Beast Hunter

In a world where all sorts of mostrosities run rampant, it is important to have individuals who are capable of ridding the world of this threat. That is where you come in, Hunter. Your job is to go wherever you so please and destroy creatures that are unnatural or evil. This burden that you bear is more important than anything else, and you must put it above all. Find courage and strength in those around you and know that even if you fall, the hunter's dream is waiting for you.

Class Features

As a Beast Hunter you gain the following class features.

Hit Points

Hit Dice: 1d10 per beast hunter level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution

modifier per Beast Hunter level after 1st

Proficiencies

Armor: Light and medium armor

Weapons: Simple weapons, trick weapons, firearms

Tools: Tinker's tools

Saving Throws: Constitution, Wisdom

Skills: Choose three from Acrobatics, Athletics, Insight, Intimidation, Investigation, Perception, Religion, Stealth, or Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

any simple melee weapon

the hunter's pistol and 20 bloodshots

(a) scale mail or (b) leather armor

tinker's tools and a adventurer's pack

Bloodtinge

Bloodtinge is a hunter's most vital tool. By channeling the blood of slain foes, hunters gain newfound powers. At 1st level you obtain bloodtinge. The amount of bloodtinge you have is equal to your Wisdom modifier + half your Beast Hunter level rounded up. Also, you can now spend Bloodtinge to make your attacks more precise. You can use your bonus action and spend one Bloodtinge to gain advantage on your next attack. You gain all bloodtinge back on a long rest.

Natural Hunter

As a hunter your natural instincs aid you while out in the field. At 1st level you gain advantage when using Wisdom checks (Survival) to track enemies that you are actively hunting. If you are not proficient in Survival, you can add half your proficiency rounded up to all tracking checks. Also, once per long rest you can spend 3 Bloodtinge and learn how far away the creature you are tracking is from you.

Parry

Starting at 2nd level you gain to ability to parry an opponent's attack. If you are attacked with a melee attack by a creature within 5 feet of you you can spend 1 Bloodtinge and your reaction to parry the attack with a firearm. Roll 1d6 + Wisdom mod + Proficiency bonus and subtract the number from the attacker's damage. If this exceeds the creature's damage the creature falls under the Parried effect until the beginning of its next turn. The next successful melee attack against this creature becomes a Viceral Attack if it is still under the Parried condition. This means that the creature takes 1d6 bleed damage in addition to the normal attack damage.

Both the die for subtracting damage and the bleed damage die go up to 1d8 at 6th level, then 1d10 at 11th, and finally 1d12 at 15th.

Trick Weapon of the Blood Church

By 3rd level you have proven yourself as a true hunter and are awarded a trick weapon. Trick weapons are creations of past hunters specifically designed to kill the beasts that they hunt. Choose one weapon from the Trick Weapon table. You will then craft the weapon during your next long rest using your Tinker's tools (no check required). Each trick weapon has a special form. You must use 1 bloodtinge to change it to the special form however you do not need to spend bloodtinge to change it back. Once in the special form, it stays that way for up to 1 minute.

At 10th level you get to pick a second Trick Weapon.