Bloodborne Hunter Variant (5e Class)

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Hunter[edit]

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

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

Creating a Bloodborne Hunter[edit]

Bloodborne-screen-04-ps4-us-10jun14.jpg
A hunter engaged in battle, [[1]]

You can make a Hunter quickly by following these suggestions. First, Dexterity or Strength should be your highest score depending on your weapon of choice, followed by Wisdom. The constitution should be the third highest score after those choices. Pick human as your race, and pick the Slayer background.

Class Features[edit]

As a Bloodborne Hunter you gain the following class features.

Hit Points

Hit Dice: 1d10 per Bloodborne Hunter level

Hit Points at 1st Level: 10 + Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Bloodborne Hunter level after 1st

Proficiencies[edit]

Armor: Light Armor, Medium Armor

Weapons: Hunter Weapons, One-handed simple melee weapons, One-handed martial melee weapons, Hand crossbows, Firearms

Tools: Smith's tools, Alchemist's Tools

Saving Throws: Dexterity or Strength, and Wisdom or Constitution

Skills: Choose three from Acrobatics, Athletics, Insight, Investigation, Perception, Stealth, and Intimidation

Equipment[edit]

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

(a) Any one melee hunter weapon or (b) any one-handed martial melee weapon (a) Any one ranged hunter weapon and 10 pieces of ammunition or (b) hand crossbow and 10 pieces of ammunition (a) Explorer's pack or (b) Dungeoneer's pack (a) Chain shirt or (b) smith's tools

Bloodborne Hunter Level Features
1 Fighting Style, Second Wind
2 Action Surge, Martial Archetype
3 Ability Score Improvement
4 Extra Attack, Martial Archetype Feature
5 Ability Score Improvement, Indomitable
6 Extra Attack (2), Martial Archetype Feature
7 Ability Score Improvement, Indomitable (2)
8 Action Surge (2)
9 Indomitable (3), Martial Archetype Feature
10 Ability Score Improvement, Extra Attack (3)
11 insert
12 insert
13 insert
14 insert
15 insert

Blood Vials[edit]

Your body runs lush with rich and vibrant blood, creating far more blood than other members of your race naturally could. So much so that you can create a healing elixir from it. Starting at 1st level, at the end of a long rest, you may fill up to your level vials with blood. When you or another hunter consumes one of these vials using the bonus action, can regain 1d6 hit points.

Aggressive Regeneration[edit]

Starting at 1st level, the blood running through 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 since the end of your previous turn. You must deal damage for this to take effect.

You can use this feature a number of times equal to your hunter level before needing to finish a long rest to use it again.

Silver Bullets[edit]

Your mastery over your own blood allows you to manifest your blood as bullets. Starting at 2nd level, when you finish a long rest, you gain a number of ranged weapon ammunition of your choice up to a maximum of half your level rounded up + your proficiency bonus. This ammunition counts as silver for the sake of overcoming resistances. You may spend these silver bullets on the following Counter Maneuvers as a reaction:

  • Parry: 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 if you win you take no damage and can do one attack against the target, but if you lose your enemy can add 1d8 on his damage roll.
  • Dodge Roll: After you take damage from an attack roll, you may spend 1 bullet to dodge away from the attack in any direction without taking opportunity attack, you may make a dexterity Saving throw (CD = 10 + half the damage - your Constitution modifier [max 3]). to take no damage on a successful save or half damage on a failed one.

In additional, if a creature you hit with Silver Bullet is not a Humanoid, Beast, Plant, or Construct, they take an extra 1d8 damage. This damage increases to 2d8 at 10th level.

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 gain proficiency with two-handed simple melee weapons and two-handed martial melee weapons.

Power of Attrition: When you deal damage to a creature using a weapon, you gain a +1 bonus to damage with the same weapon on the same creature. This can stack up to the weapon's ability modifier times, resetting at the beginning of your next turn or when you attack a different creature.

Hunter Combo: You gain a +1 bonus to attack rolls and damage rolls while wielding two hunter weapons at the same time. You also don't need a free hand to reload.

Blood path[edit]

At 3rd level, you take your blood path. This path give you additional features at 1st, 2nd, 3rd, 4th, 5th, 6th, 7th, and 10th level.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 15th level, you can increase one ability score of you choice by two, or two ability scores by one. 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. You can attack a third time at 15th level.

Enhanced Blood Flow[edit]

Over your mastery of your blood, you have learned to increase your blood flow during an adrenaline rush. At 5th level, your movement speed increases by 10 ft and you gain climbing and swimming speed equal your movement speed. You gain additional 10 ft of speed at 10th level.

Hunter's Weapon Upgrade[edit]

You are able to upgrade your hunter's weapons at certain levels, granting any hunter's weapons bonus to attack and damage rolls and its considered magical for the sake of overcoming resistances and immunities. At 6th level this bonus is +1, at 10th level it increases to +2, and at 15th level, it increases to +3. You can only do this to one weapom and you may change which weapon this bonus applies to at the end of a long rest.

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 8th level, you've mastered the use of your silver bullets, and can now draw from your own hit points to create more of them as a bonus action. You take 1d6 damage per bullet regained.

Indominable will[edit]

At 9th level, you have faced creatures that give even the strongest of man's ranks nightmares, and lived to tell the tale. You have immunity to being frightened and poisoned, as well as disease and poison damage.

Never a Break[edit]

You have become of master of the nonstop flow of combat, never needing to rest or stop. At 10th level, while you are out of combat, you can refuel all your blood vials once whitout needing to take a long rest.

Hunter's Weapon Recipes[edit]

At 11th level, you learn how to make newer weapons in your hunt against the Beasts. You may transform one of your hunter weapons into another hunter weapon at the end of a long rest. You may create 1 additional hunter weapon at the end of a long rest for 150 gp of materials.

Pale Blood[edit]

At 12th level, your understanding of the non-understandable has permanently changed you. You can not be charmed or stunned, you may replace any Charisma saving throws with Wisdom, and you may use Wisdom instead of Charisma on Charisma-based skills.

Sustenance Hunter[edit]

Starting at 13th level, you have refined your skill in absorbing the blood of your foes. You can choose to heal an amount equal to the damage you dealt at the end of your turn. This feature can only be used once and can be replenished by taking a long rest.

Visceral Attack[edit]

Starting at 15th level, When a creature is incapacitated or stunned you can make a melee attack to pierce the creature's body, piercing its flesh and crushing its bones and tearing its organs from the inside out, dealing 3d6 piercing, 3d6 blood and 3d6 bludgeoning damage. If the target is killed by this ability, the blood spilled on the hunter will strengthen him even further, healing him for 3d6 and increasing his maximum health by 1d8 + CON. This maximum health is reduced after a long rest. Beasts killed by this ability can no longer revive or regenerate with Black Blood. You can use this feat twice per long rest.

Blood Path[edit]

Bloodhound[edit]

This hunters are killers from birth, raised to hunt and kill creatures. they use firearms and light blades to strike and shoot quickly, ensuring that the chance of a monster surviving is zero.

"A hunter is a hunter, even in a dream."

Blood Tracking[edit]

At 1st level, if you can observe a sample of a creatures blood that was spilled within the last 30 days, you immediately learn the direction it was traveling. If you can touch the blood, you can learn how injured it was and how long ago this blood was spilled. You have advantage on all Survival checks to track the creature until the 30 day window is over.

Master of the Hunt[edit]

At 2nd level, gain +2 to Survival and Perception skills. You must choose 2 effects below to be permanent passive effects. At levels 3 and 5 you can have 1 more effect active at the same time.

  • Within a 3 meter radius of anyone close to the hunter, difficult terrain has no negative effect.
  • Your group does not get lost in mundane ways if you are present with them.
  • You can do a travel activity at the same time as being on guard.
  • You gain darkvision up to 60 feet.
  • When searching for food or other supplies with a survival check, you always find twice as much as normal.
  • When tracking creatures you also learn their exact number, size and how long they passed through the area.
One with the Shadows[edit]

At 3rd level, Bloodhounds have advantage on stealth checks in dim light or dark places, the lighting must be minimal or non-existent for this ability to take effect. additionally When you come out of stealth and make an attack, you can roll this attack with advantage, and in case of a hit, this sneak attack will cause additional damage equal to Xd4 (X= Hunter Level) as shadow damage.

Blood Maneuvers[edit]

Starting at 4th level, you can use Blood maneuvers that allow you to perform a special action. You can choose 2 of the options below permanently, granting the following benefits:

  • Grant a bonus attack to an ally in place of your own action if they are within 6 meters of you;
  • By the cost of your bonus action, you can try to disarm an enemy by succeeding on your next attack roll and making the enemy roll a saving throw (CD = 8 + your dexterity modifier + your proficiency bonus) droping his weapon on a failed save;
  • As a reaction, you give an ally advantage on an attack roll against a target the hunter is adjacent to;
  • by the cost of your bonus action, you can swing your weapon across an area, damaging two enemies that are 5 feet of each other with a single attack;
  • You can use your bonus action take the Hide action;
  • Whenever you successfully make a melee attack, you can force your enemy to move 5 feet back;

You can use a maneuver 4 times per short rest. You can get a new choice of maneuvers at levels 6th and 10th.

Unforgivable Error[edit]

When reach the 5th level, When someone adjacent to you or within range of your weapon misses an attack, you can use your reaction to make an attack of opportunity against the target. If you are not in the target's line of sight you apply the Sneak Attack skill by rolling the damage of your sneak attack of opportunity.

Quick First Step[edit]

Starting at 6th level, your fighting experience has taught you that sometimes it's better to push yourself than to rely on your Armor. As a reaction to being attacked, you may use this feature to when you use your normal parry reaction you can once per day roll the counter attack with advantage and if you win the target will be stunned until the start of its next turn

At level 15 this ability can be used twice per day.

Brutal Critic[edit]

Starting at 7th level, Your weapon attacks are amplified, and your attacks can critically hit when you roll 19 or 20 on the die.

Beast Slayer[edit]

At 10th level, Your hunting instinct enhanced by inhuman knowledge intensifies even more. When the hunter enters combat he gains the following abilities:

  • Perfect Precision: You gain +2 to hit and damage rolls against beasts.
  • Beast Within: Gain +2 of STR and DEX but lose 2 of INT, WIS and CHA. Also you gain advantage on intimidation checks and can use your Str Modifier on the roll.
  • Blood Bath: Increases your AC by 2 points while bathed in blood.
  • Hunter's Dream: When you hit a creature with an attack, you can roll the weapon's damage dice one additional time. You can use this feature 3 times per long rest

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the hunter class, you must meet these prerequisites: 13 Strength or Dexterity, 13 Wisdom.

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


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