Blood Hunter Order
Seekers of Old Blood
Before the advent of the Hunter's Bane concoction, few select individuals went trough the process of blood transfusion. Using ancient and powerful blood as a source of knowledge and strength, for blood is the essence of all, these individuals became some of the first Blood Hunters to walk the land. They were highly unstable, both in mind and form, but efficient killing machines. When they perished or succumbed to corruption, their blood was collected, refined and ministered unto new subjects. And the eldritch knowledge of the Hunt passed down through the blood. Today there are still some individuals who went through this process, using an echo of elder blood to inherit the supernatural knowledge of the Hunt and the methods of monster slaying.
Inheritance of the Hunt
Upon choosing this archetype, your connection with the Elder Blood deepens, choose one of the following options.
- Aberrations : Your blood has it's origin in elder beings beyond the ken of mortals, extend the effects of the Hunter's Bane feature to Aberrations.Your otherworldly insight now grants you proficiency on Perception or Insight (choose one), counting as expertise if you already have proficiency.
- Monstrosities : Your blood has it's origin on the magical monstrosities that roam the world, extend the effects of the Hunter's Bane feature to Monstrosities. You have advantage on perception checks that rely on your senses of smell, and may use a action to have blindsight up to 10 feet for 1 hour once per long rest.
- Fey : Your blood has it's origin on the whimsical and strange beings that inhabit the Feywild. Once per short rest you may cast the Misty Step spell and you can't be put to sleep magically.
- Fiend : Your blood has it's origin on the infernal creatures of the lower planes as demonic blood is too unstable to be used in the transfusion. You may choose one of the legacies of infernal blood described in Mordenkainen's Tome of Foes.
- Undead : Your blood has it's origin on the unholy and undying creature that stalks the nights of the world. You require only one quarter as as much food, water and sleep, but you still require the normal resting times to reduce your exhaustion and to gain the benefits of a short or long rest.
Your physical form also changes to reflect this choice, you may grow eyes on your arms or hands on choosing Aberrations, or your face may take on a more lupine aspect from choosing Monstrosities.
Tricks of the Trade
Beginning at 3rd level you have inherited the Techniques and methods from the hunters of old, choose one of the following techniques:
- Hunter's Parry : If you have a Crimson Rite active you can use a bonus action on your turn to prepare a reaction to make a ranged attack with a light ranged or thrown weapon against a creature that does a melee attack against you. On a hit, you discharge the powers from the Crimson Rite, the target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
- Hunter's Dodge : If you have a Crimson Rite active, when you are subjected to an effect that allows you to make a Dexterity saving throw, roll your Crimson Rite damage and add the results of the saving throw, the effects of the Crimson Rite then ends.
- Hunter's Rally : If you have lost health since the end of your last turn, if you hit an enemy with a melee slashing or piercing weapon attack you may expend a Hit Dice and heal yourself for half the amount rolled. You may use this ability up to a number of times equal to your Wisdom modifier per long rest.
Whenever any of these techniques ask for a saving throw or ability check, the target value is equal to 8 + your proficiency + your Wisdom modifier. You may choose an additional Technique at level 11.
Blood Analysis
At 7th level your kinship with blood, the essence of all, deepens. You may use an action to analyze a creature that you can see, revealing its immunities, resistances, senses and its creature type. Additionally when using a blood curse on a creature that you previously analyzed, that creature is automatically amplified with no additional cost to your health. You may use this skill once per long rest.
Tools of the Hunt
The eldritch knowledge in your blood grants you access to the weapons of the hunters of old. At 11th level choose two weapons, one light and one heavy, you may expend a period of one week and the combined cost of the weapons to create a new weapon that is a combination of the two, and when you wield it you can change between the forms, keeping your Blood Rite if you have one active. If you score a critical hit or kill an enemy after switching forms, you may make an additional attack as part of the attack action. This effect only occurs once per turn. You may change your combined weapons by expending another week and the appropriate cost.
Kin of Monsters
At 15th level your connection with Old Blood deepens, you gain one of the following abilities, and you can expend one action to activate them and you regain them after a long rest, in accordance with your Inheritance :
- Aberrations :You gain truesight up to 30 feet for one minute. Also you have advantage against effects that would cause Madness.
-
Monstrosities : You grow to one size larger as if you were under the effect of the enlarge/reduce spell, but instead of adding 1d4 extra damage, you double the weapon damage die.
-
Fiends : You sprout fiendish wings from your back as you gain a flying speed of 40 feet during 1 hours.
-
Fey : During one minute, instead of moving when using your move speed on your turn you may instantly teleport to the desired location, expending move speed accordingly.
-
Undead : During 10 minutes, if you drop to 0 hit points, you may roll a Constitution Saving Throw with at target DC equals to 8 + half the damage you took, stopping at 1 hit point instead of zero on a success. This effect does not activate if take radiant or fire damage, this trait does not work until the end of your next turn.