional Primal Rite from the Blood Hunter class

Rite of the Flame

Your rite damage is fire damage.

Rite of the Frozen

Your rite damage is cold damage.

Rite of the Storm

Your rite damage is lightning damage.

 

Brand of the Maelstrom

Starting at 11th level, whenever you use this brand, you can use your reaction to change the damage type of your Crimson Rite upon activation of your Brand of Maelstrom.

Additionally, the branded target takes the brand damage instead of you.

Blood Curse of Elemental Retribution

At 15th level, you can apply status effects based upon your active Rite for 1 round by amplifying. This doesn’t count against your number of blood curses known.

You sacrifice health upon amplifying the Rite. Listed below are the amplifications

-Flame- The enemy burns for 1 minute if they fail the save against your Blood Hunter save DC

-Frost- The enemy is frozen for 1 minute if they fail the save against your Blood Hunter save DC

-Storm- The enemy has no reactions for 1 minute if they fail the save against your Blood Hunter save DC

-Roar- The enemy is knocked prone and is pushed back 20ft if they fail the save against your Blood Hunter save DC

-Oracle- The enemy is turned/frightened for 1 minute if they fail the save against your Blood Hunter save DC

-Dead- you gain temporary health equal to the amount of Crimson Rite damage you have dealt. This temporary health does not stack but will replace any current temporary health.

Favored Rite

At 18th level, you can choose a Rite of your choice. Upon activation the chosen Rite, you do not take the activation damage

Previous Versions

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