Bloodhunter (5e Subclass)
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Bloodhunters
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A typical visage of a ghastly Bloodhunter. |
Bloodhunters are Rangers who have taken up the Nightly Hunt; a vow to eradicate all traces of lycanthropy where they can. To better hunt the beasts, they have taken lycanthropic blood into their bodies. Many sinister or fearful lycanthropes will hide in the cities of the world to blend in with civilization. Bloodhunters have adapted somewhat to seeking them there as well as in the wilderness.
The monstrous origin and characteristically grim presence of Bloodhunters has society avoid them. However, most leaders and royalty will still employ them (often in secret) to rout out one of the most violent curses the land has seen.
"Fire is fought with fire, blood is fought with blood."
The Nightly Hunt
At 3rd level, you must add lycanthropes as a favored enemy and urban environments (such as cities or towns) as a familiar terrain. You may not choose an additional favored enemy or terrain at 10th and 14th level. A lycanthrope's type, while in its beastly form, is technically a humanoid (shapechanger). You also have advantage on any investigation checks made against your favored enemies.
Lycanthropic Blood
At 3rd level, you may spend 5 minutes using a mess kit on the body of a Small or larger humanoid or beast that has died within the past hour. You can drink a great deal of its blood, restoring a number of your hit points equal to double your Ranger level. You may only do this once per body.
Furthermore, once per round at the end of your turn, you may restore a number of your hit points equal to one third of all piercing and slashing damage (round down) you may have dealt during your turn. This damage must have been dealt using melee attacks within 5 feet. You may not recover hit points this way through attacking constructs or the undead.
Techniques of the Hunt
At 7th, 11th, and 15th level, you may choose a technique from the list below. You may not choose a technique more than once.
Counter Shot: If a creature is about to make a melee attack against you and you have a ranged weapon ready to make a ranged attack, you may spend a reaction to make an opportunity attack against that creature. If your attack hits, that creature’s melee attack is cancelled. If the creature is a size category larger than your own or smaller, it must make a Strength saving throw against the attack roll you made or be stunned until the end of your next turn.
Crippling Stab: When making a melee attack that would deal piercing damage without disadvantage, you may impose disadvantage on that attack to slow the targeted creature to a speed of 5 for 1 minute if you still hit it.
Quick Footwork: While wearing no armor or a shield, your armor class may be calculated as 10 plus your Dexterity modifier plus your proficiency bonus.
Sly Retreat: All opportunity attacks made against you have disadvantage.
Sweeping Slash: When making a melee attack without disadvantage that would deal slashing damage, you may impose disadvantage on that attack to target an additional creature within 5 feet of you with the same series of rolls.
Visceral Attack: If you hit a prone or stunned creature with a melee weapon attack, the damage may be treated as though it came from a critical attack.
Mark of the Pentagram Place a mark on one person, detectable only to you. In your full beast form, you will hunt and attack anyone marked with the Pentagram. You also gain advantage on all rolls against someone you have marked. May only be used once every Lunar Cycle
Quicksilvered
At 11th level, you gain proficiency with poisoner's kits. You may use a poisoner's kit to add quicksilver to up to 6 pieces of ammunition for the cost of 50 gold in materials. Any creature hit with a piece of this ammunition will also be dealt an amount of poison damage equal to your half of your Intelligence score. Likewise, that creature must make a Constitution saving throw against your Intelligence score or be poisoned until it finishes a short or long rest. Once a piece of this ammunition damages a creature, this effect is lost on it.
You may also repeat this effect for a melee weapon for the cost of 50 gold in materials. That melee weapon must deal either piercing or slashing damage for the effect to trigger. After dealing the poison damage 3 times with that melee weapon, this effect is lost on it.
The Beast Within
Your kind are famed for hunting down lycanthropes but you have come to peace with the beast inside your blood. Every now and again, it becomes you.
At 15th level, you are made proficient with Constitution saving throws.
You may also spend an action to turn into a beastly lycanthrope. However, you may not transform during the day nor may you do so wearing any form of armor. Transforming into a lycanthrope is an incredibly fast and violent process, destroying your clothing and dropping all of your other inventory during so. This effect lasts for up to 1 hour and you must spend 4 long rests before transforming again. You may spend an action to transform back to your original form early. You may not cast any spells while in this form.
As a lycanthrope, your size is increased by one category and your type gains the shapechanger tag. After transforming, your hit points are completely restored. Your Constitution, Dexterity, and Strength modifiers are increased by 2 for the duration. You also gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons but vulnerability to fire damage. If lower than 40 feet, your base speed increases to 40 feet.
As a lycanthrope, the base damage of your unarmed strikes is 2d6, may be either bludgeoning or slashing, and is considered magical. If you are making an unarmed strike against a creature you have currently grappled, that base damage becomes 3d6 piercing if you choose to viciously bite the target. While a lycanthrope, you can attack up to 3 times whenever you take the attack action on your turn. Since your hands have become claws, you are not proficient with any weapons besides unarmed strikes.
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