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At 18th level, your Rally dice become RALLY BLOOD MINISTRATION At 10th level, the potency of your healing blood aggrandizes. Each time you hit a creature with a melee weapon while Rallying, you gain a Rally die, a When you stop Rallying, you expend and roll all of your Rally dice, and gain temporary hit points equal to the total. Beginning at level, when a hostile creature deals damage to your hit points (not including temporary hit points), you begin Rallying until the end of your next turn. Immediately after you use this reaction, you lose the benefits of any Dodge action you have taken. You cannot add your ability modifier to the damage roll of this attack. This movement does not provoke opportunity attacks. ace creature's attack misses you while you are Dodging, you can use a reaction to move up to 5 feet, and then make one melee weapon attack against the attacking creature if they are within 5 feet of you. When you take the Attack action on your turn, you can forgo one of your attacks to take the Dodge action instead.
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Every pause in a hunter's onslaught is a deceit. bonus QUICKSTEP Also starting at level, you hone your your enemies' defenses, even when you yourself are on the defensive.
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You can use bonus action a number of times equal to your proficiency bonus, and regain all expended uses after a long rest. As a bonus action, you can expend a fighter hit die to gain the benefits of your Second Wind feature without expending use, even if none are available. BLoop VIAL When you choose this archetype at level, you learn to harness your own blood to rejuvenate yourself during a hunt. Ifyou are wearing heavy armour or using a shield, you gain half as many hit points (minimum 1) when you use the Blood Vial and Rally features, and cannot add your proficiency bonus to your Quickstep attack rolls. Aside from the hindrance imposed on their agility, they also obstruct the administration of Blood Vials, and even dilute the blood spatters that hunters find oh-so invigorating, As such, hunters often opt for lighter defenses.
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RESTRICTION: HUNTER'S ATTIRE Bulky defenses like heavy armour and shields are unpopular among hunters.
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find it hard to believe, m'self, but if you've ever seen just how quick these bastards are, you start to wonder what exactly they're meant to be hunters of" - Unknown Dwarf Versed in strange and esoteric methods of blood ministration, the good hunter is a dutiful exterminator of the vermin that permeates the night. So they say, a place of beast scourges and eldritch horrors and blood healin' and whatnot. Inflict Pain: Target takes a –4 penalty on attack rolls, skill checks, and ability checks.Good Hunter - 5e Homebrew Fighter Subclass - FIGHTER: THE GOOD HUNTER "Aye, they came from a land faaar off, those hunters. Id Insinuation I: Confuse one creature for the duration of your concentration + 1 round. Telempathic Projection: Alter the target's attitude or give bonuses to those interacting with the target.Īversion: Cause the target to avoid an object or location.ĭemand Offering: Make a creature give you an object it's holding. It is thematic for a Wayang, and it give you access to a lot of spells.ĭaze (Lvl 0) Bungle (Lvl 1) Charm Person (Lvl 1) Delusional Pride (Lvl 1) Hypnotism (Lvl 1) Keep Watch (Lvl 1) Lock Gaze (Lvl 1) Memorize Page (Lvl 1) Memory Lapse (Lvl 1) Moment of Greatness (Lvl 1) Sleep (Lvl 1) Sow Thought (Lvl 1) Unprepared Combatant (Lvl 1) Bestow Insight (Lvl 2*) Bestow Weapon Proficiency (Lvl 2) Compassionate Ally (Lvl 2) Daze Monster (Lvl 2*) Delay Pain (Lvl 2) Hideous Laughter (Lvl 2*) Investigative Mind (Lvl 2) Oppressive Boredom (Lvl 2) Qualm (Lvl 2) Seducer's Eyes (Lvl 2) Seducer's Eyes (Lvl 2) Tactical Acumen (Lvl 2*) Touch of Idiocy (Lvl 2) Touch Of Mercy (Lvl 2) Unnatural Lust (Lvl 2*)ĭeja Vu: Make a creature repeat its actions.
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