Hunter (Bloodborne) (5e Class)
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- 1 Hunter (Bloodborne)
- 1.1 The hunt begins anew
- 1.2 Creating a Hunter
- 1.3 Class Features
- 1.4 Corruption
- 1.5 Radiance
- 1.6 Impurity
- 1.7 Beasts Embrace
The hunt begins anew
Throughout history, there are times that the common man is put at risk of extinction, when it is no longer safe to leave your home, when monstrous beasts roam the lands, devouring all they come into contact with, When the fiends are free to work openly, no longer afraid of the humanoid races, When prayers to the gods fall on deaf ears. Some people with nothing left to lose choose to fight the monsters back, most die, but some become chosen by a strange being that gives them immense power, but at what cost and towards what end?
Creating a Hunter
What drove you to the hunt? Protecting a loved one? Seeking vengeance for their death? Boredom? Whatever your motive, you now hunt immensely powerful creatures, how does this effect your character? do they want help on their hunts? If so, are your "hunting partners" valued allies? or are they simply another wall of meat between you and your prey?
- Quick Build
You can make a Hunter quickly by following these suggestions. First, either Strength or Dexterity should be your highest ability score, followed by Constitution or Wisdom if you plan to follow either the radiance or milkweed oaths. Second, choose the folk hero background. Third, choose option B, option B, option A then option A.
As a Hunter you gain the following class features.
- Hit Points
Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: Tinkerers Tools
Saving Throws: Dexterity, Wisdom
Skills: Choose two from Athletics, Acrobatics, Stealth, Investigation, Insight, Perception and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather armor
- (a) a martial weapon or (b) a simple weapon and a shield
- (a) a shortbow, and 20 arrows or (b) 6 javelins
- (a) a dungeoneer's pack or (b) an explorers pack
|1st||+2||Fighting Style, Insight||1||0|
|4th||+2||Ability Score Improvement||1||0|
|8th||+3||Ability Score Improvement, Evasion||2||1|
|11th||+4||Extra Attack (2)||3||2|
|12th||+4||Ability Score Improvement||3||2|
|16th||+5||Ability Score Improvement, Give Them No Inch||4||3|
|17th||+6||Brutal Critical (2 Dice)||4||4|
|19th||+6||Ability Score Improvement||4||4|
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a fighting style option more than once, even if you later get to choose again.
You gain a +2 bonus to attack rolls you make with ranged weapons
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Also you do not take penalties from dual wielding
Your Expertise for tracking and hunting is only matched by a select few, and few can also match your knowledge of your quarry. You can use your insight to gain advantage on a roll to track or identify a Aberration, Fiend, Monstrosity, or Undead. You need to finish a long rest before you can use this feature again. You gain additional uses of this feature at levels 6, 11, 15, 20.
- Improved Insight
From 9th level onward, you can also use this feature to gain advantage on a saving throw against an effect caused by a Aberration, Fiend, Monstrosity or Undead.
From 2nd level onward you are consumed by bloodlust in the midst of battle, as long as the blood keeps flowing, you will endure any wound. After being damaged, record how much damage was taken by the last attack that damaged you. as a bonus action during your turn, you can use Rally to gain temporary hit points equal to the amount of Bludgeoning, Piercing and Slashing damage you have done this turn, up to a maximum of the number you last recorded for Rally. You can use this feature a number of times equal to 1 plus your Constitution modifier (minimum of once). After finishing a short or long rest you regain your expended uses.
At 3rd level, you chose a Hunters Oath, an ideology that gives you some measure of comfort during the long nights of the hunt. Choose between the Corruption, Radiance, Impurity, Beasts Embrace or Milkweed oaths all of which are detailed at the end of the class description. Your choice grants you features at 3rd and again at 7th, 10th, 15th and 17th level.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at 11th level in this class.
By 6th level your experience in fighting has taught you that it is sometimes better to exert yourself than to trust your armor. As a reaction to being attacked, you can use this feature to move 5 feet and cause that attack to automatically miss, this movement does not provoke opportunity attacks. You gain additional uses of this feature at levels 10, 13, 17 and 20. When you finish a long rest you regain your expended uses.
Additionally at 20th level after using your quickstep feature, all attacks have disadvantage until the start of your next turn
Starting at 8th level, you have learned better techniques for avoiding death on the hunt. When you are subjected to an effect that allows you to make a dexterity saving throw to take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail
Beginning at 13th level you have learned to attack quickly and brutally, their is no time for mercy on the hunt, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. this increases to two additional dice at 17th level
Give Them No Inch
Starting at 16th level through sheer force of will you can keep your body moving long after any normal person would have died, As a reaction to falling unconscious, you can become immune to all healing and gain temporary hit points equal to your maximum health, as long as at least one of these hit points remains, you are not considered unconscious, at the end of your turn, you take 5d10 necrotic damage that ignores resistance and immunity and does not trigger rally. after all of the temporary hit points are lost, you gain 4 levels of exhaustion and are no longer immune to healing effects. You can use this feature once per long rest.
The followers of corruption believe that power is worth any price, and only by becoming more powerful can they hope to triumph over their prey, this doesn't go over well with most people, especially the followers of radiance, who have declared a holy war against the followers of corruption. followers of this oath start to dream of a lonely queen sitting on a bloodstained throne.
- Blood Dregs
Starting at 3rd level, you start seeing horrible things in the blood of fallen humanoids, these "blood dregs" look to all others like coagulated blood but you know the truth, this is the path to more power. you can consume a blood dreg as an action on your turn, after doing so you gain temporary hit points equal to your Hunter level. you can use this feature once, after which you need to spend 10 minutes mutilating the corpse of a humanoid to regain the use of this feature. (note, generally people react poorly to a person eating blood)
- Toxic Blood
Beginning at 7th level, you can coat a melee weapon with your toxic blood as an action on your turn, this requires you to spend a hit die, but no hit points are gained from this, the buff lasts for 1 minute and during that time that weapon deals an additional 1d4 necrotic damage, this is improved to 1d6 at 10th level and 1d8 at 15th level. Additionally any creature that ingests your blood is poisoned for 1 minute, they can make a Constitution saving throw on each of their turns to end the effect, the DC of which is equal to 8 + your proficiency + your Constitution modifier.
- Improved Blood Dregs
Starting at 10th level, whenever you use your action to consume a blood dreg you can additionally spend a hit die as part of the same action, after spending a hit die in this way roll the hit die, you regain hit points equal to the result plus your constitution modifier.
- Improved Critical
Starting an 10th level, your attacks score a critical hit on a roll of 19 or 20
- Blood Rapture
At 17th level after scoring a critical hit with a melee attack you regain the use of your blood dreg feature.
Followers of radiance have the power of the gods during the hunt, whether it is sheer willpower or a sign that we were not alone is up to debate, regardless the followers of radiance and corruption are at war and will not work together. The followers of radiance begin dreaming of a king sitting on a frozen throne
- Gift Of The Gods
- The Good Blood
Starting at 7th level, your blood has been imbued with healing magic, whenever you would gain hit points from a class ability or spell, you gain that many hit points plus your Constitution modifier.
- Warrior Of Light
Starting at 10th level, your weapons have been imbued with the righteous flame. Once on each of your turns when you hit a creature with a melee weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. This is improved to up to twice a turn at level 17.
- Purity Of Blood
starting at 15th level, when you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain 2 hit points + the extra points you receive from your The Good Blood feature. Additionally, from 15th level onward, you can choose that the damage dealt by your Warrior Of Light is radiant instead of fire
Beginning at 17th level, whenever you use the class feature Give Them No Inch, you gain the ability to cast either Imprisonment or Power word kill on your turn with no material components or spell slot requirements, however, when you cast either of these spells using this feature on a target successfully, you are also subjected to their effects..
Followers of impurity see corruption everywhere, they still partake in the hunt, but they also focus their attention to those that have been changed by the passage of the beasts, those that if left to their own devices could become far worse then the beasts we fight. followers of Impurity start having nightmares of a legion of chittering insects consuming the world.
- Hunter Of Vermin
When you choose this oath at 3rd level you can use your Insight class feature on humanoid creatures. you also gain proficiency in investigation. additionally, after killing a evil or possessed humanoid, you can find a vermin on their corpse, no other creature can see these vermin, but you can crush them to gain additional features as you level up
- Scent Of Evil
From 7th level onward, as long as you have crushed at least 10 vermin, you can spend a use of your Insight feature to cast "detect thoughts" with no spell slot requirements and no material components needed. Additionally, you gain proficiency in torturers tools.
- Hear no Evil
Starting at 10th level, as long as you have crushed at least 20 vermin, you are immune to the charmed condition.
- See No Evil
Starting at 15th level, as long as you have crushed at least 30 vermin, you can cast banishing smite as a bonus action on your turn, with no spell slots or material resources spent. after using this feature, you must finish a long rest before using this feature again.
- Speak No Evil
starting at 17th level, as long as you have crushed at least 50 vermin you can cast divine word as an action on your turn, requiring no material components and expending no spell slots. you regain the use of this feature after a long rest
To be a follower of beasts embrace is to have failed, your bloodlust has already consumed you, for you have the blood of an innocent on your hands, your barely held together notions of being a hero have failed you, all you have left is the thrill of the hunt. (note, beasts embrace per the Dm's approval may be used as a sort of oathbreaker paladin type archetype, used for when a hunter goes to far in their bloodlust and has killed innocent people, there is no going back to another oath afterwords, you must find redemption in the good you can do in the meantime)
- Form Of The Beast
Starting when you choose this oath (or this oath is chosen for you) at 3rd level, you start to resemble more and more a monstrous beast, you gain a number of maximum hit points equal to your level, and each time you level up you gain 1 additional maximum hit point.
- Claws Of The Beast
From 7th level onward, your hands start to grow into grotesque claws, you deal 1d4 + your Strength modifier on unarmed attacks, the unarmed attack damage die improves to 1d6 at 10th level, 1d8 at 15th level, and 1d10 at 17th level
- Feral Frenzy
Starting at 10th level, whenever you make the attack action on your turn, you can make one unarmed attack as a bonus action. This improves to two unarmed attacks at 17th level.
- Monstrous Hide
Beginning at 15th level, you have fully transformed into a beast, you are considered a large creature, you are considered a monstrosity you have disadvantage on all charisma checks used on humanoid creatures except for intimidation, which you have advantage towards humanoid targets. Additionally, you have a unarmored defense of 10 + your proficiency bonus + your Dexterity modifier, which is improved to 10 + your proficiency + your Dexterity modifier + your Constitution modifier at 17th level, however, you can no longer use tools, weapons or armor made for humanoid creatures (per the dm's approval, you may be able to get some custom made gear that does still work) as your body is to large and deformed to wear normal armor, your claws cannot grasp tools or weapons that are made for much smaller creatures.
- Full Transformation
Starting at 17th level, you don't even resemble a human, people run at the sight of you and you have become every bit a monster that would be marked for the hunt, you are considered a huge creature, however, the bloodlust has almost completely consumed you, and you can only remain in control of your character for an number of hours equal to 4 times your Intelligence modifier (maximum of 12), during the time that you are not in control, you are a beast under the control of the Dm with the mental stats of a wolf. (note, it may be time to give up your character, talk to the Dm if you want a lighter sentence, but remember that bloodlust fuels your every action, and that at this point, you are little more than a beast)