Bloodborne Hunter (5e Class)

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Bloodborne Hunter[edit]

Hailing from far off lands, Bloodborne hunters travel the world hunting Eldritch abominations and monsters. The Bloodborne hunters have an unsettling supernatural mastery over the blood that runs through their veins, learning to use it to perform incredible feats not achievable by other warriors.

Attacking fast and relentlessly, Bloodborne hunters are masters of the battlefield, experts at controlling the flow of battle and conquering their foes through indomitable will.

This class is based on the hunters from Fromsoft's Bloodborne.

Bloodborne hunter.jpg

Creating a Bloodborne Hunter[edit]

Dexterity or Strength should be your highest score depending on which stat you choose to prioritize, followed by Wisdom. Pick Human as your race, and pick the Slayer background.


Class Features

As a Bloodborne Hunter you gain the following class features.

Hit Points

Hit Dice: 1d8 per Bloodborne Hunter level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Bloodborne Hunter level after 1st

Proficiencies

Armor: Light and Medium armor
Weapons: Trick weapons, Counter weapons, One-handed simple melee weapons, One-handed martial melee weapons, Hand crossbows, Firearms
Tools: Smith's tools
Saving Throws: Dexterity or Strength, and Wisdom
Skills: Choose two from Acrobatics, Athletics, Insight, Investigation, Perception, Stealth, and Intimidation

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Saw Cleaver or (b) Hunter's Axe or (c) Threaded Cane or (d) any one-handed martial melee weapon
  • (a) Hunter's Pistol or (b) Hunter's Blunderbuss or (c) hand crossbow
  • (a) Explorer's pack or (b) Dungeoneer's pack
  • Chain shirt, Smith's tools

Table: The Bloodborne Hunter

Level Proficiency
Bonus
Features
1st +2 Hyperactive blood, Aggressive regen
2nd +2 Silver bullets, Silver bullet features, Fighting style
3rd +2 Covenant
4th +2 Ability Score Improvement
5th +3 Extra attack, Enhanced blood flow
6th +3 Covenant feature, Trick weapon upgrade (1), Counter weapon upgrade (1)
7th +3 Evasion, Silverblood
8th +3 Ability Score Improvement
9th +4 Indominable will, Purity of blood
10th +4 Never a break, Improved blood flow
11th +4 Bloodtracking, Trick weapon recipes
12th +4 Ability Score Improvement
13th +5 Covenant feature
14th +5 Trick weapon upgrade (2), Counter weapon upgrade (2)
15th +5 Trick weapon recipes
16th +5 Ability Score Improvement
17th +6 Covenant feature
18th +6 Trick weapon upgrade (3), Counter weapon upgrade (3)
19th +6 Ability Score Improvement
20th +6 Pale Blood

Hyperactive blood[edit]

Your body runs lush with blood, creating more blood than other members of your race. Starting at 1st level, the cost of producing health potions is halfed. The health potions you create using this ability are created from your own blood and therefore can only be used by you.

Aggressive Regen[edit]

Starting at 1st level, the blood running though your veins calls to the blood of enemies, hungering for their blood to become one with your own. You can choose to regain a number of hit points equal to half the damage you deal on your turn, up to the amount of hit points you lost within the last attack that hit you. You must deal damage for this to take effect.

You can use this feature a number of times equal to your Old Hunter level before needing a Long Rest to use it again.

Silver Bullets[edit]

Your mastery over your own blood allows you to manifest your blood as bullets for your counter weapons. Starting at 2nd level you possess an amount of silver bullets equal to your Bloodborne Hunter level, which can be used to perform counter actions.

Counter manuevers[edit]

The Silver bullets you manifest from your blood can be used to perform certain counter manuevers.

Miss: At 2nd level, when an opponent makes an attack action against you and hits, as a reaction, you can spend 1 bullet to make a weapon attack with your counter weapon against the opponent and if you hit, you force that attack to miss.

Parry: You've come to learn and understand the ebb and flow of the hunt. At 2nd level, when an enemy makes an attack against you and hits you, but before damage is calculated, you can spend 1 bullet to make an attack action against the attacking opponent.

Dodge roll: At 2nd level, after you take damage from an attack, you may spend 1 bullet to use your reaction to move half your movement speed in any direction without taking an attack of opportunity.

Fighting Style[edit]

At 2nd level, you adopt a particular style of combat as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.

Dueling: When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

Gunslinger: You gain a +2 bonus to attack rolls you make with ranged weapons.

Great Weapon master: You are proficient with two-handed simple melee weapons and two-handed martial melee weapons. You can wield these weapons as if they were one-handed weapons.

Power of Attrition: You gain progressive +1 bonuses to damage for each consecutive hit you land, up to +4. The hits must do damage to count for this increase in damage.

Hunter combo: You gain a +1 bonus to both your trick weapon and counter-weapon.

Covenant[edit]

At 3rd level, you take a sworn oath to a covenant of warriors. These covenants give the Old Hunter abilities as they level up. You may choose from the Cainhurst Vilebloods, the Executioners, the Hunter of Hunters, the League, or the Blood Beast

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by , or you choose a feat from the list of feats. You can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Enhanced blood flow[edit]

Over your mastery of your blood, you have learned to increase your blood flow during an adrenaline rush. At level 5, you gain a +10 to your movement speed. If you possess a climbing, or swimming speed, this bonus is applied to them. If you possess a flying speed gained from a physical trait, this bonus applies.

Trick Weapon upgrade[edit]

At certain levels, your mastery over the trick weapons has gained you insight to perform better with these weapons. You are able to upgrade your trick weapons at certain levels. At 6th level, you upgrade it to a +1. At 14th level, you upgrade it to a +2. And at 18th level, you upgrade it to a +3. You must take a long rest in order to apply these upgrades.

Counter weapon upgrade[edit]

At certain levels, your mastery over the counter weapons has gained you insight to perform better with these weapons. You are able to upgrade your counter weapons at certain levels. At 6th level, you upgrade it to a +1. At 14th level, you upgrade it to a +2. And at 18th level, you upgrade it to a +3. You must take a long rest in order to apply these upgrades.

Evasion[edit]

At 7th level, your instinctive agility lets you dodge out of the way of certain attacks, such as a dragon's breath or the fireball. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and half damage if you fail.

Silverblooded[edit]

Starting at 7th level, you've mastered the use of your silver bullets, and can now draw from your own healthpool to create more of them. You may deal 1d6 damage to yourself per bullet regained.

Indominable will[edit]

At 9th level, you have faced creatures that give children nightmares and lived to tell the tale, you have immunity to being frightened.

Purity of blood[edit]

At 9th level, your mastery of the blood flowing through you makes you immune to disease and poison.

Never a break[edit]

You have become of master of the nonstop flow of combat, never needing to rest or stop. At level 10, you can use a bonus action to drink potions instead of a standard action,

Improved blood flow[edit]

Over your mastery of your blood, you have learned to increase your blood flow during an adrenaline rush. At level 10, you gain a +10 to your movement speed. If you possess a climbing, or swimming speed, this bonus is applied to them. If you possess a flying speed gained from a physical trait, this bonus applies.

Blood tracking[edit]

At level 11, if you can obtain a sample of a creatures blood that was spilt from the creature within the last 30 days, you may track the creature using its blood.

Trick weapon recipes[edit]

At level 11, you learn how to make newer weapons in your hunt against the Beasts. You gain the ability to make (trick weapon) and (trick weapon) for X gold pieces. You learn to make (trick weapon) and (trick weapon) at level 15 for Y gold pieces.

Pale Blood[edit]

Covenants[edit]

Cainhurst Vilebloods[edit]

Regen[edit]

When you take this oath at 3rd level, you learn new techniques to restore health points. You gain 3 additional hit die.

Parry[edit]

Starting at 9th level, you are skilled in absorbing enemy health into your own healthpool. Whenever you attack an enemy, you can choose to heal an amount equal to the damage you just dealt. This ability can only be used once and can be replenished by taking a short or long rest.

Third wind[edit]

Starting at 15th level, You can now use your second wind to heal yourself twice before requiring a long rest.

Executioners[edit]

Blood Vial increase[edit]

When you take this oath at 3rd level, your blood vials increase to two hit dice. The blood vials increase to three hit dice at 9th level, then increase to four hit dice at 15th level.

Extra Vials[edit]

Starting at level 3, you gain 2 extra blood vials for each level as opposed to the normal 1 vial you would gain each level

Hunter of Hunters[edit]

Power of Attrition[edit]

When you take this oath at 3rd level, your attrition bonus increase limit increases by +1.

Hunter's speed[edit]

At 9th level, you gain +5 ft. to your speed

Third wind[edit]

Starting at 15th level, You can now use your second wind to heal yourself twice before requiring a long rest.

The Blood Beast[edit]

Beast's fortitude[edit]

When you take this oath at 3rd level, your hit die increases to a d10

Beast form[edit]

when you take this oath at 6th level, your armor class, when not wearing any armor, is 10 + dexterity modifier + wisdom modifier [Minimum of 15 AC]

Beast's power[edit]

When you take this oath at 9th level, you may choose to increase either your Dexterity score or Strength score by +1

Cleric Beast[edit]

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the old hunter class, you must meet these prerequisites: 13 DEX or STR

Proficiencies. When you multiclass into the old hunter class, you gain the following proficiencies: Trick weapons; Counter weapons; medium armor


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