Hunter, 2nd Variant (5e Class)

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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]

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. 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


Armor: Light and Medium armor
Weapons: Hunter 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


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
  • (a) 10 vials or (b) {{{item5b}}}

Table: The Bloodborne Hunter

Level Proficiency
1st +2 Blood Vials, Aggressive Regeneration
2nd +2 Silver Bullets, 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)
7th +3 Evasion, Silverblood
8th +3 Ability Score Improvement
9th +4 Indominable Will, Purity of Blood
10th +4 Never a Break, Enhanced Blood Flow
11th +4 Bloodtracking, Trick Weapon Recipes
12th +4 Ability Score Improvement
13th +5 Covenant feature
14th +5 Trick Weapon Upgrade (2)
15th +5 Extra Attack
16th +5 Ability Score Improvement
17th +6 Covenant feature
18th +6 Trick Weapon Upgrade (3)
19th +6 Ability Score Improvement
20th +6 Pale Blood

Blood Vials[edit]

Your body runs lush with blood, creating more blood than other members of your race. 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, they regain 1d6 hit points.

Aggressive Regeneration[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 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 equal to your level. 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:

  • Miss: 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 ranged hunter weapon against the opponent. If this attack hits, you force that attack to miss. This attack deals half damage
  • 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.

Dodge Roll: After you take damage from an attack, you may spend 1 bullet 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 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.


At 3rd level, you take a sworn oath to a covenant of warriors. These covenants give you additional features at 3rd, 6th, 13th, and 17th level. You may choose from the Cainhurst Vilebloods, the Executioners, the Hunter of Hunters, the League, or the Blood Beast, all detailed at the end of this class description.

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 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, climbing, and swimming speed increases by +10 ft. You gain this bonus again at 10th level.

Trick Weapon Upgrade[edit]

You are able to upgrade your trick weapons at certain levels, granting any weapons with the Trick property a bonus to attack and damage rolls. At 6th level this bonus is +1, at 14th level it increases to +2, and at 18th level, it increases to +3. You may change which weapon this bonus applies to at the end of a long rest.


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.


Starting at 7th 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, as well as diseases and poisons that travel via blood.

Never a Break[edit]

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

Blood Tracking[edit]

At 11th 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.

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 20th level, your understanding of the non-understandable has permanently changed you. You can see invisible creatures, 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.


Cainhurst Vilebloods[edit]


When you take this oath at 3rd level, you are imbued with yet more powerful blood. You gain 1 additional hit die for every 5 hit dice you have.

Sustenance Hunter[edit]

Starting at 6th 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 short or long rest.

Second Wind[edit]

Starting at 13th level, you can use a bonus action to regain hit points equal to 1d10 + your hunter level. Once you use this feature, you must finish a short or long rest before you can use it again.


At 17th level, you may transpose your being across reality with the strength of your blood. As an action for 15 blood vials, you open a 10 ft. portal of blood that stays open until the end of your next turn. Any creature that enters this portal teleports within 30 ft. of specific 1 creature that you have at least 2 pieces of information on including: name, appearance of face, appearance of body, location down to 1 mile, sound of voice, horizontal distance down to 1/2 mile, lateral distance down to 1/2 mile.


Blood Vial Increase[edit]

When you take this oath at 3rd level, your blood becomes far more potent. Your blood vials heal 2d6 hit points.

Extra Vials[edit]

Starting at 6th level, your potent blood overwhelms your body. Your maximum number of blood vials increases by 1 additional for every 3 blood vials you have.

Adaptive Blood[edit]

Starting at 13th level, your blood cries out for any vessel to carry it. At the end of a long rest you may designate up to your Wisdom modifier creatures. These creatures can consume your blood vials. You may change 1 creature at the end of a short rest.


At 17th level, your blood cries out from inside you, grasping the blood of any it touches. If you deal a critical hit, each of your attacks count as a critical hit until the end of your next turn. If you roll an additional critical hit in this duration, the duration resets and the damage is doubled yet again. This can stack up to your Wisdom modifier times. This feature does not effect or activate on attacks against Humanoids, Beasts, Plants, or Constructs.

The Blood Beast[edit]

Beast's Fortitude[edit]

When you take this oath at 3rd level, the unholy beast your blood was sourced from begins to manifest in your mortal body. Each of your hunter hit dice and any additional hunter hit dice that you gain increase to d10.

Beast Form[edit]

At 6th level, you are covered in a thick, furry hide. When you are not wearing any armor or wielding a shield, your AC is equal to 10 + your Dexterity modifier + your Wisdom modifier. You gain resistance to non-magical, non-silvered bludgeoning, piercing, or slashing damage.

Beast's Power[edit]

At 13th level, the beast's bizarre musculature distorts your flesh. Your Dexterity score or Strength score increase by +2, as does both of their maximums.

Cleric Beast[edit]

At 17th level, you may unleash the beast inside you into the physical world. As a bonus action for 1 blood vial, your size increases by 1 category to a minimum of Large until the end of your next turn.


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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