Class - The Hunter

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Hunter

A human man wields a large greatsword, surrounded on all sides by a horde of rabid undead monstrosities. He crashes his blade into a skeleton, a blazing light flaring off of the edge of the sword, incinerating the creature as the weapon quickly splits into two thinner longswords. The man hacks and slashes at the horde, deflecting attacks and retaliating quickly in response to each, bloody radiance pulsing off of each strike.

A female tiefling dressed in dark, feathered clothes wielding a hand crossbow and shortsword circles a cackling devil, the two circling around a burning bonfire of bodies. Before the fiend has a chance to react, the tiefling quickly rushes forth, a flurry of shots and stabs ripping through bone and blood, covering the floor in desecrated pieces.

The sounds of footsteps echo down a hallway, as a lone bandit runs for his life. He had already seen his fellow thieves torn to shreds by a thing who had seemed more beast than man, and didn't want the same fate for himself. Just as he could see light at the end of the long corridor, leading to the exit from the dungeon, he was pounced upon from behind, and ripped apart.

These are but a few of those individuals who call themselves hunters; beings who learn how to harness the might of the blood that runs through themselves. They are known to generally be purifiers of wickedness, using otherworldly, esoteric powers that slowly drain on their own life force.

Tragic Warriors

Hunters as a collective come from immense tragedy, their closeness to the plague of beasts means heartbreak is always right around the corner. For these reasons a hunter may be distant and cold at first, but earning their trust earns you a warrior who will protect you to their last breath and then some.

Hunters are undying warriors of the highest degree, regularly taking on opponents far greater than them and coming out on top through sheer stubbornness and perseverance, the highest level of hunter being able to go toe to toe with gods born of the far realms themselves.

Empowered by Blood

One of a hunter's most important assets is that of blood; both their own lifeblood that runs through their veins, and the healing liquid that is contained in magical containers known as blood vials. A hunter can transfuse the mercury and iron in their blood into magical ammunition, used both to destroy their foes and to fuel their strange unique tools of combat.

Some hunters grow an uncontrollable addiction to this empowering sanguine liquid, seeming to go into a frenzy when any of it is spilled. This corruption is hated by all hunters, and those who become this way are hunted down by their fellow hunters.

Creating a Hunter

As you create your hunter character, think about how they became a hunter. Did you train yourself to use your abilities from an early age, or did you only become a hunter more recently? Do you fear your abilities, or do you have confidence in your ability to control them?

Furthermore, think about how others treated your character when they found out about their abilities. Did others begin to fear the character, out of some worry that they might use their powers for evil, or were they accepted regardless of the nature of their abilities?

Ask your GM about how hunters are seen in your campaign world; in one world, they might be seen as a good thing, supported by nations and nobles for their ability to take down mighty beasts. In another, they might be seen as no better than the monsters they fight, meaning hunters and their covenants must practice their abilities in secret.

Quick Build

You can make a hunter quickly by following these suggestions. First, put your highest ability score in Dexterity, followed by Constitution or Wisdom. Second, choose the charlatan or hermit background. Finally, choose a hand crossbow, 2 shortswords, and an explorer's pack.

The Hunter
Level Proficiency Bonus Features Hunter's Tools Runes
1st +2 Blood Vials (1d6), Quicksilver - -
2nd +2 Trick Weapon Mastery, Hunter's Tools, Skirmisher 1 -
3rd +2 Hunter's Covenant, Runes 1 1
4th +2 Ability Score Improvement 1 1
5th +3 Blood Vials (2d6), Extra Attack 1 1
6th +3 Parry, Otherworldly Insight 1 1
7th +3 Covenant Feature 2 1
8th +3 Ability Score Improvement 2 2
9th +4 Visceral Attacks 2 2
10th +4 Ability Score Improvement 2 2
11th +4 Blood Vials (3d6), Covenant Feature 2 2
12th +4 Ability Score Improvement 2 2
13th +5 - 3 3
14th +5 Rally 3 3
15th +5 Presence of the Moon 3 3
16th +5 Ability Score Improvement 3 3
17th +6 Additional Blood Vial 3 3
18th +6 Covenant Feature 3 4
19th +6 Ability Score Improvement 4 4
20th +6 Reactive 4 4

Class Features

As a hunter, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per hunter level
  • Hit Points at First Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per hunter level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, martial weapons
  • Tools: Alchemist's supplies
  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Acrobatics, Arcana, Athletics, Insight, Perception, Medicine, Religion, and Survival

Starting Equipment

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

  • (a) a hand crossbow & 20 bolts, or (b) a martial weapon
  • (a) 5 daggers, or (b) 2 shortswords
  • (a) a burglar's pack or (b) an explorer's pack
  • Leather armor and a component pouch

Blood Vials

Crimson blood fuels you as you fight, keeping yourself alive even as your wounds grow worse. Due to your empowered blood, you are immune to disease. Your component pouch has vials filled with blood in it, which only you can consume for benefits. If any creature other than you injects a blood vial into themselves, they become poisoned until the start of their next turn.

As an action, you can take a vial out and inject it into yourself, restoring hit points to yourself equal to 1d6 + your Constitution modifier. You have one blood vial.

This healing and your number of blood vials increases by 1d6 and 1 at 5th level (2d6 and 2), and 11th level (3d6 and 3). At 17th level, you gain a 4th blood vial. At the end of a long rest, you regain any expended blood vials.

Quicksilver

You can extract your blood to create ammunition for your weapons. As a bonus action, you can reduce your maximum hit points and take damage equal to your hunter level, and this hit point reduction ends after you take a long rest. Doing so causes an amount of magical ammunition for any ranged weapon you are proficient with equal to your hunter level to appear in your component pouch. Ammunition created in this way is silvered, and is destroyed once it hits or misses a target, or after you complete a long rest.

The ammunition is unstable, and if it remains out of your component pouch for more than one minute, it dissipates into nothingness. Alternatively, some features in this class may expend quicksilver ammunition as a resource. You can only hold an amount of quicksilver ammunition equal to your hunter level. Creating any more pieces of quicksilver ammunition destroys any ammunition that would bring it over the maximum.

Trick Weapon Mastery

By 2nd level, you've learned how to create the signature weapon of a hunter; a trick weapon.

Over the course of a short or long rest, you can combine two weapons into one weapon, called a trick weapon, or you can disassemble a trick weapon into the two weapons making it up. You can swap a trick weapon's form as an item interaction on your turn, and you may not combine more than two weapons into one trick weapon.

If you combine two weapons with the light property (they need not be the same weapon), you can, instead, have them become a different weapon. For example, you might combine two shortswords into a longsword, or a scimitar and a handaxe into a battleaxe. The two weapons must be held together when split to switch them back into their other form.

If a spell or other effect would target a weapon (such as the elemental weapon spell) then it affects both forms of a trick weapon.

Also, you do not need a free hand to reload a one-handed ranged weapon, and when you would engage in two-weapon fighting, you can use both ranged and melee weapons.

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Hunter's Tools

Also, at 2nd level, you gain one hunter's tool. Your hunter's tool options are detailed at the end of the class description. When you gain certain hunter levels, you gain additional tools of your choice, as shown in the Hunter's Tools column of the Hunter table.

Additionally, when you gain a level in this class, you can choose one of the tools you have and replace it with another tool that you could gain at that level.

You use your Wisdom modifier when setting the saving throw DC for a hunter's tool you use and when making an attack roll with one.

  • Hunter's Tool DC = 8 + your proficiency bonus + your Wisdom modifier
  • Hunter's Tool attack modifier = your proficiency bonus + your Wisdom modifier

Skirmisher

Finally, at 2nd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

Hunter's Covenant

Starting at 3rd level, you bind yourself to a covenant of hunters, living by their creed and fighting along them. Choose from the Covenant of the Executioners, Covenant of the Hunter of Hunters, Covenant of the Old Blood, or the Covenant of the Vilebloods.

Your choice grants you features at 3rd level and again at 7th, 11th, and 18th levels.

Runes

In your time spent hunting, you have learned how to equip runes to yourself. At 3rd level, you gain one rune of your choice. Your rune options are detailed at the end of the class description. When you gain certain hunter levels, you gain additional runes of your choice, as shown in the Runes column of the Hunter table.

Additionally, when you gain a level in this class, you can choose one of the runes you have equipped and replace it with another rune that you could learn at that level.

Ability Score Improvement

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.

Extra Attack

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

Parry

At 6th level, your reflexes have quickened enough to allow you to deflect the attacks of creatures. As a reaction to a creature you can see making a melee attack against you while you are wielding a weapon in at least one hand, you can expend 1 piece of quicksilver ammunition to add your proficiency bonus to your AC for that attack. If this causes the creature to miss, you may make one attack with the weapon used to parry as part of the same reaction.

Otherworldly Insight

Also, at 6th level, you become a student of truth above all, and a relentless searcher of eldritch wisdom. You have advantage on Intelligence (Arcana and Investigation) checks dealing with aberrations and the far realms, and you can add your Wisdom modifier as a bonus to these checks.

Visceral Attacks

By 9th level, your strikes have become far more deadly. When you make a weapon attack from your Parry feature, you have advantage on the attack roll. Also, you can roll one additional weapon damage die when determining the extra damage for critical hits made with weapon attacks.

Rally

Starting at 14th level, your will to go on surges when your parries strike true. When you use your Parry feature and hit with the weapon attack made on your attacker, you gain temporary hit points equal to half of the damage dealt by the attack.

Presence of the Moon

Beginning 15th level, your task with the Dream allows you to continue living when otherwise you would die. If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.

Reactive

At 20th level, you can take one reaction on every turn in a combat.

Hunter's Covenants

A hunter, though not accustomed to outright war, still align themselves to factions that exist within the hellscapes they hunt in. A covenant could be to those who practice their forbidden techniques, perhaps your covenant dedicated you to hunting your fellow hunters when they twist to dark evils, some are exiled, trying to find their place in the world, and others still are beings who take on forbidden rituals to become horrific beasts over time.

Covenant of the Executioners

The executioners are a twisted, vile group of hunters, bent on a single-minded goal of eradicating the vilebloods and all other forms of corruption. They seek out the plague more crazed than even other hunters, and will delve wholeheartedly into their work without care for themselves.

Bonus Proficiencies

When you choose this covenant, at 3rd level, you gain proficiency in medium armor and shields.

Burn the Sickness

Also, at 3rd level, you can channel divine energy to purge wickedness. Once per turn, when you hit a creature with a weapon attack, you can deal additional radiant damage to the creature equal to 1d8 + your Wisdom modifier (a minimum of 1).

If the creature was a fiend or undead, it takes 2d8 damage instead of 1d8.

Executioner's Wheel

At 7th level, you learn to call upon the wheel of fate that was forever turned by the executioners. At the start of your turn, you may expend 1 quicksilver bullet (no action required). Until the start of your next turn, when a hostile creature starts its turn within 10 feet of yourself or moves within 10 feet of yourself, it takes 1d8 necrotic damage. A creature can only take this bonus damage once per turn.

Purge the Wicked

At 11th level, you take special rites to protect yourself from the wicked. You are always under the effects of the protection from evil and good spell.

Martyrdom

At 18th level Logarius the Martyr has deemed you and your cause worthy of service, allowing you to call upon his favor.

As an action, you can expend 8 quicksilver ammunition to summon the scythe of Logarius. The scythe sweeps all around you, in a 30 foot radius centered on yourself. All creatures in the radius must succeed on a Dexterity saving throw against your Hunter's Tools DC, taking 3d10 radiant and 3d10 necrotic damage on a failed saving throw, or half on a success.

Additionally, you expend a number of hit points equal to or greater than your hunter level at the same time you use this feature. The amount of hit points you expend is added to the necrotic or radiant damage (your choice). You cannot expend more than three times your hunter level in hit points.

Covenant of the Hunter of Hunters

Your covenant exists to purge those whom become corrupt and vile, slaying all who become mad with power, insane from terrible diseases, drunk with bloodlust, or any other affliction that makes them a threat to balance in the world.

In some realms, this covenant only consists of one being at a time, while in others it may be a larger group of people.

Crow’s Sight

When you choose this covenant, at 3rd level, you are granted an instinctual ability to hone onto an enemy's weaknesses. When you attack a creature you can expend one quicksilver ammunition to burn their image into your mind. For the next minute, or until you lose your concentration (as if concentrating on a spell), your first attack on each turn on the marked creature has advantage.

Fighting Style

Also, at 3rd level, you adopt a 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 something in the game lets you choose again.

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

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.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier.

Parting Strike

Surviving until 7th level has given you much experience in the art of the hunt. When you use your Skirmisher feature against a creature you have marked with Crow's Sight you may make a weapon attack against them as part of the same reaction. If this hits their first attack made against you before the start of your next turn has disadvantage.

Flechette Feather

Upon reaching 11th level you have learned the perfect time to strike at the weakpoints of your prey. Once per turn, when you land a critical hit, you may make an additional attack against the same target as part of the same action.

Crowfeather Flurry

Upon reaching 18th level, you can push yourself past your normal limits to destroy a creature. As an action, you can expend 4 pieces of quicksilver ammunition to make four weapon attacks on a creature within range marked by your Crow's Sight.

Covenant of the Old Blood

Those who imbibe the old blood are either scholars or madmen, seeking truth and wisdom or are under the false idea of the healing power of these special bloods. They find themselves warped and twisted beyond recognition without any way to return to normal. However not all changes are only bad, and these changes come with many benefits some would seem unsightly.

Old Blood

When you choose this covenant, at 3rd level, you choose from taking on either the old blood of the Beast or the Kin. Your features in this subclass are affected by your choice.

Also, when a feature in this subclass forces a creature to succeed on a saving throw, the DC for the saving throw is equal to your hunter's tool DC.

Blood's Anger

Also, at 3rd level, you take on offensive aspects based on the kind of old blood you took on.

Beast. Sharp claws grow on both of your hands, which are natural weapons you are proficient in. They deal 1d10 slashing damage, and have the finesse and light properties. You can add your ability modifier when engaging in two-weapon fighting with only your claws.

Kin. Lashing tentacles sprout from your hands, which are natural weapons you are proficient in. They deal 1d8 slashing damage, and have the finesse and reach properties. Also, your reach for grappling or maintaining a grapple is increased by 5 feet.

Arcane Vessels

At 7th level, your natural weapons from your Blood's Anger feature count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Monster's Tricks

Also, at 7th level, you learn how to use your body's increasing transformation to your benefit.

Beast. If you move 15 feet straight towards a Large or smaller creature and hit it with a melee attack, you can use your bonus action to force the creature to succeed on a Strength saving throw, or be knocked prone, as you pounce on top of it.

Kin. When you take the Attack action with your tentacles, you can use your bonus action to grapple a creature within reach. Also, you add your Constitution modifier (a minimum of +1) as a bonus to your grapple checks.

Predator's Fury

Beginning at 11th level, your transformation grows more intense, granting you feral instincts that aid you in destroying your foes.

Beast. Once per turn, when you hit a creature that is grappled, restrained, paralyzed, prone, or unconscious with a melee weapon attack, you can deal additional damage to the creature equal to 5 + your hunter level.

Kin. When you hit a creature with your tentacles, you can expend 4 quicksilver ammunition to force it to make a Constitution saving throw. On a failed saving throw, you inject a cosmic slug into the creature's head, making the creature restrained for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Old Blood's Manifestation

At 18th level, your transformation is complete, letting you channel the pure might of your old blood.

Beast. As an action, you can expend 10 quicksilver ammunition and select one creature you can see within 60 feet of yourself. That creature must succeed on a Dexterity saving throw, or be reduced to 0 hit points. On a successful saving throw, the creature takes 8d10 slashing damage. Regardless of if the creature succeeds or fails, you then appear within 5 feet of the creature, and you cannot move for the rest of your turn.

Kin. As an action, you can expend 4 quicksilver ammunition and select up to 6 creatures you can see within 30 feet of yourself. Each creature must succeed on a Dexterity saving throw, or be grabbed by a tentacle and slammed to the ground, taking 5d10 bludgeoning damage.

Covenant of Vilebloods

Your covenant is one that harnesses the power of forbidden blood, transfusing it into their bodies. This foul liquid is dangerous to all creatures in the world, except for those whom have it run through their veins. Many versions of these covenants in the realms are infamous, due to the art of their toxic infusion being seen as forbidden and unethical.

Hemotoxin

When you choose this covenant, at 3rd level, you can spread your rotting blood to other creatures. Once per turn, when you hit a creature with a weapon attack, you can expend 1 quicksilver ammunition to deal an additional 1d6 necrotic damage to that creature. At the end of that creature's next turn, it must succeed on a Constitution saving throw, or take 3d6 necrotic damage. This secondary damage increases by 1d6 at 7th level (4d6), and at 18th level (5d6).

Also, when a feature in this subclass forces a creature to succeed on a saving throw, the DC for the saving throw is equal to your hunter's tool DC.

Sanguine Lunge

Starting at 7th level, when you use your Quicksilver feature, your blood lashes out from your weapons, granting all your melee weapon attacks 5 more feet of range for the next minute.

Striking Corruption

Beginning at 11th level, you can unleash tides of blood, infecting all that touch it with your vile curse. As an action, you can expend 3 quicksilver ammunition to force all creatures within a 30-by-5-foot line emanating from yourself to succeed on a Constitution saving throw, or take 3d10 necrotic damage, taking half of the necrotic damage on a successful saving throw.

Creatures that fail this saving throw are also affected by the secondary damage of your Hemotoxin feature.

Transfusion

By 18th level, you rip away the life force of those you strike. When you would gain temporary hit points from your Rally feature, you can instead choose to restore hit points equal to the amount of temporary hit points you would've gained.

Hunter's Tools

When you use a Hunter's Tool, you must expend an amount of quicksilver ammunition equal to or greater than the listed cost of the tool. You cannot expend more quicksilver ammunition on a tool at once than the table listed below:

Hunter Level Maximum Number of Quicksilver Spent
2nd 1
5th 2
9th 3
13th 4
17th 5

The tools are listed in alphabetical order.

A Call Beyond

Cost: 5 quicksilver bullets.

As an action, you summon a barrage of arcane force in a 20-foot sphere centered on yourself. Creatures in the sphere that do not include yourself must make a Dexterity saving throw. On a failed saving throw, a creature takes 12d6 force damage, or half on a successful one.

Accursed Brew

Cost: 1 quicksilver ammunition

As an action, you throw a concoction of curses at a creature within 30 feet of yourself. Make a ranged spell attack against the target. On a hit, the target takes 1d6 necrotic damage. Hit or miss, the concoction then explodes. The target and each creature within 10 feet of the point where the concoction exploded must succeed on a Dexterity saving throw or take 2d6 necrotic damage.

Higher Costs: The explosion deals an additional 1d6 necrotic damage for every additional piece of quicksilver ammunition spent.

Augur of Ebrietas

Cost: 1 quicksilver ammunition

Whenever you would make a weapon attack as part of the Attack action, or using your Parry feature, you can spend quicksilver ammunition to replace that attack with a blast of tentacles. Make a melee spell attack with a reach of 10 feet. On a hit, the target takes force damage equal to 1d8 + your Wisdom modifier, and is shoved 5 feet away from you.

Higher Costs: The tentacles deal an additional 1d8 force damage for every additional piece of quicksilver ammunition spent.

Beast Roar

Cost: 1 quicksilver ammunition

As a reaction to a hostile creature coming within 10 feet of yourself, you roar with the force of a mighty beast. Each creature within 15 feet of yourself must make a Constitution saving throw. On a failed save, a creature is pushed 10 feet away from you and is knocked prone. On a successful save, the creature isn't pushed or knocked prone.

Higher Costs: The distance shoved increases by 5 feet for every additional piece of quicksilver ammunition spent.

Blacksky Eye

Cost: 1 quicksilver ammunition

As an action, you send a blast of energy at a creature within 120 feet of yourself. Make a ranged spell attack against the target. On a hit, the target takes 2d10 force damage.

Higher Costs: The blast deals an additional 1d10 force damage for every additional piece of quicksilver ammunition spent.

Choir Bell

Cost: 1 quicksilver ammunition

As a bonus action, you ring a bell that unleashes a soothing noise around you. Each creature of your choice within 20 feet of yourself gains temporary hit points equal to 1d6 + your Wisdom modifier.

Higher Costs: The temporary hit points increases by 1d6 for every additional piece of quicksilver ammunition spent.

Empty Phantasm Shell

Cost: 3 quicksilver ammunition

As a bonus action, you surround a weapon you are wielding with otherworldly energy. For the next minute, when you deal damage with that weapon, you deal an additional 1d6 force damage to the target, and the weapon becomes magical.

Higher Costs: If you spend 5 quicksilver ammunition on this tool, the force damage increases to 2d6.

Executioner Gloves

Cost: 1 quicksilver ammunition

As an action, you create three vengeful spirits, in the form of homing skulls. Each skull hits a creature of your choice that you can see within 60 feet of yourself. A skull deals 1d8 necrotic damage to its target. The skulls all strike simultaneously, and you can direct them to hit one creature or several.

Higher Costs: You fire an additional spirit for every additional piece of quicksilver ammunition spent.

Madara's Whistle

Cost: 2 quicksilver ammunition

As an action, a circle of teeth appear below you, and then a giant serpent tries to consume all in the radius. Each creature in a 20-foot-radius centered on yourself, including you, must make a Dexterity saving throw. A target takes 4d6 piercing damage and 4d6 acid damage on a failed save, or half as much damage on a successful one. When you make this saving throw, you take half as much damage on a failed save, or no damage on a successful one.

Higher Costs: The piercing and acid damage deals an additional 1d6 damage for every additional piece of quicksilver ammunition spent.

Old Hunter Bone

Cost: 3 quicksilver ammunition

As an action, you begin to channel energy that allows you to move exceptionally quickly, as if you were teleporting. For the next minute, you can use your bonus action to teleport 30 feet.

Higher Costs: The teleport range increases by 10 feet for every additional piece of quicksilver ammunition spent.

Tiny Tonitrus

Cost: 3 quicksilver ammunition

As an action, a stroke of lightning forming a line 30 feet long and 15 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

Higher Costs: The lightning deals an additional 1d6 lightning damage for every additional piece of quicksilver ammunition spent.

Runes

If a rune has prerequisites, you must meet them to learn it. You can learn the rune at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Anti-Clockwork Metamorphosis

Prerequisite: 6th level

This rune enables those whom equip it to seem tireless. It grants the following effect:

  • You ignore the effects of one level of exhaustion. Should you continue to take levels of exhaustion, you begin to accrue penalties as normal, dying when you reach 7 levels of exhaustion

Arcane Lake

A strange rune which mimics the language of horrific creatures long since forgotten by time, known as old ones. It grants the following effect:

  • You reduce all damage you take from spells by an amount equal to your hunter level.

Blood Rapture

Prerequisite: Visceral Attacks feature

This rune seems to describe methods of invoking euphoria at just the warmth of blood. It grants the following effect:

  • When you land a critical hit on a creature with a CR of 1 or higher, you regain hit points equal to half of your hunter level + your Constitution modifier.

Clawmark

Prerequisite: 5th level

This rune bears symbols that seem to make those who read it more aggressive and wishing to see blood spill from other creatures. It grants the following effect:

  • Your weapon attacks now score a critical hit on a roll of 19 or 20.

Clear Deep Sea

This rune represents inhuman voices of eldritch beings as downreaching currents. It grants the following effect:

  • You have resistance to poison damage and advantage on saving throws against being poisoned.

Clockwise Metamorphosis

Those who bear this rune appear to be almost unkillable. It grants the following effect:

  • Your maximum hit points increase by an amount equal to your hunter level.

Communion

This rune strengthen's a hunter's component pouch, allowing more vials of blood to be filled. It grants the following effect:

  • You can hold two additional blood vials.

Deep Sea

Prerequisite: 7th level

This rune bolsters the mind, granting bits of understanding toward the eldritch madness of the world. It grants the following effects:

  • You are resistant to psychic damage.
  • You have advantage on saving throws against being charmed and frightened.

Dissipating Lake

This rune seems to ground electrical effects, making them ripple like a watery reflection before they harm you. It grants the following effect:

  • You are resistant to lightning damage.

Eye

This rune makes those who equip it more perceptive of their surroundings, noticing small details they would not otherwise see. It grants the following effect:

  • You gain proficiency in Perception and Investigation. If you are already proficient in one or both of those skills, you double your proficiency bonus for checks using them.

Fading Lake

This rune seems to make fires die faster, making them ripple like a watery reflection before they harm you. It grants the following effect:

  • You are resistant to fire damage.

Formless Oedon

This rune seems to symbolize a creature that possesses no form, only a voice that speaks to those who equip it. It grants the following effect:

  • When you use your Quicksilver feature, you create an additional amount of ammunition equal to your Constitution modifier (min 1 additional piece of ammunition).
  • Your maximum amount of quicksilver ammunition increases by 5.

Great Lake

Prerequisite: 14th level

This rune seems to protect the user, projecting visions and sounds of great waves protecting them whenever they would be attacked. It grants the following effect:

  • You can choose two damage types when you finish a long rest that do not include bludgeoning, piercing, or slashing. You gain resistance to those damage types until you choose a different one with this feature.

Guidance

Prerequisite: Rally feature

This rune makes the wearer seem to see glowing wisps in the darkness, informing them of weakpoints of creatures. It grants the following effect:

  • The amount of temporary hit points you gain from Rally is increased by an amount equal to your Wisdom modifier (min +0).

Lake

Prerequisite: 9th level

This rune appears to represent a bastion of physical might, defending those who wield it from the weapons of others. It grants the following effect:

  • Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by an amount equal to your Dexterity modifier.

Oedon Writhe

Prerequisite: Visceral Attacks feature

This rune teaches a hunter how to turn the blood of other beings into ammunition, instead of just their own. It grants the following effect:

  • When you hit a creature with your Parry feature, you gain 1 piece of quicksilver ammunition in your component pouch as if it were created by your Quicksilver feature.

Credits

Made using GMBinder

Mechanics by /u/Dingo_Chungis, aka Blackbando.

Additional mechanics and main theorycrafting by /u/Emperorsnek.

Exceptionally amazing criticism by Onion-Souls

First Art by Aleksey Pollack.

Second Art by snatti89

Third art by alexnegrea

Fourth art by tako.

All other art, as well as Bloodborne, owned by From Software.

 

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