Dd blood hunter 1.8 pdf free download






















Not because it's weaker, but because it removes the debuffs. I know it doesn't make sense, but the whole fun of Blood Hunter was how you would gain power at a cost, and removing the silver vulnerability and dropping the Wisdom Saves for holding back your inner beast to such a low number honestly removes the fun of playing that class. I'm a big fan of the Mutagen upgrades, though. It's a lot simpler to play, but I think it lends itself to 5e a lot better than previously, and the drawbacks and strengths are considerably improved.

Makes it a LOT more fun to juggle. I'm very excited!! I really need the new Warlock patrons added to the profane soul subclass. I just want to know why Blood Curse Mutual Suffering was removed, that was the best one. I agree. It was definitely my favorite. I think overall the Blood Maledicts are a lot better stronger, more thematically appropriate now than they were, but I miss Mutual Suffering.

I believe Matt indicated that he does have plans for it, though, so hopefully we'll get a version of it back in a future update. I absolutely adore most of the changes to this class. The flavor feels pretty spot on now. I also really like how the changes to order of the lycan.

The only disappointing thing is the damage nerf to claws later on. Generally dual wielding or equivalent is very weak later on, and if you're using claws you're missing out on fancier weapon properties of powerful weapons like the Flame Tongue. Not sure why this needed a nerf, but at least you can always choose to use magic weapons instead. I'd hardly call the claws "nerfed" when you're out-damaging the monk up to 5th level because of a larger damage die and then still doing it thanks to Feral Might until 17th level.

Also with the way it's worded you can use your first attack with a weapon, then unarmed strike, and then bonus action unarmed strike; not to mention both weapon and your unarmed strikes can get the bonus damage from Crimson Right which likely means you're out-damaging the monk even beyond 17th level , and the entire time you're doing that you've also got resistance and an AC boost to your armour.

Safe to say if the claws were stronger it'd be even more poorly balanced. I wouldn't call it poorly balanced. As it is, the damage comes out "Alright" compared to fighters, paladins, and barbarians. It's better than monk, for sure. The problem is that monk is poorly balanced to begin with.

Almost everyone who runs math on 5e agrees monk has the lowest damage output of the martial classes, so I wouldn't generally balance classes toward monk. Still, a loss isn't a big deal. I wasn't balancing it towards monk, but showing how it outshines that class. Astral Monk is horridly balanced too, you can throw more d10s than a fighter can at next to no cost on your turn with that subclass; makes an excellent proxy for a Stand User though. Hell you'll be pulling more damage than a Barbarian whilst practically copying the Barbarian's main class feature but still allowing you to concentrate and use magic.

There's a lot more wrong with it besides this too. I don't really like arguing on the internet, so I'll just say agree to disagree. I don't think any of the math bears out here that Order of the Lycan's damage is "overpowered". I did math on all of the classes, sans feats, and Order of the Lycan's claws come out on bottom equivalent to monk.

Here's the data, if anyone's curious. It uses the old Bloodhunter claw damage of 1d One of the monk's biggest problems is there's really no feats that work for it, and this applies to the Bloodhunter claw fighting style too.

For the Blood Hunter example you've neglected the ability to run using both claws and a weapon same for the Monk, not sure why the accuracy is down there either. Hell you're even matching a Hasted Paladin too and the only thing it's cost you See more is 11 HP on average. Lets try with just claws: Bloodhunter Lycan with Str 20 and Int 20, using Claws, Brand of the Voracious gives advantage so accuracy is now 0.

Don't forget that the Brand damage occurs if the creature hits someone next to you too, and it occurs each time so if you huddle with 5 friends and get hit by a AoE spell, that's 6x10 psychic damage it's taking. It also can't escape or it'll take another 4d6 psychic damage and possibly fail in the attempt damage before the save is also unbalanced.

See more Brand of the Voracious gives advantage so accuracy is now 0. On a final note as I just had a thought, even without the brand in that last example you're matching the damage of practically all those classes against AC21 as with your examples it's The shield doesn't stop you from using your Predatory Strikes as they're just unarmed strikes so kicks and bites work , so you're putting out damage that's only 0. I have yet to look over all the numbers, but I would like to point out that no one here has mentioned that Order of the Lycan is the only subclass in all of 5e to give the player vulnerability.

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. New Account or Log In. Hide my password. Get the newsletter. Subscribe to get the free product of the week! One-click unsubscribe later if you don't enjoy the newsletter. Log In with Facebook.

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Blood Hunter Class. From Matthew Mercer. Average Rating ratings. Blood Hunter Class Between the martial pursuits of a warrior, and the long-forgotten secrets of blood magic, lies a sect of hunters that sacrifice their own vitality and humanity to protect the realms. More from this Title's Contributors. Customers Who Bought this Title also Purchased. Reviews Please log in to add or reply to comments.

Where can I get the PDF version of that? Is there any possibility of a Fantasy Grounds version of this class being authorized? Hi, I'm going to be playing an Order of the Mutant Bloodhunter in an upcoming campaign and looking to clarify something with anyone who either knows for definite or has played before and can offer to shed some light. The Amplified version does this for all attack rolls until the start of [my] next turn, with the usual caveat of taking the additional damage.

Question is - do I take damage from the remaining amplified rolls until the start of my next turn? See more is resolved. Creatures' turn ends Ally 1 turn ends creature uses legendary action x1 to attack at end of ally's turn - Curse of Eyeless applies again, 1x Hemocraft die is rolled and subtracted from Attack Roll, roll outcome is resolved.

Ally 2 turn ends creature uses legendary action x1 to attack at end of ally's turn - Curse of Eyeless applies again, 1x Hemocraft die is rolled and subtracted from Attack Roll, roll outcome is resolved.

Ally 3 turn ends creature uses legendary action x1 to attack at end of ally's turn - Curse of Eyeless applies again, 1x Hemocraft die is rolled and subtracted from Attack Roll, roll outcome is resolved. If so, how long can we expect to wait? Thank you. Needing to heavily expand upon those small features, I cobbled together my first attempt at this class with meager design experience and tossed it to the internet with a wince.

A handful of years of iterations, and incredible amounts of very well-thought out feedback from the web later, I've learned so much more about fun design and balance See more from from the ground up. Deep consideration brought me to shift the secondary ability score focus from Wisdom to Intelligence, as the hemocraft magic was more arcane in nature, and there was little representation for an Intelligence-based martial class.

Along with this came many changes to improve the ease of tracking abilities like the Crimson Rite, while adding some new features and utility to the class and its Orders including the Brand of Castigation.

Massive rebalancing has been applied throughout the class, and each Order eventually receives its own unique Blood Curse, as well as a unique modification to their Brand. While the first release of any new design will have its problems, I feel much more confident about the direction of this class and its place in my games and world.

I hope you enjoy this newly fashioned, improved release of the Blood Hunter! I have a quick question. I bought the. Where do i find the actual module. Not sure what you're referring to as the "module" there. This PDF should be all you need to play as this class in a campaign. If you are referring to the Curse of Strahd module book, you as a player do not need that as only the DM should be reading and using that book.

Anyone know where the Order of the Lycan is? DnD beyond as it but i really want it on the document. I just purchased this for that specifically, and was puzzled why it didn't arrive with it.

What gives? I really love the class as it is now for combat, although I feel like it deserves a few more utility ribbons. Dark psychometry is very cool, but at best it's open to interpretation by the DM, and at worst the DM could interpret it too literally and offer the player no worthwhile information when they use it. Hunters Bane is very good, but it's one utility where I feel there ought to be more. In addition, whenever you score a critical hit with a weapon attack empowered by your Crimson Rite, you regain one expended use of your Blood Maledict feature.

Share on. You should be logged in to clone a site. Blood Hunter. Source: DMs Guild You must have an Intelligence score of 13 or higher and a Strength or Dexterity score of 13 or higher in order to multiclass in or out of this class. Blood Maledict At 1st level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic.

Fighting Style At 2nd level, you adopt a style of fighting as your specialty. Great Weapon Fighting. When you roll a 1 or 2 on a non-rite damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Crimson Rite At 2nd level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality.

Primal Rites Rite of the Flame. Esoteric Rites Rite of the Dead. Blood Hunter Order At 3rd level, you commit to an order of blood hunter martial focus. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action. Brand of Castigation At 6th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it requires no action. Grim Psychometry When you reach 9th level, you have a supernatural talent for discerning the history surrounding mysterious objects or places touched by evil.

Dark Augmentation Upon reaching 10th level, arcane blood magic suffuses your body, permanently reinforcing your resilience. Brand of Tethering Starting at 13th level, the psychic damage from your Brand of Castigation feature increases to twice your Intelligence modifier minimum of 2. Hardened Soul When you reach 14th level, you have advantage on saving throws against being charmed and frightened.

Sanguine Mastery Upon becoming 20th level, you honed your control over blood magic, mitigating your sacrifice and empowering your capability. Eventide MUSH. NET Wiki This website is no longer actively supported.

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