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You may only use the Rite of the Hellion or the Rite of the

Blood Hunter Martial Flame on your Blade of Status, but you may have both Rites
active on it simultaneously if you so wish — if you do so, the
Orders Rite of the Flame ignores resistance. Whenever you use
Order of the Pit either or both Rites, the damage die of your Blade of Status
increases by one increment — i.e. a dagger would increase
The Order of the Pit is an ancient and dwindling Order of from 1d4 to 1d6 piercing damage. This increase lasts until
Blood Hunters that has been outstripped in recent years by the Rite fades.
the Order of the Profane Soul. Tailored specifically to the
hunting of demons and devils, the Order of the Pit Demonic Over Channel
emphasizes caution in dealing with fiends that is only As you progress in the Order of the Pit, your pure demonic
outstripped by their zeal for killing them. essence grows ever stronger. Beginning at eleventh level, you
Order of the Pit Features
may channel this energy to temporarily enhance your
physical form. When you activate your Demonic Over
Blood Hunter Level Features Channel, you gain the following benefits:
3rd Rite of the Hellion
You gain a flying speed of 45 feet.
7th Blade of Status Every creature that is within five feet of you at the end of
11th Demonic Over Channel your turn takes magical fire damage equal to your
Wisdom Modifier.
15th Hellish Durability Your size increases by one degree.
18th Demonic Culmination
These effects remain active for a number of rounds equal
to your Wisdom Modifier. You may choose for this effect to
Rite of the Hellion last longer, but for every round beyond your Wisdom Modifier,
When you are initiated into the Order of the Pit at third level, you gain one level of exhaustion when the Over Channel
you learn the esoteric Rite of the Hellion, detailed below. fades.
Rite of the Hellion. Your Rite Damage is typeless, and While your Over Channel is active, you must make saving
cannot be modified by resistance or vulnerability. When a throws against spells, such as Banishment, that effect fiends.
creature takes this Rite damage, you may amplify its effects Once you have used this feature, you must finish a short or
in the same manner as if you were amplifying a Blood long rest before you can use it again.
Maledict. If you do so, the target is Tormented by an acute
knowledge of its wrongdoings and flaws for 1d3 turns. While Hellish Durability
Tormented, the creature takes typeless damage equal to At 15th level, a number of times equal to your Wisdom
double your Wisdom Modifier at the start of each of its turns. Modifier, you may ignore the damage done to you by an attack
Once you have amplified the Rite of the Hellion in this way, that did only nonmagical bludgeoning, piercing, or slashing
the Rite immediately fades. Even if you later reactivate the damage, as the powers of hell reknit your flesh for you to
Rite, you may not amplify it again until you have completed a suffer life anew.
short or long rest.
Demonic Culmination
Blade of Status When you reach level eighteen, you must choose either the
By the time you reach seventh level, the power that you draw Caged Demonics or Hellish Ascension feature. Once you
from the Nine Hells is sufficient to render you a political have chosen, your choice may not be changed in any way
threat to the lesser fiends that you hunt, in addition to the short of a Wish spell.
inherent threat you pose as a Hunter. Caged Demonics. At eighteenth level, you have learned to
Your physical form begins to warp, manifesting demonic control and direct your demonic abilities without issue — in a
traits. These may take the form of horns, blackened or sense, you have saved your soul.
burning eyes, unnatural skin tones, or other similar traits You may use your Demonic Over Channel twice per short
common to those of demonic heritage. For a fuller discussion or long rest, and while it is active, you can no longer be
of these traits, look at the various official descriptions of affected by banishment spells.
tieflings. In addition, the following benefits are always in effect:
In addition, you gain resistance to fire damage.
You also gain a weapon symbolic of your status as an Your movement speed increases by five feet.
ascending force within the Nine Hells. This weapon takes the You have advantage on Charisma (Intimidation) checks.
form of any simple or martial melee weapon of your choice,
and is wrought of obsidian and hell forged iron. Hellish Ascension. Beginning at eighteenth level, the hell
If at any point your Blade of Status is separated from you bound powers that have been welling within you for so long
by more than fifty feet, it automatically flies back into your finally consume your soul.
hand or its scabbard (your choice). If it passed out of range Your Demonic Overchannel effects become permanent.
due to a thrown attack, it completes the attack before
returning to you. This return requires no action on your part,
and does not need to happen on your turn.

The Huntsman's Expanded Subclasses


Blood Hunter Martial Orders
18
Order of the Serpent Heightened Senses. You get a thirty foot bonus to your
dark vision and you have blindsense out to fifteen feet.
The Order of the Serpent is comprised of dragon hunters, Natural Weapons. On your turn, you may make one
individuals who are so committed to the hunt they pursue as unarmed strike as a bonus action using a tail or sharp teeth
to imbue themselves with the blood of their prey. As they do per turn. This attack deals damage equal to your rite damage
so, they become increasingly draconic in nature. plus your strength or dexterity modifier (your choice).
Order of the Serpent Features
Predatory Instinct. You may cast the hunter’s mark spell
once per long rest.
Blood Hunter Level Features Scaly Skin. You now have small scales dotting your body
3rd Draconic Breath and get a +2 to your armor class
7th Mingled Blood
Wings. You gain a flying speed equal to twice your level,
rounded up to the nearest multiple of five.
11th Draconic Rituals
15th Draconic Form Draconic Rituals
At eleventh level you gain access to the Draconic Blood Curse
18th Deadly Predator and the Blood Shield Curse, which you may learn in place of
any normal Blood Curse.
Draconic Breath Draconic Blood Curse. You target one creature that you
At third level your Hunter's Bane has included the blood of a can see within thirty feet of you. The target’s blood in
specific color of dragon. You gain access to the breath momentarily turned to dragon fire, and it must make a
weapon associated with that color of dragon, as shown in the constitution saving throw (DC = 8 + your Wisdom modifier +
table below. your proficiency bonus). On a failed saving throw it takes
Draconic Color Damage type Breath weapon
damage equal to twice your rite damage. On a saved throw it
takes your rite damage as normal.
Black Acid 5 by 30 ft line (Dex. Save) Blood Shield Curse. If you are attacked in combat and a
Blue Lightning 5 by 30 ft line (Dex. Save) dead creature is within five feet of you, you may use your
reaction to mold the blood of that creature into the form of a
Brass Fire 5 by 30 ft line (Dex. Save) shield, reducing the damage by half.
Bronze Lightning 5 by 30 ft line (Dex. Save)
Copper Acid 5 by 30 ft line (Dex. Save) Draconic Form
At fifteenth level you may choose two more draconic
Gold Fire 15 ft cone (Dex. Save) mutations. If you desire, you may take the bloody maw ability
Green Poison 15 ft cone (Con. Save) in place of one of these mutations.
Bloody Maw. You gain an additional breath weapon that is
Red Fire 15 ft cone (Dex. Save) a spray of blood. This new breath weapon functions
Silver Cold 15 ft cone (Con. Save) separately of your original breath weapon and uses the same
White Cold 15 ft cone (Con. Save)
DC. Creatures that fail their saving throw take Psychic
damage equal to half your level, rounded up, + 1d4 damage.
You may use an action to use your Draconic Breath, In addition, if a creature that takes this damage is normally
affecting all creatures in the indicated area. Affected bloodless, it now counts as having blood.
creatures must make the indicated saving throw (DC = 8 + Deadly Predator
your Wisdom modifier + your proficiency bonus). Every At eighteenth level your draconic physique and reflexes allow
creature that fails its saving throw takes damage equal to half you to dodge or endure most attacks. You gain resistance to
your level, rounded up, plus 1d4 damage. nonmagical bludgeoning, piercing, and slashing damage. In
Once you’ve used this ability, you must finish a short or addition, your attacks in melee count as magical for purposes
long rest before you may do so again. of overcoming resistance and immunity.
Mingled Blood Order of the Viral
At seventh level the draconic blood begins to mutate your
physical form. You gain two from the following mutations of You are a hunter of the alien, pursuing and destroying
your choice. creatures that are horrifying enough to paralyze others. Your
Claws. You get +2 to damage rolls with unarmed strikes to prey are the ultimate predators, and it takes a supernatural
unarmed strikes. In addition, you gain proficiency with hunter like you to best them.
grapple checks, allowing you to add your proficiency bonus
when attempting to grapple a creature.
Ferocious Roar. As an action you may let loose a roar,
targeting one creature one creature you can see within thirty
feet of you. You roll an Intimidation check contested by the
target’s Wisdom saving throw. You have advantage on your
Intimidation check. If the target fails their saving throw, they
are frightened of you until the end of your next turn.

The Huntsman's Expanded Subclasses


Blood Hunter Martial Orders
19
Order of the Viral Features Superior Organism
Blood Hunter Level Features At 18th level, you are reaching the pinnacle of post human
3rd Alien Resistance, Rite of the Talon evolution, gaining the following benefits:
7th Hunter's Senses Your base speed increases by 10 feet.
11th Chitinous Armour When you take the attack action, you may lunge up to 5
feet to be in range of your declared target.
15th Natural Weapons You gain immunity to Acid and Poison damage.
18th Superior Organism You may expend a Hit Die to regain hit points as a bonus
action on your turn.
Alien Resistance Crimson Rites
When you are initiated into the Order of the Viral at third
level, you gain resistance to Acid and Poison damage, as well Rite of the Tempest
as advantage on saving throws you make against the Your Rite damage is of the same type as the weapon your Rite
Poisoned condition. is active on. In addition, whenever you deal this Rite damage
to a creature, you may immediately shove that creature away
Rite of the Talon from you. The distance the creature is moved depends on the
Also at 3rd level, you learn the esoteric Rite of the Talon, size of your Crimson Rite damage die, as shown in the table
detailed below. below.
Rite of the Talon. Your Rite Damage is Poison type. You may activate this Rite on a Weapon that already has
the Rite of the Storm, the Rite of the Frozen, or the Rite of
Hunter's Senses the Roar activated on it. If you do so, this Rite does not inflict
At 7th level, you are particularly adept at stalking and additional damage, but does grant the ability to push
detecting your prey, even in unfavorable conditions. You gain creatures away from you.
the following benefits:
Crimson Rite Damage Die Distance Moved
You have advantage on perception checks that rely on d4 5 ft.
sight or smell.
You have advantage on checks you make to track d6 5 ft.
creatures that you have seen in the last five days. d8 10 ft.
You have advantage on initiative rolls.
You cannot be surprised. d10 10 ft.
You gain Darkvision to a range of 60 feet. If you already
had Darkvision, its range increases by 60 feet.
Chitinous Armour
When you reach 11th level, your skin has developed a natural
armour.
When you are not wearing any armour, your AC is 10 +
your Dexterity modifier + your Constitution modifier.
When you are wearing armour that allows you to add some
or all of your Dexterity modifier to your AC, you may also add
your Constitution modifier to your AC (maximum bonus of
+2).
Natural Weapons
Starting at 15th level, you have developed talons, claws, teeth,
or other natural weapons that make you increasingly deadly,
if inhuman. You gain the following benefits:
The number of attacks that you may make per attack
action increases to three.
If you are not already able to do so, you may now invoke
your Crimson Rite on your Unarmed Strike. The number
of Unarmed Strikes you have for purposes of this feature
is dictated by your DM.
Your Unarmed Strikes deal 1d6 Slashing or Piercing
damage (you choose when you first gain this feature) +
1d4 Poison damage. This Poison damage is in addition to
your Rite damage, if applicable.

The Huntsman's Expanded Subclasses


Blood Hunter Martial Orders
20
New Fighting Styles
The following Fighting Styles are added to the options
available for the various Fighting Style features.
Brawling
When you take the Attack action and make at least one
Unarmed Strikes, you may make one additional Unarmed
Strike as a bonus action.
Immovable Archer
Having a creature within five feet of your doesn't impose
disadvantage on your ranged attack rolls, and you may use a
bow or an arrow as a martial melee weapon with which you
are proficient, using the following profiles:
Item Damage Properties
Bow 1d6 bludgeoning Versatile (1d8)
Arrow 1d6 piercing Finesse, Light

Light-Footed Fighting
While not wearing medium or heavy armour, you have a +1
bonus to AC and a +10 bonus to your movement speed.
Off-Handed Fighting
Your esoteric Fighting Style — using either an esoteric
weapon or a strange style, such as holding a sword in a
reverse grip — catches others unawares. During the first
three rounds of combat, you have a +1 bonus to attack and
damage rolls against creatures who go after you in the
Initiative order.
Precision Fighting
You gain a +2 bonus to attack rolls with weapons that have
the finesse property as long as you use your Dexterity for the
attack and damage rolls.
Street Fighting
You gain a +2 bonus to attack rolls with simple melee
weapons, improvised weapons, and your unarmed strike.
Swordplay
You gain a +2 bonus to attack rolls with short swords, rapiers,
scimitars, longswords, and great swords. This bonus may
also apply to other sword-like weapons (DM's discretion).
Thrown Arms Specialist
You gain a +2 bonus to attack rolls for weapons with the
thrown property.

The Huntsman's Expanded Subclasses


New Fighting Styles
83
Unless otherwise noted, all art in this supplement came
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enjoy your hunt.

Credits
The subclasses presented in this document draw significant inspiration from Marvel Comics, DC Comics, Assassin's Creed,
Warhammer 40k, and several other preexisting fictional works. This is in no way meant to be an infringement upon copyrighted
works; rather, it is my way of paying tribute to the stories I have loved.
This document was formatted using the Homebrewery. I highly recommend it. It takes some getting used to, but once you figure
it out, it is quite simple to use.
The cover art for this file was taken from Character Stock Art II by Arcana games. According to the product description, this art
was released into the public domain by Kevin Crawford of Sine Nomine Publishing.
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The Huntsman's Expanded Subclasses


Credits
84

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