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This means, against a smart villain, you will drop faster than most other classes. Your crimson rite reducing your max HP, CON likely being your third highest stat so it's unlikely to be terribly high, especially when using standard array , and the fact that you're always up front and personal.

It basically turns you into a glass cannon. The Order of the Lycan doesn't give the player Vulnerability any more, besides that there's not anything in the MM that has silvered weapons so it'd only come up if the DM specifically tailored enemies to damage the Lycan of the group. In the event they had silver weapons you could if you focused Dexterity like you can just sit in the back with a Rite-d ranged weapon and take them out, or simply not use the Hybrid transformation to avoid the vulnerability since it only used to apply when transformed not all the time.

The other numbers are all kind of fluid once you get GWM, reckless attack, polearm master, etc and all the feats in. But the one thing I think can agree on is the AC is too high, and the Brand probably offers too much right now. Due to this mimicking Monk, I never even thought about strapping a shield on while still making claw attacks. That both just looks silly and gives you a pretty crazy AC while using a "1 handed" weapon.

So yeah, we can agree on the AC being borked and thus the balance trade-off most classes have to do between DPT and AC is also borked; as for retributive damage most also that aren't super minimal let the target take a save against it rather than taking damage and then saving or simply not getting a save like the Brand does.

One of my criticisms thus far is that while the Path of The Mutant does feel sufficiently "Witcher-Esque" I find the number of Mutagens they are given access to and able to prepare absolutely horrendous, at the very least it should line up with a wizards level 1 spell slot progression, or they should be able to prepare an amount up to their level or something of the sort.

Like the class a lot though! Played right those mutagens can break balance even when you use point buy for characters. Having 24 Str at 8th level means you're potentially stronger than everyone else in the game until the Barb hits 20th level and can match you.

It's likely the fact that they can be so game breaking that you only get 3 at most. Maybe a cyborg or something? What do you think? I'm thinking biomechanical enhancements. Blood curses could be radio signals targeting a person for a ossicular effect based on the frequency. Ghost Slayer: quantum tech that allows them to shift through solid objects incorporeal creature could be flavored as beings talked in some sort of quantum state.

Lycan: Hormone or Gene manipulation that they can activate to tap into a more carnal power. Mutant: change the hardware's programming to empower certain aspects of their bodily functions. Or bionics like mechanized leg braces for more speed or hologram tech to appear more personable. Sorry, I should probably have clarified what I meant a bit better.

My setting has magic and the like-it's less a sci-fi conversion and more "a modern 1st world nation dropped into a medieval fantasy world, interacting with those civilizations" basically, human space travelers colonizing alien planets resembling medieval fantasy worlds.

This modern civ tends to produce adventurers using said subclasses. For example, their monks use Gun Kata, their rogues have spy gadgets, their fighters use power armor, etc. I am thinking this subclass would indeed be some kind of cyborg, and the damage they take using hemocraft and such would be flavored as their cybernetics being overlocked, which damages them and the user's body.

Gotcha, I've been thinking about a retro-futuristic style one shot and had that in my mind. Sean K. This is a really fun class.

I only wish that that there was a Fantasy Grounds conversion for the version of this class. Mario l. I played the alchemistversion up to level 5 then Imulti classedI its it's quite powerful myonly critique is that alot of the best options. Kurt J. One of my payers is currently workin on using this class in R Hope there is something in the works thatr brings this class into the charectermancer realm. Katie M. I am really enjoying the primary stat change! See All Ratings and Reviews.

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Copy Link Tweet This. Matthew Mercer. Joma Cueto , Jessica Nyugen. At the end of each of its turns, the cursed can make another Strength saving throw. On a success, this curse ends. You can end the curse whenever you like no action required. Following the triggering attack, the affected enemy has disadvantage on the next attack roll they make.

That creature immediately makes a single weapon attack against a target of your choice within its attack range. After the attack, the creature returns to being unconscious or dead.

You grant a bonus to the attack roll and damage roll of the cursed creature's attack equal to your Wisdom modifier minimum of 1 ". You gain a bonus to the initial saving throw against that spell equal to your Wisdom Modifier minimum of 1. This curse is invoked before the saving throw is rolled.

You grant all allies within 5 feet of you this bonus to their saving throw against the triggering spell as well. Until the end of your turn, all crimson rite damage you deal to the target is doubled.

You cause the marked target to also lose resistance to your rite damage type until the beginning of your next turn.

The next time the cursed creature damages you with a weapon attack, this curse deals necrotic damage to the cursed creature equal to half of the damage you suffered. This curse then ends. This curse instead deals damage equal to the damage you suffered, and it ignores Necrotic resistance. The target creature can immediately make a saving throw against a poisoned condition afflicting it.

Your target can instead immediately make a saving throw against one other condition afflicting it. This condition can be blinded, deafened, or paralyzed. You make a Wisdom ability check.

On a success, the creature's spell misses you automatically. The order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level. As normal, you can't increase an ability score above 20 using this feature. Make a Wisdom ability check.

Based on the result, the DM may reveal obscure information about dark events that may have previously surrounded the object, or hints toward a sinister purpose. This feature has no effect on objects untouched by evil. An object can only be targeted by this feature once, and future attempts reveal no further details. You cannot use this feature again until you finish a short or long rest. You gain darkvision out to 30 feet, or if you have darkvision, extend it out an additional 30 feet.

While in dim light or darkness, your speed increases by 10 feet, and attacks of opportunity made against you have disadvantage. When you are below one fourth of your current maximum hit points, all of your crimson rite damage dice are maximized.

Ghostslayers seek out and study the moment of death, obsessing over the mysteries of the transition. The damage you suffer from activating this rite is halved. Your blood curses can now affect any creature, regardless of their form or lack of blood. When you use the Attack action on your turn, you can expend a use of this feature to attack three times, instead of twice, and you temporarily become spectral.

Until the end of your next turn, you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. If you are inside an object when you are no longer spectral, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved.

You may expend a use of this feature as a bonus action instead of making an attack. You regain all expended uses when you finish a short or long rest. Whenever your hit points drop to 0, you can choose to let your soul emerge from your body to fight on. Your body remains unconscious and subject to death saving throws per normal.

At the beginning of your next turn, you manifest a spirit form in your space that picks up your weapons and continues fighting on, acting on your turn and every one of your subsequent turns under your control. Your spirit form has your physical attributes and armor class, as well as your weapons and ammunition, and can move through other creatures and objects as if they were difficult terrain.

Your spirit form has access to all of your abilities and suffers no damage from your Crimson Rite feature. If your spirit form vanishes, it drops your weapons in its space. However, the darkest of abominations draw from an ancient well of cruel, unfathomable power. These terrors can control shadows to do their bidding, hide in plain sight among the noblest of nobles, and bend the minds of the most stalwart warrior with but a glance.

These fiends are far trickier to hunt, and many lost their lives in pursuit of such wickedness. While they may have lost a part of themselves, the power gained far outweighed the price, for even devils now quake when they know they've drawn the attention of the Order of the Profane Soul. Your choice augments some of your order features.

See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 in the Player's Handbook for the Warlock spell list. You learn an additional warlock cantrip of your choice at 10th level. The table also shows what the level of those slots is: all of your spell slots are the same level.

To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.

When you reach 11th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

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