Hailing from the cursed city, New Annakaram, hunters who escaped the city, travel the world hunting eldritch abominations and monsters despite holding the blood of the very same beasts inside themselves. The hunters have an unsettling supernatural mastery over the accursed blood that runs through their veins, learning to use it to perform incredible feats not achievable by other warriors. Attacking fast and relentlessly, hunters are masters of the battlefield, experts at controlling the flow of battle and conquering their foes through indomitable will.
hit dice:
1d8 per Annakaram Hunter level
hit points at 1st level:
8 + Constitution Modifier
hit points at higher levels:
1d8 + Constitution Modifier per Annakaram Hunter level after 1st
armor proficiencies:
Light and Medium Armor
weapon proficiencies:
Hunter Weapons, Simple Weapons, Martial Weapons, Firearms
tools:
Smith's tools, Alchemist's Tools
saving throws:
Dexterity, Wisdom
skills:
Choose two from Acrobatics, Athletics, Insight, Investigation, Perception, Stealth, Survival, History and Intimidation
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) Any one melee hunter weapon or (b) any one-handed martial melee weapon
(a) Any one ranged hunter weapon and 10 pieces of ammunition or (b) hand crossbow and 10 pieces of ammunition
(a) Explorer's pack or (b) Dungeoneer's pack
(a) Chain shirt or (b) Leather armor
spellcasting:
class features:
Level |
Proficiency Bonus |
Features |
1st |
2 |
Aggressive Regeneration, Blood Vials |
2nd |
2 |
Fighting Style, Silver Bullets |
3rd |
2 |
Covenant |
4th |
2 |
Ability Score Improvement, Monster Hunter |
5th |
3 |
Blood Vials Upgrade I, Enhanced Blood Flow, Extra Attack I |
6th |
3 |
Covenant Feature, Trick Weapon Upgrade I |
7th |
3 |
Evasion, Silverblood |
8th |
3 |
Ability Score Improvement |
9th |
4 |
Indominable Will, Purity of Blood |
10th |
4 |
Blood Vials Upgrade II, Enhanced Blood Flow, Never a Break |
11th |
4 |
Bloodtracking, Trick Weapon Recipes |
12th |
4 |
Ability Score Improvement |
13th |
5 |
Covenant Feature |
14th |
5 |
Trick Weapon Upgrade II |
15th |
5 |
Blood Vials Upgrade III, Extra Attack II |
16th |
5 |
Ability Score Improvement |
17th |
6 |
Covenant Feature |
18th |
6 |
Trick Weapon Upgrade III |
19th |
6 |
Ability Score Improvement |
20th |
6 |
Pale Blood |
Blood Vials
Your body runs lush with rich and vibrant blood, creating far more blood than other members of your race naturally could. So much so that you can create a healing elixir from it. Starting at 1st level, at the end of a long rest, you may fill up to your level vials with blood. When you or another hunter consumes one of these vials, they regain 1d6 hit points. At later levels you roll an extra d6 with at 5th level (2d6), 10th level (3d6) and 15th level (4d6).
Aggressive Regeneration
Starting at 1st level, the blood running through your veins calls to the blood of enemies, hungering for their blood to become one with your own. You can choose to regain a number of hit points equal to half the damage you deal on your turn, up to the amount of hit points you lost within the last attack that hit you. You must deal damage for this to take effect. You can use this feature a number of times equal to your hunter level before needing to finish a long rest to use it again.
Silver Bullets
Your mastery over your own blood allows you to manifest your blood as bullets. Starting at 2nd level, when you finish a long rest, you gain a number of ranged weapon ammunition of your choice up to a maximum of half your level rounded up + your proficiency bonus. This ammunition counts as silver for the sake of overcoming resistances. You may spend these silver bullets on the following Counter Maneuvers as a reaction:
- Miss: When an opponent makes an attack action against you and hits, as a reaction, you can spend 1 bullet to make a weapon attack with your ranged hunter weapon against the opponent. If this attack hits, you force that attack to miss. This attack deals half damage.
- Parry: When an enemy makes an attack against you and hits you, but before damage is calculated, you can spend 1 bullet to make an attack action against the attacking opponent.
- Dodge Roll: After you take damage from an attack, you may spend 1 bullet to move half your movement speed in any direction without taking an attack of opportunity.
Fighting Style
At 2nd level, you adopt a particular style of combat as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.
- 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.
- Gunslinger: You gain a +2 bonus to attack rolls you make with ranged weapons.
- Power of Attrition: When you deal damage to a creature using a weapon, you gain a +1 bonus to damage with the same weapon on the same creature. This can stack up to the weapon's ability modifier times, resetting at the beginning of your next turn or when you attack a different creature.
- Hunter Combo: You gain a +1 bonus to attack rolls and damage rolls while wielding two hunter weapons at the same time.
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 two, or two ability scores by one. You can't increase an ability score above 20 using this feature.
Monster Hunter
At 4th level, you have significant experience studying, tracking, hunting, and even talking to the monster. You gain Monstrosities as a favoured enemy and the following benefits:
- You have advantage on Wisdom (Survival) checks to track Monstrosities, 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 Monstrosities, if they speak one at all.
- The first time on each of your turns that you hit a Monstrosities and deal damage to it, you increase that damage by 2d4.
Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. You can attack a third time at 15th level.
Enhanced Blood Flow
Over your mastery of your blood, you have learned to increase your blood flow during an adrenaline rush. At 5th level, your movement, climbing, and swimming speed increases by +10 ft. You gain this bonus again at 10th level.
Trick Weapon Upgrade
You are able to upgrade your trick weapons at certain levels, granting any weapons with the Trick property a bonus to attack and damage rolls and is considered magical for the sake of overcoming resistances and immunities. At 6th level this bonus is +1, at 14th level it increases to +2, and at 18th level, it increases to +3. You may change which weapon this bonus applies to at the end of a long rest.
Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain attacks, such as a dragon's breath or the fireball. 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 half damage if you fail.
Silverblooded
Starting at 7th level, you've mastered the use of your silver bullets, and can now draw from your own hit points to create more of them as a bonus action. You take 1d8 damage per bullet regained.
Indominable Will
At 9th level, you have faced creatures that give even the strongest of man's ranks nightmares and lived to tell the tale. You have immunity to being frightened, as well to diseases and poisons.
Never a Break
You have become of master of the nonstop flow of combat, never needing to rest or stop. At 10th level, a short rest counts as a long rest to you.
Blood Tracking
At 11th level, if you can observe a sample of a creature's blood that was spilled within the last 30 days, you immediately learn the direction it was traveling. If you can touch the blood, you can learn how injured it was and how long ago this blood was spilled. You have advantage on all Survival checks to track the creature until the 30-day window is over.
Hunter's Weapon Recipes
At 11th level, you learn how to make newer weapons in your hunt against the Beasts. You may transform one of your hunter weapons into another hunter weapon at the end of a long rest. You may create 1 additional hunter weapon at the end of a long rest for 150 gp of materials.
Pale Blood
At 20th level, your understanding of the non-understandable has permanently changed you. You gain 60 ft truesight, you cannot be charmed or stunned, you may replace any Charisma saving throws with Wisdom, and you may use Wisdom instead of Charisma on Charisma-based skills.
subclass options:
Covenant
At 3rd level, you take a sworn oath to a covenant of warriors. These covenants give you additional features at 3rd, 6th, 13th, and 17th level.