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. Second, choose the charlatan or hermit background. Finally, choose a hand crossbow, a shortsword, an explorer's pack, and leather armor.
The Hunter
Level | Proficiency Bonus | Features | Blood Vials | Blood's Echo |
---|---|---|---|---|
1st | +2 | Blood Vials, Presence of the Moon | 1 | 1d6 |
2nd | +2 | Fighting Style, Rally | 1 | 1d6 |
3rd | +2 | Hunter's Covenant, Otherworldly Insight | 1 | 1d6 |
4th | +2 | Ability Score Improvement | 1 | 1d6 |
5th | +3 | Extra Attack, Parry | 2 | 1d8 |
6th | +3 | Covenant Feature | 2 | 1d8 |
7th | +3 | Evasion | 2 | 1d8 |
8th | +3 | Ability Score Improvement | 2 | 1d8 |
9th | +4 | Predator of the Night | 2 | 1d8 |
10th | +4 | Empowered Blood | 2 | 1d8 |
11th | +4 | Visceral Attacks | 3 | 1d10 |
12th | +4 | Ability Score Improvement | 3 | 1d10 |
13th | +5 | Covenant Feature | 3 | 1d10 |
14th | +5 | Broken Shackles | 3 | 1d10 |
15th | +5 | Superior Visceral Attacks | 3 | 1d10 |
16th | +5 | Ability Score Improvement | 3 | 1d10 |
17th | +6 | Masterful Parry | 4 | 1d12 |
18th | +6 | Covenant Feature | 4 | 1d12 |
19th | +6 | Ability Score Improvement | 4 | 1d12 |
20th | +6 | Reactive | 4 | 1d12 |
Class Features
As a hunter, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per hunter level
- Hit Points at First Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + 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) a shortsword, or (b) a simple weapon
- (a) a burglar's pack or (b) an explorer's pac
- A component pouch and leather armor
Blood Vials
Crimson blood fuels you as you fight, keeping yourself alive even as your wounds grow worse, making you immune to disease.
Your component pouch has vials filled with blood in it, which only you can consume for benefits. If a creature other than you injects a blood vial into itself, it becomes poisoned until the start of its next turn.
As a bonus action, you can take a vial out and inject it into yourself, restoring hit points to yourself equal to your Blood's Echo die, as shown in the Blood's Echo column of the Hunter table, plus your Constitution modifier. You have one blood vial, and regain use of it after a long rest.
The number of blood vials you have increases by 1 at 5th level (2 vials), 11th level (3 vials), and 17th level (4 vials). At the end of a long rest, you regain any expended blood vials.
Presence of the Moon
The presence of the moon makes you undying. You are proficient in death saving throws, and if the result of a death saving throw you make is 20 or higher, you regain 1 hitpoint.
Fighting Style
At 2nd 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.
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 reroll the die and must use the new roll, even if the new roll is a 1 or a 2. 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.
Rally
Additionally, at 2nd level, you are empowered by the life force of your enemies. When a creature deals damage to you with a weapon attack, you're able to recoup some of your lost vitality by attacking them back before the end of your next turn. The first time you hit that creature within this time, you regain hit points equal to your Blood's Echo die. If you score a critical hit in this way, you roll your Blood's Echo die twice.
Hunter's Covenant
Starting at 3rd level, you bind yourself to a covenant of hunters, living by their creed and fighting alongside them. Choose from the Covenant of the Choir, the Covenant of the Executioners, the Covenant of the Hunter of Hunters, the Covenant of the Old Blood, or the Covenant of the Vilebloods.
Your choice grants you features at 3rd level and again at 6th, 13th, and 18th levels.
Otherworldly Insight
Also, at 3rd level, you become a student of truth above all, and a relentless searcher of eldritch wisdom. When you make an Intelligence (Arcana and Investigation) check relating to aberrations and the Far Realms, you are considered proficient in the skill you used, and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
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 5th level, your reflexes have quickened enough to allow you to deflect the attacks of creatures.
As a reaction to a creature you can see hitting you with an attack, you can increase your AC against that attack by an amount equal to your Blood's Echo die.
Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. 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 only half damage if you fail.
Predator of the Night
Beginning at 9th level, dim light does not impose disadvantage on your Wisdom (Perception) checks.
Empowered Blood
By 10th level, you are immune to poison.
Visceral Attacks
At 11th level, you can strike during moments of weakness in your foe's defense. Whenever you cause an attack to miss with your Parry feature, you can make one weapon attack on the attacker as part of the same reaction.
Broken Shackles
Beginning at 14th level, you cannot be cursed by any means, unless you allow it.
Superior Visceral Attacks
Starting at 15th level, whenever you hit a creature with a weapon attack from your Visceral Attacks feature, the creature must succeed on a Constitution saving throw, with a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). On a failed saving throw, the attack is a critical hit.
Masterful Parry
By 17th level, when you use your Parry feature, if the attack that hit you was not a critical hit, you can cause it to miss, instead of increasing your AC.
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 Choir
Your covenant reveals to you the true terrifying secrets of the world, secrets known only by a mysterious choir. Their many eyes see all that goes on in the world, and though not all of their members understand everything that they see, they all know more than most men.
——Spell Slots per Spell Level——
Choir Spellcasting
Hunter Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|
3rd | 2 | 3 | 2 | - | - | - |
4th | 2 | 4 | 3 | - | - | - |
5th | 2 | 4 | 3 | - | - | - |
6th | 2 | 4 | 3 | - | - | - |
7th | 2 | 5 | 4 | 2 | - | - |
8th | 2 | 6 | 4 | 2 | - | - |
9th | 2 | 6 | 4 | 2 | - | - |
10th | 3 | 7 | 4 | 3 | - | - |
11th | 3 | 8 | 4 | 3 | - | - |
12th | 3 | 8 | 4 | 3 | - | - |
13th | 3 | 9 | 4 | 3 | 2 | - |
14th | 3 | 10 | 4 | 3 | 2 | - |
15th | 3 | 10 | 4 | 3 | 2 | - |
16th | 3 | 11 | 4 | 3 | 3 | - |
17th | 3 | 11 | 4 | 3 | 3 | - |
18th | 3 | 11 | 4 | 3 | 3 | - |
19th | 3 | 12 | 4 | 3 | 3 | 1 |
20th | 3 | 13 | 4 | 3 | 3 | 1 |
Divine Domain
When you join this covenant, at 3rd level, you gain access to one divine domain of your choice from the cleric class. Some class features in this covenant will be changed based on your decision.
Spellcasting
At 3rd level, you learn to cast divine spells from your covenant's religious teachings.
Cantrips
You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
Spell Slots
The Choir Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level cleric spells of your choice, two of which you must choose from the evocation and necromancy spells on the cleric spell list. You may also choose spells from your divine domain's Domain Spells, even if they are not from the evocation or necromancy schools.
The Spells Known column of the Choir Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an evocation or necromancy spell of your choice, or a spell of your choice from your divine domain's Domain Spells, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or necromancy spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic, or you choose the spell from your divine domain's Domain Spells.
Spellcasting Ability
Intelligence is your spellcasting ability for your cleric spells, since you learn your spells through study of religious texts and prayers. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Hunter Tool Spells
While not required to use this subclass, the following spells are based on Bloodborne's hunter tools, and can help invoke the feel of playing a choir hunter better.
Warped Divinity
Starting at 6th level, you gain the ability to channel divine energies, and then corrupt it through eldritch magic. You have two such effects: Cosmic Chant and an effect determined by your domain, as listed below.
When you use your Warped Divinity, you choose which effect to create. You must then finish a short or long rest to use your Warped Divinity again. Some Warped Divinity effects require saving throws. When you use such an effect from this class, the DC equals your choir spell save DC.
Beginning at 11th level, you can use your Warped Divinity twice between rests. When you finish a short or long rest, you regain your expended uses.
Domain | Warped Divinity |
---|---|
Knowledge | Invoke Amnesia |
Life | Desecrate Life |
Light | Darkness of the Dusk |
Nature | Wither the Living |
Tempest | Eldritch Wrath |
Trickery | Illusion of Truth |
War | Forced Strike |
Warped Divinity: Cosmic Chant
As an action, you can use your Warped Divinity to begin to chant, uttering otherworldly tongues for the next minute, or until you lose your concentration (as if concentrating on a spell).
When a creature that starts its turn within 30 feet of you can hear your utterances, it must succeed on an Intelligence saving throw, or take psychic damage equal to 1d6 + half of your hunter level and be frightened until you stop chanting. The creature can repeat its saving throw at the end of each of its turns, ending the effect on a success. A creature that succeeds on its saving throw is immune to being frightened by your chanting for the next 24 hours.
Warped Divinity: Invoke Amnesia
As an action, you can use your Warped Divinity to try to have a creature within 60 feet of yourself forget what has transpired within the past minute. The creature must succeed on a Wisdom saving throw, or it will forget any memories it gained within the past minute; typically, this will make the creature no longer hostile to you unless you are currently fighting any of its allies.
Warped Divinity: Desecrate Life
As an action, you can use your Warped Divinity to destroy the vitality of the healthy. You evoke negative energy that can drain a number of hit points equal to three times your hunter level.
Choose any creatures within 30 feet of you, and divide those hit points among them, forcing all creatures to make a Constitution saving throw, taking necrotic damage equal to the amount of hit points divided to it on a failed saving throw, or half on a success. You can't use this feature on an undead or a construct, nor can you use this feature to reduce a creature to 0 hit points.
Warped Divinity: Darkness of the Dusk
As an action, you can use your Warped Divinity to create a 20-foot sphere of magical darkness centered on yourself, which lasts for the next minute, or until you lose your concentration (as if concentrating on a spell). You can see through this darkness as if it were bright light, and if you move, the darkness moves with you.
Warped Divinity: Wither the Living
As an action, you can use your Warped Divinity to siphon all of the life around you, and revitalizing yourself. All Small or smaller vegetation within 20 feet of yourself dies instantly, and all creatures of your choice within 20 feet of yourself must succeed on a Constitution saving throw, or take necrotic damage equal to 1d10 + your hunter level. Plant creatures have disadvantage on this saving throw.
After using this effect, you regain hit points equal to your hunter level, plus additional hit points equal to half of your Blood's Echo bonus for every creature that failed its saving throw, to a maximum number of hit points restored equal to twice your hunter level.
Warped Divinity: Eldritch Wrath
As an action, you can use your Warped Divinity to infuse your weapon with a storm of the far realms, brimming with psychic energy for the next minute.
When you hit a creature with a weapon attack before the duration ends, eldritch bolts rip out and deal an additional amount of psychic damage to the target equal to half of your hunter level, as well as dealing the same damage to up to two creatures of your choice within 20 feet of the initial target.
Warped Divinity: Illusion of Truth
As an action, you can use your Warped Divinity to create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
For the duration, you can make weapon attacks as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
Warped Divinity: Forced Strike
As an action, you can use your Warped Divinity to force one creature within 60 feet of yourself to make a Wisdom saving throw. On a failed saving throw, the creature makes one weapon attack on a target of your choice within its attack range.
Spell Parry
Starting at 13th level, when you would make a weapon attack using your Visceral Attacks feature, you can cast a cleric spell instead of making a weapon attack. The spell must have a casting time of 1 action and must target only that creature.
Symphony of Cosmos
By 18th level, you can infuse your own vitality into your spells. When you roll for damage for a cleric spell or cantrip, you can add your Blood's Echo bonus to one damage roll of that spell or cantrip.
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.
Cleave
Also, at 3rd level, you can cleave through your foes using brute force. When you take the Attack action on your turn and hit a creature with a melee weapon using your Strength, you can use your bonus action to deal damage of the weapon's type to a different creature within reach of your weapon. The damage is equal to your Blood's Echo die + your Strength modifier (a minimum of 1).
Executioner's Wheel
At 6th level, you learn to call upon the wheel of fate that was forever turned by the executioners. When a hostile creature starts its turn within 10 feet of you, it takes necrotic damage equal to your Blood's Echo die.
Parry the Wicked
At 13th level, you leverage your strikes to purge your foes. When you hit a creature with a weapon attack using your Parry feature, you can choose either of the following effects:
Cleaving Parry. You can deal damage of the weapon's type to a different creature within reach of your weapon. The damage is equal to your Blood's Echo die + your Strength modifier (a minimum of 1).
Shoving Parry. The creature you hit is moved 15 feet away from you in a straight line.
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. When you do so, you gain the following benefits for one minute:
- A spectral scythe forms out of any melee weapon you hold, increasing its reach by 10 feet.
- When you use your Cleave feature, you roll your Blood's Echo die twice, and you can affect any number of creatures within your weapon's reach.
After using this feature, you must take a long rest before doing so, again.
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. As a bonus action, you can mark a creature you can see with your Crow's Sight, which becomes your hunter's prey for the next 10 minutes, or until you mark a different creature. You gain the following benefits against your hunter's prey:
- You have advantage on opportunity attacks made against your hunter's prey.
- You have advantage on Wisdom (Perception and Survival) checks made to track your hunter's prey.
- If your hunter's prey tries to move further than 30 feet away from you, it must succeed on a Wisdom saving throw, with a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). On a failed save, a creature can't willingly move more than 30 feet away from you until the start of its next turn.
Skirmisher
Also, at 3rd 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.
Cunning Action
Beginning at 6th level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Crowfeather Flurry
Starting at 13th level, when you make a weapon attack from your Parry feature, you can make two weapon attacks, instead of only one.
Guillotine
By 18th level, you can rend a foe asunder in a single strike. When you hit a creature that is your hunter's prey with a weapon attack, if that creature has 100 hit points or fewer left after you damage them, you can choose to make that creature die.
Once you use this feature, you can't use it again until you finish a long rest.
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.
Some of the following features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
- 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
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 1d8 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 1d6 bludgeoning 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 6th 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 6th 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 13th level, your transformation grows more intense, granting you feral instincts that aid you in destroying your foes.
Beast. You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Kin. When you hit a creature with a weapon attack using your Parry feature, you can grapple the creature as part of the attack.
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 choose 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 choose 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.
After using the feature associated with your type of old blood, you must take a long rest before doing so, again.
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 hit points equal to your Blood's Echo die to deal additional necrotic damage to the creature equal to the amount of hit points you expended. At the end of that creature's next turn, it must succeed on a Constitution saving throw, or take 2d6 necrotic damage. This secondary damage increases by 1d6 at 6th level (3d6), and at 18th level (4d6).
Some of the following features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
- 8 + your proficiency bonus + your Constitution modifier
Sanguine Lunge
Starting at 6th level, when you use one of your blood vials, you can instead choose to pour the blood on one melee weapon you're wielding, corrupting it for 1 minute. While your weapon is corrupted, it deals an additional 1d6 necrotic damage, and its reach is increased by 5 feet.
Striking Corruption
Beginning at 13th level, you can unleash tides of blood, infecting all that touch it with your vile curse.
When you would make a weapon attack using your Parry feature, you can instead expend hit points equal to your Blood's Echo die rolled twice, to force all creatures within a 30-by-5-foot line emanating from yourself to succeed on a Constitution saving throw, or take 2d10 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 can bring forth even more life to yourself from your blood vials. When you restore hit points using one of your blood vials, you also gain temporary hit points equal to the amount of hit points you restored.
Credits
Made using GMBinder
Mechanics by /u/Dingo_Chungis, aka Blackbando.
Additional mechanics and main theorycrafting by /u/Emperorsnek.
Page 1 Art by Aleksey Pollack.
Page 3 Art by snatti89
Page 7 Art by Wingless-sselgniw
Page 8 Art by alexnegrea
Page 9 Art by raikoart.
All other art, as well as Bloodborne, owned by From Software.
Trick Weapons
The trick weapons of Bloodborne are probably one of the most iconic parts of the entire game, however, as you may have noticed, they're not mentioned throughout this entire class! The reason for this is primarily because, while trick weapons are important in the game of Bloodborne, in D&D terms, they're essentially just either magic items, or regular weapons that you can sheath one of and draw the other(s) in a single object interaction.
To more properly fit in the wold of D&D, there are two ways you can handle trick weapons, and use either one, both, or even none if you don't think your campaign needs them.
The first method is the following list of existing trick weapons converted into D&D magic weapons, designed to be used by any class.
The second method is through the following feat, as listed below:
Trick Weapon Master
You have learned how to combine two weapons into one, giving you the following benefits:
Increase your Strength or Dexterity score by 1, to a maximum of 20
Over the course of a long rest, you can take two weapons, or one weapon with the two-handed property and two with the light property, and combine them into a single weapon, turning it into a trick weapon. Alternatively, over the course of a long rest, you can turn a trick weapon back into its separate parts.
When you take the Attack action with a trick weapon, you can change the weapon's form as part of any attack you make. Spells and abilities that affect a single weapon, such as the magic weapon spell, affect both forms, however a weapon's innate magical properties, such as a flame tongue’s additional fire damage, only apply to the form with the property.
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