Hunter (Bloodborne) Fixed

by Fylu02

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Hunter (Bloodborne)

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 Charisma or Intelligence if you chose to follow the Executioner or Lumenwood Covenants.

Class Features

As a class_name, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor, medium armor
  • Weapons: Simple weapons, martial weapons, trick weapons
  • Tools: Tinkerers Tools, another tool of your choice

  • Saving Throws: Dexterity, Wisdom, Sanity (if used)
  • Skills: Choose three from Athletics, Acrobatics, Stealth, Investigation, Insight, Perception and Survival

Equipment

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

Additionally, transforming a trick weapon is a bonus action for a hunter.

  • (a) chain shirt or (b) leather armor
  • (a) a trick weapon and a firearm (b) a trick weapon and a shield
  • (a) 20 Quicksilver Bullets (b) 10 Quicksilver Bullets and 2 Bolt or Fire Papers
  • (a) a dungeoneer's pack or (b) an explorers pack
The Hunter
Level Proficiency Bonus Features
1st +2 Fighting Style, Favored Prey
2nd +2 Tools of the Hunt
3rd +2 Hunter Covenant
4th +2 Ability Score Improvement
5th +3 Extra Attack (1)
6th +3 Hunter's Expertise (1)
7th +3 Covenant Feature
8th +3 Ability Score Improvement, Evasion
9th +4 Brutal Critical (1 Dice)
10th +4 Covenant Feature, Hunter's Expertise (2)
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Brutal Critical (2 Dice), Art of Quickening
14th +5
15th +5 Covenant Feature
16th +5 Ability Score Improvement, Hunter's Awareness
17th +6 Brutal Critical (3 Dice)
18th +6 Covenant Feature
19th +6 Ability Score Improvement
20th +6 The Good Hunter
IMPORTANT
  1. This document is intended to be used in a game where every player uses this class, but with different subclasses. Due to this, it has a very broad scope of abilities, some borrowing from ideas usually reserved to other pre-existing 5e classes

  2. The content of this class is intended to be used together with the bloodborne Armory found Here: Bloodborne Armory. DO NOT use the firearms introduced in the DMG. They are not intended to be used with this document, nor even intended to be used with regular DnD.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the options available to the fighter or one of the expanded options below. You can't take a fighting style option more than once, even if you later get to choose again.

Heavyweight Fighting

You can use your weight, and the weight of your weapon, to land devastating blows. While you are wielding a heavy melee weapon, you gain a +1 bonus to damage rolls and you have advantage on Strength (Athletics) checks to Shove.

Featherweight Fighting

While you are unarmed or wielding only light weapons, and aren't wearing medium or heavy armor, your walking speed increases by 10 ft. and you gain a +1 bonus to damage rolls with light melee weapons and unarmed strikes.

Mariner

When you are not wearing medium or heavy armor, or using a shield, you have a swimming speed equal to your walking speed, and you gain a +1 bonus to your Armor Class.

Mountaineer

When you are not wearing medium or heavy armor, or using a shield, you have a climbing speed equal to your walking speed, and you gain a +1 bonus to your Armor Class.

Mounted Warrior

While you are riding a controlled mount, both you and your mount gain a +1 bonus to your Armor Class, and you can use a bonus action on each of your turns to command the mount to take one action from its stat block or another action.

Shield Warrior

You gain proficiency with shields and can use them as a martial melee weapon, and on hit, your shield deals 2d4 bludgeoning damage. If you are wielding a shield and nothing else, you gain a +1 bonus to attack rolls with your shield and to your Armor Class.

Standard Bearer

When a creature within 5 feet attacks another creature you can see, you can use a reaction to grant it advantage on its attack roll. You must be holding a standard or banner in your hand (and nothing else in that hand) to use this reaction.

Wrestler

When you hit a creature with a melee attack on your turn, you can use a bonus action on that turn to attempt to grapple or shove that creature, so long as you have a free hand to do so. Also, you can drag grappled creatures up to your full speed.

Improvised Fighting

You are proficient in improvised weapons. Once per turn, when you use an object to make an improvised weapon attack, you can choose to roll the damage die twice and take the higher damage roll.

When you do so, the object used to make the improvised attack is destroyed and can not be used for further attacks. You can't use this feature to destroy magical objects.

Tunnel Fighter

As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Close Quarters Shooter

When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

Favored Prey

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: aberrations, Beasts, monstrosities, or undead.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Tools of the Hunt

At 2nd Level, you gain a set of so called Blood Vials to aid you in your hunt. You have a number of Blood Vials equal to your Proficiency bonus that replenish after each long rest. On your turn, you can use a bonus action to drink a blood vial, regaining hit points equal to 1d10 + your Hunter level.

Additionally, at the end of a long rest you gain a number of Quicksilver Bullets equal to your Hunter Level up to your maximum capacity.

Hunter Covenant

At 3rd level, though you are all united under the hunters Workshop, you chose a Hunter Covenant to join, an ideology that gives you some measure of comfort during the long nights of the hunt. Choose between the Cainhurst Vilebloods, Executioners, Hunters of Hunters, The League, The Blood Beasts, and the Lumenwood Kin, all of which are detailed at the end of the class description.

You can equip your Covenants Oath rune without it taking up one of your runeslots. 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.

Extra Attack

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.

Hunter's Expertise

At 6th level, you chose a particular field of Expertise to specialize in. Chose one of your Skill Proficiencies, you gain expertise in this skil and another ability depending on the Skill as detailed below. You chose another skill to gain this benefit at 10th level.

Tumbling Monkey

Skill: Acrobatic
Once per turn, when you inflict damage to a creature using a weapon with a reach property, or a quarterstaff held in two hands, you can move 5 feet as a free action. This movement does not count toward your maximum movement speed for the turn and does not provoke Opportunity Attacks.

Vaulting Destrier

Skill: Animal Handling
Your weapon attacks inflict an additional d6 damage if you have the high ground (such as attacking from the back of a mount). Mounting or dismounting only costs you 5 feet of movement.

Blasting Thunderbird

Skill: Arcana
Once per turn, while you are holding a weapon and have a free hand, you can spend a bonus action to enchant your weapon until the end of your next turn, or until you drop the weapon. While enchanted, your weapon inflicts magical Lightning damage. Starting at level 11, add your Intelligence modifier to the damage dealt by your enchanted weapon.

Rushing Rhino

Skill: Athletics
You can attempt to shove or grapple creatures 2 sizes larger than you rather than just 1.

Sly Fox

Skill: Deception
As a bonus action, you can make a deception check against the passive insight of a creature within 60 feet of you. If you succede, the next attack you make against that creature within the next minute is made at advantage.

Ambushing Tiger

Skill: History
When you roll for initiative, roll two dice. For the first round of combat, you act on the lowest of the two result, and then on the highest of the results for the rest of the combat. You have advantage on the first attack you make against any enemy that acted before you during the first round of combat.

Patient Turtle

Skill: Insight
If you did not move this turn, you can take the Dodge action as a bonus action, then, if you do, your speed becomes 0 until the end of the turn. Once per day, when drinking a Blood Vial, you also gain the benefits of the dodge action.

Steadfast Bear

Skill: Intimidate
You have advantage on all saving throws against the Frightened condition. You add your Strength modifier to any ability check that uses your proficiency in the Intimidate skill.

Stinging Scorpion

Skill: Medicine
Once per turn, when inflicting piercing damage with a weapon attack you can reduce the damage by any amount you desire down to 1 point of damage; and if you do, the target’s speed is reduced by 5 feet for every 2 points of damage you sacrificed until the end of their next turn. This ability has no effect on Construct, Elemental, Ooze or Plant monsters.

Prowling Wolf

Skill: Nature
When attacking with a light weapon, you gain a +2 to the attack roll if an ally is within 5 feet of the target.

Hunting Eagle

Skill: Perception
You can use an action to make a ranged attack at a -2. If that attack hits, it is considered a critical hit. You cannot gain advantage on this attack, but you do not recieve the -2 to the attack roll if you would have qualified for gaining advantage.

Dancing Mantis

Skill: Performance
If you inflict slashing damage to a creature, that creature cannot make Opportunity Attacks against you until the end of the turn.

Cunning Raven

Skill: Persuasion
When you inflict damage to a creature with a weapon attack, you may attempt to distract that creature. As a bonus action, make a Charisma (Persuasion) Check opposed by the target's passive Insight, and if you succeed the next attack against the creature by someone other than you within the next minute is made with Advantage.

Purifying Unicorn

Skill: Religion
Whenever you regain hit points, or fail a Saving Throw, you gain a bonus d6 applied to your next Saving Throw. This effect remains until used or until you finish a short or long rest.

Striking Cobra

Skill: Sleight of hand
You have advantage on attacks made using a Light weapon you drew as part of your Attack action. You can apply poison to a Light weapon as a bonus action.

Hidden Chameleon

Skill: Stealth
You can Hide as a bonus action in combat.

Unstoppable Boar

Skill: Survival
Whenever you take damage, you gain temporary hit points equal to your Constitution modifier.

Evasion

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

Brutal Critical

Beginning at 9th level you have learned to attack quickly and brutally, there is no time for mercy on your 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 13th, and tree additional dice at 17th level

Art of Quickening

At 13th level, you have learned some of the secrets of the first hunters. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it as you dodge in a cloud of arcane smoke. You must use this feature before you know the outcome of the attack roll.

Hunter's Awareness

At 16th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

The Good Hunter

At 20th level, whenever you deal damage to a creature you immediately become aware of any Resistances, Immunities, and Vulnerabilities they might have.

Additionally, you become Immune to the effects of madness, ignoring any madnesses you would take or penalties resulting from them.

Cainhurst Vilebloods

"Pledgers to this oath are Cainhurst Vilebloods, hunters of blood who find dregs for their Queen of coldblood, particularly in that of hunters. Yet the corrupt are heretics in the eyes of the Church, thus subject to the wrath of the Executioners."


Covenant leader: Annalise, Queen of the Vilebloods


Associated Rune: Corruption

Associated Weapons

Starting when you join this covenant, you gain greater mastery over it's weapons.

  • Chikage. The Chikage retains it's finesse property when transormed and you increse it's damage die by 1 tier.
  • Evelyn. While wielding Evelyn, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls. Additionally, when you attack with a one-handed melee weapon, you can use a bonus action to attack with Evelyn.

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 a bonus action.

When you consume a Blood Dreg, you gain Temporary Hit Points equal to your Hunter Level, and all your attacks gain the Vampiric Property for 1 Minute (This weapon deals an extra 1d4 necrotic damage on a hit. When you hit a hostile creature with this weapon, you regain hit points equal to the extra necrotic damage dealt by this property.)

Bloodsucker

At 7th level, when you score a critical hit with a melee weapon, you gain 1 temporary blood dreg.

Additionally, As an action on your turn, you can make a melee attack against a creature within your reach. if it hits, it is considered a critical hit, but you reduce any damage from the attack to 0.

Temporary Blood Dregs

Temporary Blod Dregs function just like regular Blood Dregs, but you can only ever hold 1, cannot give them to someone else, and they disapear at the end of a long rest.

Vileblood Battle Arts

Beginning at 10th level, as an action on your turn, you can expend a Hit dice to coat a melee weapon with your vileblood for 1 minute. When using this ability, you take damage equal to your level + your Constitution modifier.

While coated in your vileblood, the weapon deals an additional 1d6 necrotic damage, this is improved to 1d8 at 15th level, and 1d10 at 17th level.

Improved Critical

Starting an 15th level, your attacks score a critical hit on a roll of 19 or 20.

Blood Rapture

At 17th level, Your mastery over the vileblood has granted you greater Hemomantic Powers. Once per long rest, you can cast the Devouring Mist Spell without expending a spell slot or requiring components.

Devouring Mist

7th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a splash of your blood worth at least 15 hit points, which the spell consumes)
  • Duration: 1 round

You transform into a 15-foot radius swirling cloud of blood mist. While in this form, you have a 60-foot flying speed and you have resistance to all damage besides radiant, force, and psychic damage, but cannot take any actions.

The first time a creature is engulfed within the blood mist (including from your movement while transformed), it must make a Constitution saving throw. On failure, they take 6d8 necrotic damage, and you regain 10 hit points. On a success, they take half as much damage, and you regain only 5 hit points. You can regain a total of 50 hit points, after which you do not regain additional hit points from this effect.

At the start of your next turn, you reform into your previous form.

Executioners

"The Executioners despise the impure Vilebloods, and no matter what the circumstances, would never cooperate with the bloodthirsty hunters who serve the undead queen, Annalise."


Associated Rune: Radiance

Associated Weapons

Starting when you join this covenant, you gain greater mastery over it's weapons.

  • Logarius' Wheel. The Wheel only takes half as much lifeforce at the end of each of your turns
  • Belfry Club. While in it's transformed state you can replace an attack with a ring of the bell, dealing 1d6 + your Proficiency bonus thunder damage to all creatures within 10 feet of you.

Church Healing Arts

At 3rd level, you gain the Spellcasting of that of a warlock of the Celestial Patron with all the normal rules.

Execution

Starting at 7th level, you excel at hunting down the enemies of the healing church. When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 1d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is one of your favored prey, to a maximum of 6d8.

Sacrificial Bargain

Starting at 10th level, you gain the Sacrificial Bargain feature. With a sacrifice of health, your patron grants you power.

Once per long rest, when you cast a celestial warlock spell of 1st-level or higher, you may spend a number of hit die equal to your celestial warlock spell level to cast the spell without expending a spell slot.

If the spell can't be cast at a higher level, you may instead spend a number of hit die equal to the spell level. Roll the hit dice and lower your maximum and current hit points by the ammount rolled. you can not regain these hit points until the end of your next long rest, or through a greater restoration spell.

Healing Sermon

Once you reach 15th level, once per long rest, you can recite a prayer that protects and heals all allies close to you. As an action, you and every creature of your choice within 30 feet of you can roll up to your proficiency bonus Hit Dice as if they had just taken a short rest.

Messiah

At 17th level, You have learned the greatest of the churches secrets. Once per long rest, you can cast the Heal Spell without expending a spell slot or requiring components.

Hunter of Hunters

"These watchmen admonish those who have become addled with blood. Be they men or beasts, anyone who has threatened the pledgers of "Hunter" oath has an issue with blood."


Associated Rune: Hunter

Associated Weapons

Starting when you join this covenant, you gain greater mastery over it's weapons.

  • Blade of Mercy. In it's transformed state, the damage die increses to a d6 and if you hit with both your main and off hand in the same turn, the enemies speed becomes 0 until the end of their next turn.
  • Flamesprayer If you critically hit with this weapon, the creature hit also get's set on fire as if hit by a flask of alchemist's fire.

Advanced Hunter Arts

At 3rd level, you have begun to learn the advanced arts of the first hunters. Chose one of your class features to get enhanced as detailed below. You must already posess the feature to chose it's enhancement. you chose another one at 7th, and 15th level.

  • Fighting Style. You can chose an additional Fighting Style.
  • Favored Prey. You can add humanoid (Human) to your list of favored prey.
  • Tools of the Hunt. When drinking a Blood Vial, you also gain advantage on your next attack roll before the end of the next turn.
  • Hunter's Expertise. Choose one Skill you are proficient in to gain Expertise with and one Skill you are not to get proficiency with.
  • Evasion. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Powder and Ash

At 7th level, you have learned how to make best use of your firearms. As part of a short rest, you can harvest bone and hide from a slain beast, monstrosity, or humanoid creature of size small or larger to create one dose of bone marrow ash. To use this trait, you need a sufficient tool, such as a bonesaw, as well as a fire to create the ash.

Hunters Quarry

At 10th level, you have become very adept at hunting your quarries.

Once per turn, you can deal additional damage equal to 1d6 + 1/2 your hunter Level to one creature you hit with an attack if they were one of your favored prey.

Master Hunter Arts

At 15th level, you have truely grasped the secrets of the first hunters of old, properly mastering their arts. Chose one of your class features to get mastered as detailed below:

  • Extra Attack. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.
  • Evasion. When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
  • Art of Quickening. You may use this feature after knowing the outcome of the roll.

The Nuclear Option

At 17th level, You have aquired the highest quality Hunter tool for combating large hordes of enemies. Once per long rest, you can cast the Delayed Blast Fireball Spell without expending a spell slot or requiring components.

The League

"The League is a band of Hunters who have taken an oath and are bound by a single purpose. By aligning yourself to The League, led by a mysterious figure in a constable's garb and bucket helmet, you can assist other Hunters in the world and compete in The League's rankings leaderboard."


Covenant Leader: Valtr


Associated Rune: Impurity

Associated Weapons

Starting when you join this covenant, you gain greater mastery over it's weapons.

  • Ignis. When 'charging' the weapon, it gains 3 charges instead.
  • Syringe Estoc. In it's transformed state, this weapon gains 5 extra feet of reach.

Hunter Of Vermin

When you choose this oath at 3rd level, You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Additionally, whenever you kill an evil or posessed humanoid, you can extract one vermin from their corpse.

You can crush a vermin as a bonus action. When crushing a vermin, you and every ally within 30 feet of you, increase the next instance of damage they deal by 1d6.

League Squadron Arts

From 7th level onward, under your leadership, your allies fight as a cohesive unit, outmaneuvering and outflanking any enemy. You gain the following benefits:

  • Once per turn, in place of an attack, you can issue an order to an ally within 60 feet that can hear you. They can then make a single attack against an enemy within their range.

League of Many

Starting at 10th level, when you deal damage with an attack, you deal 1 extra damage for each ally within 30 feet of you, up to a maximum of +5

Exploit Opening

Starting at 15th level, you are able to create openings in your enemies that can be exploited by your allies.

When an ally within 30 feet of you misses with an attack roll, you can use their reaction to let them roll the attack again, potentially turning the hit into a miss

Purge the Unclean

At 17th level, You have learned the greatest arts for purging the vermin. Once per long rest, you can cast the Divine Word Spell without expending a spell slot or requiring components.

The Blood Beast

"Those who swear this oath take on a ghastly form and enjoy accentuated transformation effects, especially while wielding a beast weapon"


Associated Rune: Beast's Embrace

Associated Weapons

Starting when you join this covenant, you gain greater mastery over it's weapons.

  • Beast Claw. When in it's transformed state, the claws damage increses to 1d8.
  • Beast Blade. When in it's transformed state, you are under the Beasthood condition and increse your reach by 5 feet.

Beast Soul

Starting at 3rd level, you have embraced the beast and are able to alleviate some of the negatives of the affliction, granting you the following benefits:

  • 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.
  • When under the Beasthood Condition, you do not become vulnerable to all damage.

Additionally while under Beasthood, you gain the following general benefits if you aren't wearing heavy armor, as wel as an additonal benefit depending on your "Chosen Beast":

  • You have advantage on Strength checks and Strength saving throws.
  • You have resistance to bludgeoning, piercing, and slashing damage.

Chosen Beasts:

  • Monstrosity. You gain 5 extra feet of movement and your AC increases by 1.
  • Undead. If damage reduces you to 0 hit points, you can use a reaction to make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead.
  • Abberation. You Gain the Augur of Ebrietas Hunter tool and the Gun-Parry feat but can only use them with one another. Additonally, you treat your mental scores as 2 higher for the purposes of hunter tools.

Form of the Beast

Starting at 7th level, your body takes on beastial traits even when not transformed, granting you the following Benefits

  • You grow claws to rend your foes with. you deal 1d6 + your Strength modifier on unarmed attacks, the unarmed attack damage die improves to 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 17th level. these claws count as a magical weapons with which you have proficiency in.
  • You grow a tough hide to defend from attacks. you gain an unarmoured defense of 10 + your proficiency bonus + your Dexterity modifier, however, you can no longer use, weapons or armor made for humanoid creatures (Beast weapons are exempt from this and per the dm's approval, you may be able to get some custom made gear that does still work)

Additionally, When under the Beasthood condition, the conflict within you is lessened, you may chose one Saving throw to not get disadvantage in.

Beastial Rend

Starting at 10th level, when you hit a creature with an unarmed attack, you can expend HP up to your Proficiency bonus to deal 1d4 extra damage per HP spent. On a crit, these dice are not doubled and you roll d6s instead.

The damage type of this feature changes depending on your Chosen Beast (Monstrosity: Slashing/Piercing/Bludgeoning, Undead: Necrotic/Poison, Abberation: Force/Psycic)

Additionally, When under the Beasthood condition, there is almost no conflict within you, you may chose a second Saving throw to not get disadvantage in.

Man or Monster

Beginning at 15th level, the beast within has truely become the dominant part of you, and your Humanity is surely waning. Your creature type changes depending on your chosen beast and your unarmored defense is improved to 10 + your proficiency + your Dexterity modifier + your Constitution modifier.

Additionally, you are considered a large creature while under the effects of Beasthood and can activate and deactivate Beasthood at will, even without any Trick weapons or Beastblood Pellets to help you.

Additionally, When under the Beasthood condition there is no longer any conflict within you, you do not get disadvantage in any saving throw.

True Beast

Starting at 17th level, you are considered a Huge creature while under the effects of Beasthood.

Additionally, you gain a limited amount of Spells depending on your Chosen Beast. Your Spellcasting ability score for these is Constitution.

  • Monstrosity. 2/day: Martial Steel Wind Strike
  • Undead. 1/day: Finder of Death
  • Abberation. 2/day: Gravity Fisure

Lumenwood Kin

"Those who take this oath become a Lumenwood that peers towards the sky, feeding phantasms in its luscious bed. Phantasms guide us and lead us to further discoveries."


Associated Rune: Milkweed

Associated Weapons

Starting when you join this covenant, you gain greater mastery over it's weapons.

  • Kos Parasite. The Weapon gaint the Arcane Property.
  • Amygdalan Arm. The Weapon gaint the Arcane Property.

Scolar of the Kin

Starting at 3rd level, you gain access to the tools you need to properly begin your studies of the Kin, giving you the following benefits:

  • You gain the Blacksky Eye hunter tool.
  • When using a hunter tool, you can always use your intelligence instead of any other Ability score for requirements and scaling.

Lumenwood Arts

At 7th level, you have learned how to use the Kins power to recover the recources you need to practice your craft.

As an action, while wielding an Arcane Weapon you can make a single attack against an enemy within your reach. If your attack hits, you gain 1 Quicksilver Bullet for every 10 damage the attack dealt (minimum of 1) up to your maximum.

Additionally, you gain 1 Hunter tool of your choice with a cost of up to 3 QS Bullets.

Arcane Mastery

At 10th level, your mastery of the arcane allows you to further increse the potency of your Hunter tools.

You add your Intelligence moddifier to the damage dealt of your Arcane Weapons and hunter tools.

Additionally, you gain 1 Hunter tool of your choice with a cost of up to 5 QS Bullets.

Scolars Achievement

At 15th level, your studdies have allowed you to create some hunter tools of your own.

chose 2 Spells from the Warlock spell list of up to 4th level. you gain 2 hunter tools that allow you to cast the chosen spells with a QS Bullet cost according to the spell level, as detailed on the table below

Spell Level QS Bullet Cost
Cantrip 1
1 2
2 4
3 6
4 7

Mastery of the Beyond

At 17th level, You have grasped the mysteries of the phantasms hidden among the stars. Once per long rest, you can cast the Twisting Eruption Spell without expending a spell slot or requiring components.

Twisting Eruption

7th-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (Madman's Knowledge)
  • Duration: Concentration, up to 1 minute

You target a point and call forth pale tendrils, and clouds of dark energy that erupt from the ground in a 60 foot radius. All creatures of your choice must make a Dexterity saving throw or be restrained as the shadowy tendrils grasp and drain the life from it.

At start of a creature's turn, if it is restrained by the spell, it takes 2d10 bludgeoning damage, and 2d10 necrotic damage. Each time a creature takes necrotic damage from this spell, the caster regains 1d4 hit points.

A creature restrained by the tendrils can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. A tendril can be destroyed, freeing a creature from its grasp. They have an AC of 10, 20 hit point, and are immune to all damage besides radiant and fire. Spells that deal radiant or fire damage to creatures in an area of effect also affect tendrils in that area.

Creatures that end their turn within the radius while not restrained must make a Dexterity saving throw or become restrained by the tendrils.

General Feats

To be added (maybe)

Ideas so far include:

  • Beast feat for selecting another chosen beast
  • Lumenwood feat to get even more spells for tools
  • General feat to get extra Expertise choice
  • Laurence style feat for giving beasts a little elemental stuff or something

Flesh of the Chimera

Prerequisite: Must have the The Blood Beast Subclass
Your Beasthood Corruption is far stranger than usual, blending elementrs from multiple mutations together. You gain the following benefits:

  • You may select a second Chosen Beast Option, gaining all it's associated benefits.

Valued Member

Prerequisite: Must have the The League Subclass or the League Associate Feat
You have been in contact with the League for a while now, and have reached a respectable rank within it's Ranks, granting you the following benefits:

  • You double the range of your League based abilities

Archetype Feats

Cainhurst Courtier

Prerequisite: must not have picked the Cainhurst Vileblood Subclass.
You my not be a true Cainhurst Royal, but you do know the in's andOut's of it's court well enough to get by. You gain the following benefits:

  • You can consume a Blood Dreg as a bonus action.
  • When you consume a Blood Dreg, you gain Temporary Hit Points equal to your Hunter Level

League Associate

Prerequisite: must not have picked the The League Subclass.
You are not a true agent of the league, but you have an amicable relationship and do work together from time to time. You gain the following benefits:

  • Whenever you kill an evil or posessed humanoid, you can extract one vermin from their corpse.
  • You can crush a vermin as a bonus action. When crushing a vermin, you and every ally within 15 feet of you, increase the next instance of damage they deal by 1d6.