Hunter The Hunters are an order of monster killers that are infused whith eldritch blood to enhance their capabilities. Although the discovery and making process of this substance is unknown, some rumors of an eldritch origin float around the Order’s halls. They also learn unique tinkering and crafting methods to create their own unique weapon, a Change Weapon as they call it, which they then use until their death, mastering it in the process. Initiation Rite The procedure of making someone a hunter consists of transfusing into the bloodstream of the victim a substance called bloodbrew. This process is really dangerous, with only one out of ten surviving it. For that reason, the Order only take people already on the brink of death, or those who are absolutely aware of the risk, and willing to take it. Creating a Hunter As you create your Hunter think about how your character ended up in the hunter's order. Were they brought to the order because they were dying in the side of the road or in physician?If so, do they like their new life, or they resent having someone making this choice from them? Did they join willingly? If so, why did they the risk of dying was worth it? After that, think about the path they will take later on. Will they stay true to the Order’s, or will they succumb to a bloodthirsty temptation? Maybe they will take a special interest in their new eldritch connection. Hunters often hunt alone, but when they comeback to the Order’s headquarters, they share with each other stories about their kills and adventures, and some times, partake in cooperative hunts. Quick Build You can build your hunter quickly by following these suggestions. First make Dexterity and Intelligence as your two highest abilities scores, considering the armor-less defense trait. Have Strength or Constitution as the next highest depending on the choices of your Change Weapon and the Path you’ll take at 3rd level. Then, choose the gladiator background. Class Features As a Hunter, you gain the following class features: Hit Points Hit Dice: 1d8 per hunter level

1d8 per hunter level Hit Points at 1st Level: 8 + your Constitution

8 + your Constitution Hit Points at Higher Level: 1d8(or 5) + your Constitution modifier per Huter level after 1st. Proficiencies Armor: None

None Weapons: Your Change Weapon, Martial Ranged Weapons

Your Change Weapon, Martial Ranged Weapons Tools: Tinkerer's tools

Tinkerer's tools Saving Throws: Dexerity, Intelligence

Dexerity, Intelligence Skills: Choose two from Acrobatics, Arcana, Athletics, Medicine, Perception, Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) your Change Weapon

(a) five javelins or (b) any simple melee weapon

(a) dungeoneer's pack (b) explorer's pack Change Weapon When a initiate passes the blood initiation, they spend the next weeks crafting their personal Change Weapon, each one being unique to the hunter who made it. The Change Weapon combines two weapons into one contraption, that can be toggled between both modes with but one quick movement. At 1st level, you can choose the stats of any two weapons, one for each mode, as long as they have different properties or are from different categories. You can usa a bonus action to change modes. Famous hunter’s weapons Some famous hunter’s weapons, to inspire your own, are: The Serrated Cleaver: A one handed Melee weapon that becomes a two handed one The Crossword: A heavy sword that becomes a heavy crossbow Lucian’s Holy Blade: A short sword that when attached to it’s bladed sheath becomes a heavy sword The Appearance of your Change Weapon, is up to you. Armor-less Defense When you are not wearing any armor, you Armor Class is 10+ your dexterity modifier + your intelligence modifier. Rally Your new blood hungers for more, and as part of your hunter training, you learn not only how to control this thirst, but to take advantage of it. Purposefully covering yourself in the blood of your enemies is now refreshing and nourishing, even allowing wounds to heal faster. Beginning at level 2, you can, once per turn, regain hit points if you attack a creature that has damaged you in it’s last turn. The amount of health regained is 1d2 and increases to 1d4 in the 5th level, 1d6 on 11th and 1d8at 17th Monster Hunter At level 2, the blood transfusion that turned you into the monster killing machine you are now lets you find your prey easily.

You have advantage on Wisdom (Survival) checks to track Aberrations and Monstrosities, as well as Intelligence checks to recall information about them. If you are actively tracking tracking a creature of these types, you know either 1 of their resistances , immunities or vulnerabilities. That number increases to 2 at 6th level, 3 at 13th, and 4 at 17th. The Hunter Level Proficiency Bonus Features Rally Die 1st +2 Change Weapon, Armor-less Defense ─ 2nd +2 Rally, Monster Hunter d2 3rd +2 Hunter's Path d2 4th +2 Ability Score Improvement d2 5th +3 Extra Attack d4 6th +3 Change Weapon Enhancement, Monster Hunter d4 7th +3 Path Feature d4 8th +3 Ability Score Improvement, d4 9th +4 Blood Etching d4 10th +4 Critical Ease d4 11th +4 Path Feature d6 12th +4 Ability Score Improvement d6 13th +5 Monster Hunter d6 14th +5 Ability Score Improvement, Pure Blood d6 15th +5 Path Feature d6 16th +5 Ability Score Improvement d6 17th +6 Change Weapon Enhancement, Monster Hunter d8 18th +6 Path Feature d8 19th +6 Ability Score Improvement d8 20th +6 Change Weapon Mastery d8 Hunter’s Path At level 3 you choose which path your journey and studies will take you: The Scholar, The Immaculate, The Beast Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability core of your choice by 2, or two ability scores by 1. 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. Change Weapon Enhancement Infusing your blood into the weapon not only makes it more special, but also tightens the bond between it and you, making it grow powerful alongside you. Starting at 6th level, your weapon counts as magical towards creatures that have resistances or immunities against non-magical physical damage. You also get +1 to hit and damage with your Change Weapon. That modifier goes to +2 at 11th level, and +3 at 17th level Blood Etching At 9th level, you can choose to etch into your skin a rune of eldritch power, granting you a boon depending on your choice. The choice is final. Leaf Rune: Your total HitPoints goes up by 1d8. Astral Rune: An ability score of your choice increases by 1. Balance Rune: You Have Resistance against one of the following types of damage: Fire, Cold or Lightning. Critical Ease Upon reaching the 10th level, your time using your change weapon made you more effective with it, learning how to hit to make it hurt. You trigger a critical hit with 19-20 on the die. Eldritch Blood When you reach the 14th level, your blood has completely settled in, your body now accustomed to it, is immune to the Poisoned condition, and you have advantage in Constitution saving throws against poison. Change Weapon Mastery After all this time mastering your Change Weapon, it not only reaches a new level of effectiveness, but you also discover a way to build another functionality into it. You can now choose a third mode for your weapon, applying the same restrictions mentioned in the Change Weapon section. It now has a +4 to hit and attack rolls. Hunter's Path Hunters are trained to focus on the hunt and cooperate with the others in the order. But there is always a time in a hunter's life where they have to make a choice: resist or give in. Despite the training, some can't resist the urge, losing control of their blood and their body, becoming bloodthirsty monstrosities, or fools trying to control the beast inside them. Others, with endless curiosity, or maybe lust for power, seek knowledge of the Far Realm and the origins of their blood, becoming mad and mutated by their studies. However, not all hunters stray from their path. Those whose will is stronger than the urge for blood or the calling beyond, stay in the order, hunting the beasts that terrorize the realm of men.

Path of The Immaculate Those who keep true to their oath and focused on their duty, resisting the temptions of the blood and the eldritch, continue their training, mastering their power and speed, and becoming the monster killer they were made to be. Projectile Parry At 3rd level your continued focus and training on the true path has quickened your reflexes even more, allowing you, with a quick shot, to break your enemie's momentum when attacking you. You can now use your reaction to shoot a crossbow or firearm that you are holding at an enemy that is attacking you. If you hit, they don’t take damage from the shot, but you take half of the damage you would receive. At 11th level, your shot deals half damage instead of none. Transition Attack Begining at 7th, when changing between the modes of your Change Weapon, you may make an attack using the die of the weapon you are changing to. Backstab Starting at 11th level, swift as the wind, you dance around your enemies so quickly that they loose visual contact with you. And that’s when you strike. You have advantage on attack rolls against creatures if you are behind them. At 17th level, before you roll, you may choose to either have advantage, or have a guaranteed critical in a hit on a creature that you are behind of. Visceral Attack Begining at 15th level, if you hit a stunned or prone creature, it automatically counts as a critical hit. Stunning Shot Upon reaching 18th level, you've mastered the art of the quickshot parry. You may now choose to stun a creature when you hit it with a Projectile Parry. The creature must be successful on a DC 14 Constitution saving throw, or lose the attack they would do, and be stunned until the beginning of your next turn. This ability can be used 3 times per long rest. Path of The Scholar Those who get too fascinated by their eldritch roots have a hard time moving on from it. Separating themselves from the original order, they formed a academy dedicated to these types of studies. Getting more and more obsessed with ancient and forgotten knowledge, they started to uncover means to tap into the power eldritch beings posses, as much as their mortal bodies would allow. This prolonged contact with this kind of energy started making changes on their bodies. The more the exposure and knowledge one has, the less it appears human. Some even attempted to elevate themselves from their mortal status, trying to become part of one of these ancient beings, or even turning into one. Some of these experiments resulted in the subject vanishing, dying or becoming something neither human nor eldritch, a living elevation failure, as they came to be called. When choosing to dwell into this knowledge, you appear more alien the more powerful and studied you get. Maybe a tentacle or two appear in some part of your body. Maybe your skin changes colorant texture. Maybe you grow an extra eye. Or four. Spellcasting Your prolonged studies on the eldritch nature led you to discover how to tap into their power on your own. Upon reaching 3rd level you are able to cast spells, with the following rules: Spell Slots. The Scholar Spellcasting table shows how many spell slots you have. 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. For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell. Spell Known of 1st Level and Higher. At 3rd level, you know two 1st level spells of your choice from the warlock spell list. The Spells Known column of the Scholar table shows when you learn more warlock spells of your choice of 1st level and higher. 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. Additionally, when you gain a level in this class and path, you can choose one of the warlock spells you know and replace is with another spell from the warlock spell list, which also must be of a level for which you have spell slots. Spellcasting Ability. Intelligence is your spellcasting ability for your warlock spells, so 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 warlock 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 Blood Slot You've learned how to use your eldritch blood to fuel your spells. Beginning at 7th level, you may choose take 2d8 damge to regain a spell slot.

Scholar Spellcasting Level Spells Known Spell Slots Slot Level 3rd 2 2 1st 4th 2 2 1st 5th 3 2 1st 6th 3 2 2nd 7th 4 2 2nd 8th 4 2 2nd 9th 5 2 3rd 10th 5 2 3rd 11th 6 2 3rd 12th 6 2 4th 13th 7 2 4th 14th 7 2 4th 15th 8 2 5th 16th 8 2 5th 17th 9 2 5th 18th 9 2 6th 19th 10 2 6th 20th 10 2 6th Weapon Infusing Starting at 11th level, you discover how to use that eldritch energy to embue your weapon with magic for 1 minute. You may use a bonus action to spend a spell slot in order to imbue your weapon with one of the following damage types: Acid, Cold, Force, Lightning, Necrotic, Poison, Psychic or Radiant. When embued, your weapon does 1d6 of the chosen damage type. The die changes to 1d8 at 18th level. Enhanced Conjuring You learned how to overcharge your spells with eldritch energy, making them stronger. Beginning at 15th, you may choose to spend an extra spell slot to amplify a spell, making it as if you were casting as 2 levels higher than you could normally cast. True Sight Your studies have led you to the ultimate truth. You can see things mere mortals can’t even imagine. No spell can limit your vision, nor prevent you from seeing a creature. At 18th level, you gain True sight, described in the PHB. Path of The Beast Those that take too much pleasure on the hunt and rallying in the blood of their enemies lose control of the blood within their bodies, becoming what they were meant to kill. These individuals sever all ties to the order, going rogue, and are often hunted by the Immaculate ones. Frenzied by the blood, be it yours or someone else’s, you lose control over your body, becoming a half-human half-monstrosity aberration. Blood Frenzy Beginning at 3rd level, whenever you or any creature, hostile or not, you must make a DC 18 Wisdom saving throw, transforming into a bloodthirsty beast on a failed save, and must to attack the nearest creature to you. You reagin control after this, but the transformation lasts until the end of combat or until you fall unconscious. Control When chossing this path at 3rd level, your control level is 0. Depending on your choices in this path’s features, you may gain control. Control is measured in points, from 0 to 4. The following table shows the consequences of control. These features stack. Control Level Control Check DC Feature 0 18 Transformation is triggered when any creature takes damage. 1 14 Transformation is not triggered when non-hostile creatures take damage. 2 10 Transformation is only triggered when you take damage. 3 6 You don't have to attack the nearest creature when you transform anymore. 4 - You may transform at will. While on that form, you can speak and wear armor or clothes. Additionally you have the following features while transformed: Beastly hide You have +1 to your AC if not wearing armor, but you have vulnerability to fire. Feral Lash out Your unarmed strikes are considered a single weapon. When using the Attack action you may choose to use your bonus action to make a additional strike. These strikes deal 1d8 slashing damage, and increase to 1d10 at 11th level, 1d12 at 18th level. Blood Thirst Your newfound thirst lets you rally more on your enemies’ blood. Upon reaching 7th level you gain a bonus to to your rally that is equal to half of your proficiency bonus(rounded down). You may choose to gain a control point, or have this bonus be your full proficiency bonus. Beast Roar Beginning at 11th level, while on beast form, you may release a mighty roar, striking fear in your enemies’s hearts. You can use an action to roar, and choose 2 creatures to make a Wisdom saving, if they fail, they will be frightened for 1 minute. The DC of the saving throw is 10 + your Carisma modifier. You may choose to either gain 1 point of control, or enhance this ability by stunning, instead, of frightening, using the same rules for number of creatures affected and DC.