Base Class: Blood Hunter
Having received a blood transfusion of the ancient race of the Pthumerians, these Blood Hunters were created to defend civilians from the scourge of beasts. The Pthumerians were an incredibly strong race of humanoids that made massive labyrinths that stretch underneath an entire continent. Pthumerian blood was extracted from the remnants of the civilization that was found within these labyrinths. With the blood of the Pthumerians within themselves, the Blood Hunters in this Order began having dreams that guide them in their growth. Although these Hunters dream, they do not sleep, actively preparing with the resources provided to them within this Hunter's Dream. Some have said that these Hunters can even bring resources from the Dream out into the waking world. With aggressive and hostile tendencies, corresponding with the new blood in their veins, these Hunters are able to draw strength from persistence.
Echoes of Blood
Starting at level 3, if you land the killing blow on any enemy, you acquire Blood Echoes. The amount of Blood Echoes that you receive is equal to the challenge rating of the creature that is killed multiplied by 8. Keep a count of these Blood Echoes somewhere you will remember. During a long or short rest, as you are in the Hunter's Dream, you can spend these Blood Echoes to acquire items listed below. Only you can use these items. If you ever drop to 0 hit points, you lose all of your Blood Echoes and items acquired in the Hunter's Dream.
(Item info detailed in Homebrew Items)
Items Available:
Quicksilver Bullets
Antidote
Molotov Cocktail
Bone Marrow Ash
Poison Knives
Beast Blood Pellet
Pungent Blood Cocktail
Pthumerian Physicality
Starting at level 3, and now with Pthumerian blood coursing through your veins, your physical ability has been increased substantially.
Your speed is permanently increased by 5.
You have Advantage on Constitution Saving Throws.
You can take the "Disengage" action as a Bonus Action.
You gain "Rally" as an ability. Using a Reaction, you roll a weapon attack against the enemy that hit you. If successful and after rolling for damage as normal, you gain a Hemocraft Die + 2 of health points.
Aggressive Approach
Due to the scale and power of beasts that you are able to fight with the Pthumerian blood in your veins, you have learned that a more aggressive approach is most often the better choice. While shields are nice, they engender passivity. Firearms are a far more effective approach to opening weakness in enemies.
Starting at 7th level, you are proficient in using firearms of any kind.
You can wield a firearm in one hand and a melee weapon in the other.
Take 1 Hemocraft Die of damage to generate 5 Blood Bullets (max storage of 5). Fire these from a firearm to add a Hemocraft Die to the damage dealt.
You can fire a firearm as a Reaction. If Blood Bullets are used, the enemy is Incapacitated until the end of its next turn.
Can Hold Action to use firearm to parry an attack, Incapacitating the attacker.
Hunter's Tools
At 11th level, the you gain access to Tools used by Old Hunters that you can change out in the Hunter's Dream during a short or long rest. You can only hold one Tool at a time.
Tools Available:
Beast Roar - Costs 2 Bullets - 1 Action - All enemies within 5 feet of the user must make a Constitution saving throw with DC 16
Old Hunter Bone - Costs 4 Bullets - 1 Action - Cast Haste on self.
Augur of Ebrietas - Costs 1 Bullet - 1 Action or Reaction - Within melee range, roll a melee attack against an enemy with numerous tentacles that emerge from your hand and dealing a Hemocraft Die of damage. If used as a reaction or you are attacking directly from behind, the enemy becomes Incapacitated until the end of their next turn.
Blacksky Eye - Costs 1 Bullet - 1 Bonus Action - Fire a tracking magic bolt with a range of 30 feet to deal 1 Hemocraft Die of Force damage.
Choir Bell - Costs 7 Bullets - 1 Action - You and any willing friendly creatures within 10 feet of you regain 2 Hemocraft Dice of hit points and are cured of being Poisoned and Paralyzed.
A Call Beyond - Costs 7 Bullets - 1 Action - Cast the spell Magic Missile at 4th level.
Visceral Attack
At 15th level, you have begun to hone a beastly ability known as a Visceral Attack that deals massive damage by striking an Incapacitated enemy in their weakest point on their body. As your hand becomes a claw, you deal 5 Hemocraft Dice + your Dexterity Modifier + your proficiency of Slashing damage.
Caryll Runes
An Old Hunter, Runesmith Caryll, has left behind symbols that convey the language of the gods to mortals. At 18th level, and once a Hunter that has access to the Hunter's Dream has gained enough insight, they can Inscribe these runes on their mind by committing them to memory and gaining nigh god-like attributes. You can memorize two runes at a time and can only exchange these runes within the Hunter's Dream during a short or long rest.
Runes:
Blood Rapture - Visceral Attacks restore 2 Hemocraft Dice of health points.
Clawmark - Visceral Attacks deal an additional Hemocraft Die of damage.
Formless Oedon - You can carry 24 Quicksilver Bullets at maximum at a time.
Great Lake - Your AC increases by 2.
Guidance - The Rally Reaction now heals 2 Hemocraft Dice of health points, if successful.
Moon - You gain Blood Echoes equal to the CR of an enemy times 10.
Oedon Writhe - You gain 2 Quicksilver Bullets from Visceral Attacks.
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Posted May 5, 2022I dont think beast roar item was completed it says dc 16 con save, but not what happens if they fail or succeed it.
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Posted Apr 15, 2022I see your refrence, I like it