Base Class: Blood Hunter
Bloodhunters of this order are driven by the hunt, finding threads for humanity and destroy it. They are born hunters who would stop at nothing to find what they hunt, no matter if it is a monster of a wanted human.
Grim Tracker
You have advantage on ability checks made track creatures that have blood in their bodies. Whenever you find blood, you can spend 10 minutes investigating it to find out to what creature it belonged and its physical condition.
Trained Investigator
You have expertise in the Investigation and Perception skill.
Weapon Specialty
Due to your experience at hunting everything and everyone, you have gotten more proficient with the tools needed for this job. You can choose 1 weapon from the following list that you have extra experience with. You will recieve features according to the weapon you chose.
The weapons available for you to choose are:
- Crossbow (Light, Heavy or Hand): You ignore the loading property. You don't suffer disadvantage from shooting at 'long' range. You gain advantage if the target is within 10 feet of you. Whenever a creature runs towards you, if it has been running for at least 30 feet in a straight line, you can use your reaction to make an opportunity attack againsnt the creature. Whenever you score a critical hit with a crossbow on a hostile creature, the target takes 7 additional piercing damage.
- Bow (Short or Long): You don't suffer disadvantage from shooting at 'long' range. You score a critical hit on a 18 t/m 20 using a bow. Drawing your bow only costs 5 feet of your movement. Whenever you score a critical hit with a bow, the target takes 4 additional piercing damage.
- Longsword: While wielding longswords, you may ignore the duelwield light restriction. You can add you ability modifier to the second attack. While duelwielding with longswords, you gain a +2 bonus to your armor class.
- Greatsword: You can wield the weapon with one hand, but you can only do this for a total of 5 minutes, after which you have to take a 5 minute break doing nothing, but light activity to use this feature again. If you cross that line, you suffer 1 level of exhaustion. You can use your bonus action to make two attacks with the sword. Once you use this ability, you can't use it again until you finish a long rest.
- Axe (Hand, Battle or Great): The weapon gains the throwing properpy, a normal range of 20 feet and a long range of 60 feet. Whenever a creature misses you with an attack, you can use your reaction to make a opportunity attack using an axe. You use this feature a number of times equal to your proficiency bonus and you gain all expended uses when finishing a short rest.
Axe (Hand, Battle, Great)
The weapon gains the throwing properpy, a normal range of 20 feet and a long range of 60 feet. Whenever a creature misses you with an attack, you can use your reaction to make a opportunity attack using an axe. You use this feature a number of times equal to your proficiency bonus and you gain all expended uses when finishing a short rest.
Bow (Short or Long)
You don't suffer disadvantage from shooting at 'long' range. You score a critical hit on a 18 t/m 20 using a bow. Drawing your bow only costs 5 feet of your movement. Whenever you score a critical hit with a bow, the target takes 4 additional piercing damage.
Crossbow (Light, Heavy or Hand)
You ignore the loading property. You don't suffer disadvantage from shooting at 'long' range. You gain advantage if the target is within 10 feet of you. Whenever a creature runs towards you, if it has been running for at least 30 feet in a straight line, you can use your reaction to make an opportunity attack againsnt the creature. Whenever you score a critical hit with a crossbow on a hostile creature, the target takes 7 additional piercing damage.
Greatsword
You can wield the weapon with one hand, but you can only do this for a total of 5 minutes, after that you need to take a rest for at least 5 minutes doing nothing, but light activity. If you cross that line, you suffer 1 level of exhaustion. You can use your bonus action to make two attacks with the sword. Once you use this ability, you can't use it again until you finish a long rest.
Longsword
While wielding longswords, you may ignore the duelwield light restriction. You can add you ability modifier to the second attack. While duelwielding with longswords, you gain a +2 bonus to your armor class.
Supernatural Senses
You know it whenever a creature is within 30 feet of you, you can t be surprised while you are concious and you have advantage on initiative. Additionally, you can use the hide or disengage action as a bonus action on your turn.
Baneful Curse
As an action on your turn, you can curse a creature within 80 feet of you. The target must seceed on a Wisdom saving throw or be cursed for 10 days. Every morning, the cursed target can repeat the saving throw, ending the curse on a succes. While cursed, you know the direct location of the target. You have advantage on attack rolls against the target and the target´s speed is reduced by 10.
The DC is 10 + Your proficiency bonus + Your intelligence modifier.
Murderous Bloodrite
Whenever you kill a creature with the weapon you chose from the Weapon Specialist feature whil your rite is active, the blood of the creature floats into you and you regain a number of hit points equal to your level plus your intelligence modifier plus your proficiency bonus. You can then as a reaction point your hand towards another creature within 30 feet of you. The target must succeed on a constitution saving throw or take damage equal to the amount of life you just regained.
The DC is 10 + Your proficiency bonus + Your intelligence modifier.
You can use this feature a number of times equal to your intelligence modifier. You regain all expended uses when you finish a long rest.
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