Base Class: Blood Hunter
Long ago, some eclectic researchers discovered a miraculous substance. Derived from the blood of creatures known as "Great ones" they found many uses for it. They used this blood in ministration rituals to heal those afflicted with disease or injury, each time, the substance was proved yet again, healing even fatal injuries that the most proficient of doctors or magicians in those times would fail to heal. Around this same time, a great scourge of monstrous beasts struck the land, transformed from those weak willed individuals who partook of blood.
An order of hunters was founded to combat the bestial menace, and beat them back for the sake of all humanity. In the same vein as fighting fire with fire, they fought the monsters born of the blood with the blood themselves. These hunters, using the blood to heal their grievous injury, found that the blood matched their own bestial nature, and granted them power to hunt the beasts. Though monsters of a certain kind, they themselves became, they succeeded in beating back the beasts, and for a time, civilization was spared. This happened long ago and the beast scourge has faded out of all memory, but the order remains, still fighting against the beasts and monsters of the land, should they ever again encroach upon on civilization.
Hunter's Esoterica
As a Blood Hunter of the ancient order of the Great Hunt, your understanding of monster lore and esoteric must be deeper, if ever you're called upon to hunt once again the monsters that once preyed upon the civilized world. In addition to learning the lore of greater beasts from the hidden elders of your order, you've learned to use the trick weapons that the ancient hunters of old developed to give themselves every advantage against the scourge.
Starting at 3rd level, you have advantage on Wisdom (Survival) checks to track Monstrosities and Aberrations, as well as on Intelligence checks to recall information about them. If you are actively tracking one of these creature types, you cannot be surprised by any creatures of that type. You can only receive this benefit for one type of creature at a time.
The Order has also developed a method of harnessing their unique physical gifts with weapons that complement many varying fighting styles. The secrets of designing and crafting these weapons are closely guarded and only revealed to those who join the order and go through the changing rituals, and are not allowed to be shared outside the order. The weapons are combinations of different types of weapons, such as a longsword and a crossbow in order to fight both at range and in melee with a single weapon, and are also often used as a surprise to the enemy, thusly these weapons have been given the name "Trick Weapons".
You gain proficiency in Tinker's Tools. With 30 gold in materials and over a 2-hour span of time, you can combine two different weapons into a Trick Weapon using tinker's tools.
A Trick Weapon acts as a unique weapon that you have proficiency with. It's weight is the combined weight of the two weapons combined to make it. It has two forms that you can switch between with a bonus action. The first form has all of the properties of the first weapon used to create it, and the second form has all of the properties of the second weapon used to create it. When the weapon is in the first form it has no properties of the second weapon used to create it and vice versa. Because this weapon is now considered one weapon, if you apply your crimson rite to it, it applies to both forms. In addition, if one of the forms of your weapon would be ineligible for you to wield for whatever reason (for example, one of the forms must be wielded with two hands, but you do not have two hands free to wield it), you cannot swap to that form. When you take the bonus action to switch the weapon's form, you can make an additional attack with the new form as part of that bonus action. You can make an attack when you switch forms a number of times equal to your intelligence modifier, regaining all expended uses on a long rest.
(Example: Combining a Greatsword and a Dagger together to make a Trick Weapon - Greatsword is Form 1, and Dagger is Form 2 - While the Weapon is in form 1, it has all the properties of a Greatsword i.e 2d6 damage die, two-handed property, heavy etc. and none of the properties of the Dagger. While the Weapon is in form 2, it has all the properties of the Dagger, 1d4 damage die, finesse, thrown etc. and none of the properties of the Greatsword. This means you cannot combine a Greatsword and a Dagger together to give a Greatsword the Finesse or Thrown properties for example)
Magical weapons that are combined together to create a Trick Weapon function independently of each other, and do not share any properties. A +1 weapon and a mundane weapon combined together do not make the Trick Weapon a +1 weapon, but the form that was made using the +1 weapon is still +1, and the form made using the mundane weapon is still mundane. Alternatively, if you combine two +1/+1 melee weapons, you do not add the bonuses together, and if both of them require attunement, their combination into a Trick Weapon does not remove the need for you to attune to the two weapons separately.
You can disassemble a Trick Weapon over a 1 hour span of time, at the cost of 25 gold pieces. After disassembling it you get the weapons that you used to create it. Only the creator of the Trick Weapon can disassemble their Trick Weapon and get the weapons used to create it back.
Paleblood Infusion
As part of your initiation into the order, you underwent a dangerous ritual that involved flooding your veins with otherworldly, pale blood, the source of which is a closely guarded secret that new bloods are not privy to. This transfusion wracked your body with great pain as your flesh and bone tore themselves apart and knitted themselves back together in strange, one could even say monstrous ways. After this, you slept for nearly a day, your body feverish and writhing. Upon awakening, you felt no pain, your body bore no scars, not even ones you'd borne since childhood, and you were filled with life as if you'd been reborn and remade by the blood- as if you were no longer fully human.
Starting at 3rd level, you begin to discover the enhanced abilities of your new, remade body. You can, for a very short period of time, move faster than the eye can track, and your reaction speed seems to be much improved as well, letting you react and dodge attacks as soon as they're launched. As a reaction when a creature hits you with a melee attack, you can add a bonus to your AC for that attack equal to your intelligence modifier, potentially causing it to miss you. If the attack misses, you must move to an unoccupied space you choose within 5 feet of your original position. This movement doesn't provoke attacks of opportunity. If you are surrounded by creatures or are blocked from being able to move to an adjacent space (such as being surrounded by impassable walls or having your speed reduced to 0) you cannot use this ability.
Rally
The Pale Blood coursing through your veins drives you to violence, and to bloodlust. You feel a compulsion to bathe in the blood of your enemies, and you find that when you do, you feel more powerful and bolstered- though possibly at the cost of your humanity. To slay monsters perhaps you must become one yourself.
Starting at 7th level, once per turn, when you strike a creature that is affected by your brand of castigation, you can gain temporary hitpoints equal to one roll of your hemocraft die. You can gain these temporary hitpoints an amount of times equal to your proficiency bonus, regaining all expended uses on a long rest.
Additionally, the weapon under the effect of your crimson rite counts as silvered for the purposes of overcoming resistance.
Visceral Attacks
Your senses are attuned for combat, you have an intuitive sense of the weakest points on a foe, and with your enhanced senses, you can wait for just the right moment to strike them. You know how to wait for the opportune moment to strike at a foe's weak point after they've over-extended and leave them reeling.
Starting at 11th level, as a reaction when a creature misses you with an attack, you may make one melee weapon attack with a weapon you are wielding against the creature that attacked you as long as it's in range. This attack is made at disadvantage. This attack is considered magical for overcoming resistance or immunity to non-magical damage. You may make this attack a number of times equal to half your proficiency bonus, regaining all expended uses on a long rest.
If the attack hits, the creature must succeed on a Constitution saving throw (DC equals to 8 + your proficiency bonus + your intelligence modifier) or be stunned until the end of its next turn.
Ferocious Instincts
The paleblood coursing through your veins heightens your senses, giving you an alien sense of awareness as it whispers to you. You can almost sense events before they happen, like eldritch precognition, and even with your eyes closed, the universe pours in your mind, making you ever prescient of the world around you.
Starting at 15th level, you gain blindsight out to a range of 10 feet and cannot be surprised while you are conscious.
In addition, as a reaction when you fail a saving throw, you may choose to re-roll that saving throw. You may use this reaction once, regaining the use of this ability on a short or long rest.
Rite Revival
The Pale Blood running through your veins will not let you rest, it will not let you die. That is your lot in life hunter, to seek out death until death takes you, and it will never take you, death is a natural part of life, it's what proves us alive.... so to avoid death as you do.... are you so sure that you're alive anymore?
Upon reaching 18th level, you learn to protect your fading life by absorbing your blood rite. When you are reduced to 0 hit points while you have an active Crimson Rite, but don’t die outright, the rite ends and you drop to 1 hit point instead. If you have rites active on multiple weapons, you choose which one ends.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/23/2021 6:21:26 PM
|
7
|
0
|
--
|
Coming Soon
|
|
|
1/26/2021 2:19:35 AM
|
21
|
0
|
--
|
Coming Soon
|
|
|
1/26/2021 2:37:17 PM
|
30
|
0
|
--
|
Coming Soon
|
|
|
1/26/2021 2:40:39 PM
|
30
|
0
|
--
|
Coming Soon
|
|
|
1/27/2021 1:56:53 AM
|
39
|
0
|
--
|
Coming Soon
|
|
|
1/29/2021 9:11:45 PM
|
47
|
1
|
--
|
Coming Soon
|
Comments