Blood Hunter
Base Class: Blood Hunter

Though not having any connection to their brothers on other planes, the hunters of Yharnam have spread their influence subsciously throughout all the realms. Getting into contact with the orders centered around Gherman's teachings is a hard, but rewarding task.

Hunter training

At 3rd level, your hunter training has given you mastery over firearms, them having existed in Yharnam for quite a bit longer than the world you now live in. you gain the following benefits:

You gain proficiency with firearms.

Your training has also given you the power to utilize special powers with the use of blood echoes.

you have blood echoes equal to your strength/dexterity modifier modifier plus you Blood hunter level divided by four(minimum of 2). You can use these points for several attacks, including the following:

Transform Attack  -  1 blood echo.

A transform attack can be made on the second attack of your turn. Hitting this attack allows you to roll an extra hemocraft die for this attack and any attacks following it. 

Heavy Strike  -  2 blood echoes.

A Heavy Strike can only be made as the first attack on your turn, and will be the only attack you can perform. Hitting a heavy attack deals damage equal to all the attacks you sacrificed for this turn, with an additional two hemocraft dice. This damage is also dealt to any creatures within five feet of you or the target.

You regain all lost Blood Echoes after a long rest, and regain one blood echo each time you defeat a creature with a Transform Attack, or two with a Heavy Strike. 

at 7th level, your mastery over firearms grows. You can now reload as a bonus action, one handed.

Hunter's agility

At 7th level, your hunter's agility grants you the following benefits:

you can now dash and dodge as a bonus action.

As a reaction, you can spend one blood echo to attempt to parry the attacks of your foes. make a ranged attack with your firearm, with the DC being the attack roll of the creature, adding your proficiency bonus. On a success, the weapon deals half damage, and if you hit an attack on the creature on your next turn, the attack is automatically a critical hit. For every consecutive attempt to parry, the DC increases by 1, resetting when you fail the save. 

Blood enhancement

At 11th level, your mastery of blood allows you to enhance the damage you deal with your elemental attacks. when imbuing a weapon with a crimson rite, you can choose to suffer the damage of two hemocraft dice instead to grant it two hemocraft dice of damage instead of one. 

Rally

At 15th level, you can regain recently lost health by damaging enemies. When you damage a creature in any way, you restore health equal to damage dealt, up to half of the total damage you took between last turn and now. If you have advantage on the attack, you can regain all lost hitpoints.

A call beyond

At 18th level, you can use the most powerful of hunter tools; A call beyond. As an action, you can call upon outside forces and send images of unknowable knowledge at your foes. Every enemy within 30 feet of you must make a wisdom saving throw, or be frenzied for one minute. During this time they are feared, and all attacks you make against them have advantage. On their turn, if they break line of sight with you, they must make a wisdom saving throw. On a success, the effect ends. On a fail, they take  6d8 psychic damage.

the save DC is equal to your Blood Hunter level.

you can't use this feature again until you finish a long rest.

Previous Versions

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2/28/2021 1:43:21 PM
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