Base Class: Blood Hunter (archived)
Do you want to be the best like no one ever was?
To catch them will be your test and to train them is your cause.
You will travel across the land searching far and wide.
Each monster to understand the power that's inside.
This class is all about catching monsters and using them to battle with or to help you out.
Rite of the Catch
When you join this order at 3rd level, you learn the binding rite Rite of the Catch (detailed below).
Rite of the Catch. Your rite doesn't deal damage like other rites. Instead it gives a bonus to animal handling checks. The damage you suffer from activating this rite is halved. This rite allows you to perform animal handling checks against any creature that isn't an undead, construct or humanoid.
When the user has successfully befriended a creature with this rite. The creature will be sealed and be depicted as a tattoo upon the user's body. The user can summon the creature at anytime with a bonus action or return it as such. The user must continue to use animal handling checks to command the creature which is also a bonus action.
This check is determined by the user's animal handling versus the creature's insight.
The user also gains proficiency with the animal handling if you don't already have it.
The user can only command a creature half his level. If the user summons a creature higher than his level then it will ignore all commands and merely defend itself.
When a creature has been caught it will not be hostile towards you unless mistreated.
The user may only command one creature with this class feature.
Channeled power
Beginning at 7th level, you learn how to give your blood rites to your rite of the catch creature.
When you use one of your rites that isn't rite of the catch you can allow one of your summoned creature's natural weapons to benefit from the rite as if it were one of your weapons.
Creature Recovery
Upon reaching 11th level, you’ve learned to channel your blood curses into a benefit for your summoned creature. As an action, you can choose to heal your summoned creature by an amount equal to your wisdom modifier multiplied by your class level in blood hunter, a use of this ability expends a use of your Blood Maledict as if you had used a blood curse. Your summoned creature must be within 30ft of you for this to work.
Amplify: You can suffer your rite damage to heal another besides your beast (can't heal yourself).
Less Pain
At 15th level, when you use a rite other than rite of the catch on your summoned creature the damage you take from your rite is half as much (rounded down).
Possessed Creature
Upon reaching 18th level, you learn to project your spirit to fight on while on the edge of death. Whenever your summoned creature drops to 0 HP, you can project your spirit into it to continue to fight. It's body remains unconscious and subject to death saving throws as normal. On your next turn, your body falls unconscious and your summoned creature gets up and continues to fight. If it fails all it's death saving throws you die along with the creature. While in the creature's body you can use a bonus action to leave its body and go back to your own. While you possess your summoned creature it's natural weapons all gain a rite of your choice (besides rite of the catch).
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Posted Jul 18, 2026I didn't read it because I'm afraid if I do it will turn out to not be pokemon
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Posted Jan 30, 2020POKEMON IS AWESOME
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Posted Jan 30, 2020BLORP
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Posted Sep 5, 2019I know you are trying to make this Pokemon and Pokemon is really cool
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Posted Jan 13, 2019i love this charicter
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Posted Dec 18, 2018It's "Teach," not "Each"