User:NinjaBambi

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Bambi's Super Awesome Bloodborne Hunter Homebrew Class[edit]

Class Features[edit]

  • Hit Points
    • Hit Dice: 1d10 per Hunter level
    • Hit points at first level: 10 + constitution modifier
    • Hit Points at higher levels: 1d10 (or 6) + con modifier per level
  • Proficiencies
    • Armor: Light Armor, Medium Armor, Shields
    • Weapons: Simple Weapons, Martial Weapons, Pistol
    • Tools: None
    • Saving Throws: Strength, Dexterity
    • Skills (Choose Two): Arcana, Athletics, Acrobatics, History, Religion, Insight, Investigation, Medicine, Perception, Intimidation and Survival
  • Equipment
    • You start with none muhahaha


Level Proficiency Features Bullet Maximum
1st +2 Unarmored Defence, Blood Vials, Quicksilver Bullets 10
2nd +2 Sword and Gunplay, Trick Weapon 10
3rd +2 Specilization 10
4th +2 Ability Score Improvement 11
5th +3 Extra Attack 11
6th +3 Parry 12
7th +3 Specialization Feature 12
8th +3 Ability Score Improvement 13
9th +4 Rubbing Paper (single Use) 13
10th +4 Specialization Feature 14
11th +4 Magical Trick Weapons 14
12th +4 Ability Score Improvement 15
13th +5 Blood Healing, Rubbing Paper (Two Uses) 15
14th +5 Visceral Attack 16
15th +5 Specialization Feature 16
16th +5 Ability Score Improvement 17
17th +6 Blood Rapture, Rubbing Paper (Three uses) 17
18th +6 Specialization Feature 18
19th +6 Ability Score Improvement 19
20th +6 The Hunter's Dream 20


Unarmoured Defense[edit]

While not wearing any armour your AC equals 10 + Dex Modifier + Wisdom Modifier.

Blood Vials[edit]

The blood of those you kill allows you to heal yourself. Starting at level 1, whenever you kill an enemy, if it is bleeding, you may fill an empty vial in your inventory with its blood. You may then use this vial later as an action to restore hit points equal to your current level + your Constitution modifier +your proficiency bonus. You may only fill one vial per enemy you kill. The number of vials you can carry is equal to your current level plus your Constitution modifier.

Quicksilver bullets[edit]

Normal bullets are useless to a hunter, as they are too unwieldy to use quickly enough against a beast. Thus, a more mystical form of ammunition is required. The maximum number of bullets you may carry is detailed in the Hunter table. You regain bullets up to your maximum each time you take a long rest. You may expend hit dice during a short rest to restore bullets as if you were restoring hit points.

Sword and Gunplay[edit]

Starting at the 2nd level when you use a Sword and Gun you gain +1 to ranged attack rolls and may reload the ranged weapon without needing a freehand.

Trick Weapon[edit]

Starting at the 2nd level you can create Trick Weapons.

Specialization[edit]

At level 3 you may choose your Specialization.

Ability Score Improvement[edit]

When you reach 4th level, and against at 8th, 16th, and 19th levels, you can increase a ability score by 2 and two ability scores by 1, or you can choose a feat. You may not increase a score past 20 this way.

Extra Attack[edit]

Starting at the 5th level you can use your attack action to make two attacks instead of one.

Parry[edit]

At the 6th level your quick draw can throw your opponents off guard. If an enemy makes a melee attack at you, you may use your reaction to make an attack with your firearm. You add half your proficiency bonus and ability modifiers, rounded down, to this attack roll instead of the normal values. If it succeeds, instead of dealing damage, you may have the enemy be knocked prone. If you fail the parry, the enemy has advantage on their attack against you.

Rubbing Paper[edit]

Starting at the 9th level you can enchant your weapon with either Fire, Lightning, cold, or acid damage with your bonus action causing 1d8 of the chosen damage for 1 minute. You cannot use this feature again until a short or long rest. At the 13th level you gain two charges of this, and 17th you gain three.

Magical Trick Weapons[edit]

At the 11th level to infuse your Trick Weapons with magic for the purpose of overcoming resistances.

Blood Healing[edit]

At the 13th level you have advantage on saving throws against poison and disease, and you have resistance against poison damage. Additionally your blood vials cure 1 poison and disease.

Visceral Attack[edit]

At the 14th level you may score an automatic crit on an foe you successfully parried last turn.

Blood Rapture[edit]

At the 17th level when you land the last blow on an enemy you regain HP equal to half of its remaining HP.

The Hunters Dream[edit]

One you Reach 20 you may enter the fabled Hunters dream. This Dream now sustains you so you may truly never die. You cease aging and if you die, you reawaken the next day in the last spot you rested.

Corruption Specialization[edit]

Sanguine Elegance[edit]

You become proficient in two of the following skills: Investigation, Perception, Intimidation, and Survival.

Cainhurst Duelist[edit]

When you make a weapon attack against a creature all creatures have disadvantage against you on opportunity attacks.

Queen's Voice[edit]

Beginning at 7th level you gain 1 hit point if you roll a 19 or 20 on a death saving throw.

Bloodtinge[edit]

By the 10th level when you hit a creature with a weapon attack you can coat the blood in your corrupted blood deal 1d8/+1d8 per 3 hunter level round down, necrotic damage to both you and the creature.

Duelist's Redoubt[edit]

At the 15th level the when an attacker you can see hits you with an attack, you can use your reaction to halve the attacks damage against you.

Cainhurst Frint[edit]

At the 18th Level whenever you use your bonus action to switch between Trick Weapon forms you have advantage on your first attack in the new form.

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