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Night Hunter


Hit Points

Hit Dice: d10 per Night Hunter level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Subclass Options

Blood Hunter Order: Order of the Night Hunter

Eyes of Night(3rd level):
When you join this order, you naturally become more attuned with the dark. You gain darkvision out to 60 feet, if you already have darkvision from your race, its range increases by 60 feet. At 11th level, your senses become further refined to point in which not even magic can foil your eyes in the dark. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.   Additionally, when you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.   Vicious Hunter(3rd level):
When you join this order, your body begins to take after the creatures that dwell within the darkness, molding you into a hunter worthy of the night prowl.   You gain an arsenal of natural weapons, be it claws or fangs, and you can use Dexterity or Strength for the attack and damage rolls of natural weapons. They deal piercing damage equal to 1d6 in additional to the ability modifier used for the attack. Additionally, when you succeed on a grapple contest to grapple a creature, you can deal piercing damage equal to 1d6 + your Strength or Dexterity modifier (your choice).   Drain Vitality: Finally, once per short or long rest, when you hit with an attack made with your natural weapons against a target you have grappled, or if the target is incapacitated, you can choose to make the attack deal an additional 2d6 necrotic damage. Immediately after the attack, you regain hit points equal to the damage dealt by that attack   Night Dweller's Dilemma(3rd level):
While you do gain immense power from becoming a member of this order, Night Hunter's are not without their vulnerabilities. While in sunlight or running water, you make attack rolls and ability checks at disadvantage. Running water does not include things such as such as a bath or a flooding room, which lack a current. Running water, however, may include a river, ocean current, rain, sleet, snow, being dragged through a body of water, and more.   Additionally, you no longer have a shadow, nor a reflection, as your former, mortal nature has been rejected, and you have absorbed your shadow into your very form.   Hunter's Temperance(7th level):
At 7th level, your vampiric abilities improve your speed and reactions to be able to read your opponents more carefully. As a reaction, when a creature affected by your Brand of Castigation moves within 5 feet of you, you can attempt either a shove or grapple against that creature as a reaction. If you succeed on the grapple check you can use Drain Vitality against the target if you have any remaining uses.   Umbral Resilience(11th level):
As an action, you can suffuse yourself with shadowy essence, stitching back together any wounds you may have and invigorating your body. For one minute, you regain hit points equal to 1 + your Constitution modifier (min 1) and as part of the action used to actiavte this ability. This feature is suppressed until the end of your next turn if you would be under the effect of your Vampiric Curse or take radiant damage.   This ability activates automatically at the start of your next turn if your hit points are reduced to below half your hit point maximum (unless this ability is already active), reducing the remaining uses by 1 until you finish a long rest. You do not regain hit points this way if your current hit points are not below half your hit point maximum.   You can use this ability of a number of time equal to your Consititution modifier (min 1) before finishing a long rest.   Blood Curse of the Hypnotic Gaze(15th level):
You have learned how to charm creatures into doing your bidding. You gain the Blood Curse of the Hypnotic Gaze for your Blood Maledict feature. This does not count against your blood curses known.
Blood Curse of the Hypnotic Gaze: You target one humanoid creature you can see within 30 feet as an action. If the target can see you, it must succeed on a Wisdom saving throw against this blood curse or be charmed by you. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your direct control, it takes your requests or actions in the most favourable way it can. Creatures who succeed on the saving throw are immune to the effect for 24 hours. If you or your companions do anything harmful to the target, it can repeat the saving throw with advantage, ending the effect on itself on a success. Otherwise, the effect lasts a number of minutes equal to your Wisdom modifier or until you die, are on a different plane of existence, or take a bonus action to end the effect.
Amplify. The curse now lasts for 1 hour, and the target has disadvantage on the initial saving throw.   Borrow Form(18th level):
You learn how to tap into the cursed powers of your order.
  • Bat Form: As an action, you can transform yourself into a Tiny bat or a Medium cloud of mist, or back into your true form. While in bat form, you cannot speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than your size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you carry does. You revert to your true form if you die.
  • Mist Form: While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, you can do so without squeezing; but you cannot move through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and are resistant to all non magical damage.
  • Shadowed Form: You become embraced by the very shadows, taking on their fleeting nature. You gain a fly(hover) speed equal to your walking speed while in dim light or darkness, you lose this fly(hover) speed if you are not in dim light or darkness at the end of the turn. Moonlight and other similar sources of light are considered dim light for this ability.
  Master of the Night(18th level):
As an action, can transform into a more bestial state, dropping the façade of control and embracing the monster within. While transformed, you gain the following benefits:
  • Draining Touch: You can use Drain Vitality from your Vicious Hunter ability without the target having to be grappled.
  • Night Caller: You are wreathed in shadow, you are considered to be in darkness unless you are in sunlight or magical light(i.e. created by a spell or magic item).
  • Rapid Resilience: You can activate Umbral Resilience as part of the transformation.
  • Stalker: While you have the fly(hover) speed granted by Shadowed Form from your Borrow Form ability, you are invisible.
  • Dark Hide: You have resistance to bludgeoning, piercing, and slashing damage from non magical weapons, additionally, you have immunity to necrotic damage.
  • Hideous Visage: You cannot use your Blood Curse of the Hypnotic Gaze while transformed.
  This transformation lasts for 10 minutes. Once you use this feature, you cannot use it again until you finish a long rest.    
 


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Dark Hollow DND.

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