Hunter Arts (Bloodborne Supplement)[edit]
Part of the Bloodborne 5e Homebrew, all available Hunter Arts for the Hunt.
What are Hunter Arts?
Hunter Arts are advanced combat techniques developed by the most skilled hunters. These are not mere attacks, but refined expressions of mastery—movements honed through instinct, experience, and insight. Each Hunter Art is an active ability that pushes a hunter to their limits, often at a cost, in exchange for devastating power.
These techniques do not consume traditional resources but operate on a cooldown system, preventing excessive repetition while allowing consistent use within a battle. Some Hunter Arts require specific weapons, subclasses, or combat styles to unlock their full potential.
Hunter Arts are advanced combat techniques, developed through experience and mastery of the Hunt. These abilities transcend mere skill, becoming refined expressions of a hunter's will, allowing them to unleash devastating attacks, precise counters, and supernatural feats in battle.
Each Hunter Art belongs to one of five distinct categories, reflecting the nature of its techniques and the philosophy behind its execution. While incredibly powerful, these techniques are not freely given; they must be earned, discovered, and mastered through the trials of the Hunt.
Martial Arts[edit]
Refined melee techniques that push a hunter’s physical prowess to its limits. These arts emphasize raw physical strength, weapon mastery, and precise execution in combat.
Raging Fang[edit]
Cooldown: 2 Turns
Requirement: Melee Weapon
Effect: You unleash a devastating strike with overwhelming force.
- Level 5+: You move up to your speed ×3 and deliver a strike that deals an additional +3d12 damage.
- Level 10+: The attack generates a 20-foot shockwave, forcing creatures in the area to make a Dexterity saving throw (DC 8 + Prof + Str/Dex) or be knocked prone and stunned until your next turn.
- Level 15+: This attack ignores resistances and damage reductions. If it hits, you add your attack bonus to damage three times.
Phantom Step[edit]
Cooldown: 1 Turn
Requirement: None
Effect: A spectral movement allows you to evade attacks with supernatural precision.
- Level 5+: You teleport up to 30 feet as a reaction when attacked, causing the attack to automatically miss.
- Level 10+: If you reappear behind the enemy, your next attack is an automatic critical hit.
- Level 15+: If you use this technique in the same turn as an attack, you can make an additional attack with advantage, doubling all damage dice on a hit.
Bloodletting Talon[edit]
Cooldown: 3 Turns
Requirement: You must be below 50% HP
Effect: The hunter's adrenaline surges, pushing them to the edge of madness.
- Level 5+: For the next 3 turns, you regain HP equal to 100% of the damage you deal with melee attacks.
- Level 10+: You gain +4 to all attack rolls for the duration.
- Level 15+: Your attack speed increases, allowing you to make one additional attack per turn while this effect lasts.
Predator’s Instinct[edit]
Cooldown: 2 Turns
Requirement: You must have landed a critical hit this turn
Effect: The bloodlust of the hunt allows you to exploit any opening with lethal precision.
- Level 5+: After scoring a critical hit, you can immediately make two additional attacks as a reaction.
- Level 10+: If these attacks are also critical hits, you add your Proficiency Bonus to the damage three times.
- Level 15+: If you kill an enemy with this ability, your next attack within 1 minute is an automatic critical hit and deals an extra 6d12 damage.
Crimson Spiral[edit]
Cooldown: 5 Turns
Requirement: Transforming Weapon
Effect: You spin with relentless fury, slashing everything around you.
- Level 5+: You unleash a spinning attack in a 15-foot radius, dealing +6d12 additional damage to all enemies in range.
- Level 10+: If enemies are bleeding, they take additional damage equal to twice your Proficiency Bonus.
- Level 15+: You can repeat this attack three additional times in the same turn if you spend your bonus action.
Spectral Cleave[edit]
Cooldown: 3 Turns
Requirement: Two-Handed Weapon
Effect: A charged strike releases a cutting wave of energy across the battlefield.
- Level 5+: The attack hits all creatures in a 60-foot line, dealing +6d12 additional damage.
- Level 10+: If this strike kills an enemy, you can use it again immediately without triggering its cooldown.
- Level 15+: The wave ignores all immunities and resistances, leaving a dimensional wound that prevents healing for 10 minutes.
Bonebreaker[edit]
Cooldown: 4 Turns
Requirement: Heavy Weapon (Greatsword, Hammer, etc.)
Effect: A devastating blow shatters the enemy's defenses.
- Level 5+: The attack ignores all physical resistances and reduces the target's AC by -4 until their armor is repaired.
- Level 10+: If the enemy is wearing armor, their speed is reduced to 0 for 1 minute.
- Level 15+: If this attack reduces an enemy to 0 HP, you gain two additional free attacks in the same turn.
Death Waltz[edit]
Cooldown: 4 Turns
Requirement: Light Weapons (Daggers, Rapiers, etc.)
Effect: A series of rapid, elegant strikes overwhelm your foes.
- Level 5+: You make three additional melee attacks this turn.
- Level 10+: Each of these attacks deals an additional +5d12 damage.
- Level 15+: If all attacks hit, you may make an additional attack and your next turn's speed is doubled.
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Blood Arts[edit]
Techniques that utilize blood as a weapon, sacrificing vitality for unparalleled power. These arts grant immense offensive capabilities, but at the cost of the hunter’s own life force.
- Bloody Mary
Cooldown: 3 Turns
Requirement: Slashing Weapon & at least 1 Blood Vial (or sacrifice HP)
Effect: Channeling the relentless technique of the greatest Blood Warriors, you drench your weapon in your own lifeblood, extending its reach and igniting the battlefield in crimson flames.
- Level 5+: Consume 1 Blood Vial or sacrifice 10% of your maximum HP to coat your weapon in blood. For the next minute, your melee weapon’s reach increases by 10 feet. Successful hits deal +6d12 slashing damage and cause the target to bleed (1d12 damage per turn for 1 minute).
- Level 10+: Your weapon's range further increases by 15 feet. After every attack, a trail of blood remains on the battlefield. At the start of your next turn, all blood trails ignite, dealing +4d12 fire damage to all enemies within them. If you lack a Blood Vial, sacrifice an additional 10% of your maximum HP to activate this effect.
- Level 15+: Your blood-imbued strikes now create a flaming shockwave that extends in a 30-foot cone, dealing +8d12 slashing and fire damage to all caught in its path. Bleeding targets take double the fire damage when the trails ignite. If you lack a Blood Vial, sacrifice an additional 10% of your maximum HP for each attack that triggers a blood trail ignition.
- Sanguine Requiem
Cooldown: 4 Turns
Requirement: At least 50% HP
Effect: You embrace the Hunt’s brutality, channeling your life force into raw destructive potential.
- Level 5+: Sacrifice 15% of your maximum HP to double your weapon attack damage for the next three turns.
- Level 10+: Your strikes now cleave through armor, ignoring all resistances and reducing the target’s AC by -4 for 1 minute. If you lack a Blood Vial, sacrifice an additional 10% HP to activate this effect.
- Level 15+: When attacking, roll damage twice and take the higher result. If an enemy is below 25% HP, your attack automatically becomes a critical hit.
- Bloodletting Storm
Cooldown: 5 Turns
Requirement: A Transforming Weapon
Effect: A whirlwind of blood and steel engulfs your enemies, shredding everything in your path.
- Level 5+: Consume 1 Blood Vial or sacrifice 20% of your HP to execute a spinning attack in a 30-foot radius, dealing +8d12 damage to all enemies caught in it.
- Level 10+: Enemies affected suffer the Hemorrhage condition, taking 2d12 additional bleed damage each turn for 1 minute. If you lack a Blood Vial, sacrifice an additional 15% HP.
- Level 15+: Your whirling attack extends further, reaching a 50-foot radius and striking each enemy twice. If an enemy dies from this, you recover half of the HP spent to activate this ability.
- Hemokinetic Surge
Cooldown: 2 Turns
Requirement: Must have suffered damage this turn
Effect: By harnessing the pain of your wounds, you explode with sudden overwhelming speed and power.
- Level 5+: If you have lost at least 10% of your maximum HP this turn, you gain advantage on all attack rolls and double your movement speed until the end of your next turn.
- Level 10+: Your first attack made during this state automatically deals maximum damage. If you lack a Blood Vial, sacrifice 10% of your HP to activate this effect.
- Level 15+: While in this state, you can take one additional action on your turn.
- Crimson Pact
Cooldown: 6 Turns
Requirement: Must be below 25% HP
Effect: By offering yourself to the Hunt, you become an unkillable force, fueled by carnage and desperation.
- Level 5+: Your attacks heal you for 50% of the damage dealt for the next 2 turns. If you lack a Blood Vial, sacrifice 20% HP to activate this ability.
- Level 10+: For the next minute, you cannot drop below 1 HP unless reduced to 0 instantly.
- Level 15+: If you kill an enemy while this ability is active, you regain full HP and refresh the cooldown of this technique immediately.
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Gun Arts[edit]
Techniques that refine firearm mastery, allowing hunters to manipulate guns beyond conventional limits. These arts emphasize precision, devastating burst damage, and supernatural speed in gunplay.
- Deadshot Requiem
Cooldown: 2 Turns
Requirement: Any Firearm
Effect: You deliver a shot so precise and lethal that it guarantees devastation.
- Level 5+: Your next firearm attack is an automatic critical hit and deals an additional +8d12 damage.
- Level 10+: If this shot kills an enemy, you regain all spent bullets used in the attack.
- Level 15+: You can fire an additional shot at another enemy within range, which is also an automatic critical hit.
- Blood Bullet Barrage
Cooldown: 3 Turns
Requirement: At least 2 Blood Bullets
Effect: You sacrifice your own blood to unleash an overwhelming burst of gunfire.
- Level 5+: You fire six shots in rapid succession, each dealing +4d12 additional damage.
- Level 10+: If at least three shots hit, the target suffers internal hemorrhaging, taking 2d12 bleed damage per turn for 1 minute.
- Level 15+: You can reload instantly after this attack and fire an additional three shots as a bonus action.
- Silent Reaper
Cooldown: 2 Turns
Requirement: A Sidearm (Pistol, Repeater, etc.)
Effect: You silently draw your firearm, striking with perfect precision and eliminating threats before they can even react.
- Level 5+: You make a firearm attack against a creature within 60 feet. If it hits, the target cannot take reactions until the start of its next turn.
- Level 10+: You may take the Attack action twice as part of this ability, and each shot made during this action ignores half-cover and three-quarters cover.
- Level 15+: If the target is reduced to 0 HP by this attack, you immediately gain advantage on all attack rolls made against creatures within 30 feet for the next turn.
- Reaper’s Volley
Cooldown: 4 Turns
Requirement: A Shotgun or Spread-type Firearm
Effect: You unleash a point-blank volley, tearing through multiple foes at once.
- Level 5+: Fire in a 30-foot cone, dealing +6d12 additional damage to all creatures in range.
- Level 10+: Enemies hit are knocked back 20 feet and must make a Constitution saving throw (DC 8 + Prof + Dex) or be incapacitated until their next turn.
- Level 15+: Any target reduced to 0 HP by this attack explodes in a burst of gore, dealing 5d12 additional damage to all creatures within 10 feet.
- Final Judgement
Cooldown: 6 Turns
Requirement: Any Firearm
Effect: A single shot, imbued with absolute lethality, tears through reality itself.
- Level 5+: Your firearm attack ignores all resistances and immunities, dealing +10d12 additional damage.
- Level 10+: The shot pierces through all creatures in a 100-foot line, hitting everything in its path.
- Level 15+: If this shot kills a target, you immediately regain the ability to use this technique again after 1 turn.
- Eclipse Gambit
Cooldown: 3 Turns
Requirement: Any Firearm
Effect: You gamble your own life to achieve perfect lethality.
- Level 5+: Sacrifice 25% of your maximum HP to double the damage of your next firearm attack.
- Level 10+: This attack now becomes an automatic hit. If the attack is a natural 20, its damage is tripled instead of doubled.
- Level 15+: If this shot reduces an enemy to 0 HP, you regain all lost HP and refresh the cooldown of this ability.
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Eldritch Arts[edit]
Forbidden techniques that tap into the influence of the Great Ones, bending time, space, and the mind itself.
- Whisper of the Cosmos
Cooldown: 3 Turns
Requirement: 10+ Insight
Effect: You reach beyond the veil, channeling the incomprehensible knowledge of the cosmos.
- Level 5+: You force all creatures within 30 feet to make a Wisdom saving throw (DC 8 + Prof + Wis/Int). On failure, they suffer 6d12 psychic damage and are frightened for 1 turn.
- Level 10+: The area of effect increases to 60 feet. Enemies that fail the save are stunned instead of frightened.
- Level 15+: This ability now deals 12d12 psychic damage, and creatures that fail the save are driven mad, becoming confused for 1 minute (repeat save at end of turn).
- Celestial Surge
Cooldown: 4 Turns
Requirement: Eldritch Catalyst (Arcane Item)
Effect: You summon a fragment of the Great Ones' power, unleashing it in a devastating blast.
- Level 5+: You fire a beam of eldritch energy in a 60-foot line, dealing 8d12 force damage to all creatures in its path.
- Level 10+: The range increases to 90 feet, and enemies hit must make a Strength saving throw or be knocked 30 feet back.
- Level 15+: The attack becomes a massive explosion at the end of its range, dealing an additional 6d12 radiant damage in a 30-foot radius.
- Moonlit Awakening
Cooldown: 5 Turns
Requirement: At least 20 Insight
Effect: The moon's eldritch glow reshapes your body into something beyond mortality.
- Level 5+: For the next 2 turns, your melee attacks deal an additional 6d12 damage, and you gain resistance to all non-magical damage.
- Level 10+: You regenerate 10 hit points at the start of each turn, and your attacks ignore resistance and immunity to non-magical damage.
- Level 15+: You ascend momentarily, gaining Truesight (120 feet) and flight (60 feet) for 1 minute. Additionally, all Insight-based effects on you are doubled in potency.
- Veil of the Great Ones
Cooldown: 3 Turns
Requirement: None
Effect: You phase between reality and the eldritch void, becoming nearly untouchable.
- Level 5+: As a reaction, you become ethereal until the end of your next turn. While ethereal, you are immune to all damage except force damage.
- Level 10+: When you reappear, you may unleash a pulse of void energy, forcing creatures within 20 feet to make a Constitution saving throw or take 6d12 necrotic damage.
- Level 15+: While ethereal, you can teleport up to 120 feet once per turn as a free action. Additionally, the necrotic pulse now deals 10d12 damage and ignores necrotic resistance.
- Starborn Wrath
Cooldown: 6 Turns
Requirement: A Staff, Catalyst, or Spellcasting Focus
Effect: You invoke the wrath of the cosmos, calling forth a cataclysmic downpour of arcane destruction.
- Level 5+: You summon five eldritch meteors, each dealing 8d12 force damage in a 10-foot radius upon impact within 120 feet.
- Level 10+: You summon ten meteors instead, and each explosion radius increases to 20 feet.
- Level 15+: You unleash a final detonation, dealing an additional 12d12 force damage in a 60-foot radius, ignoring all resistances and immunities.
- Eye of the Void
Cooldown: 3 Turns
Requirement: 15+ Insight
Effect: Your eye glimpses into the void, allowing you to see and strike beyond mortal limitations.
- Level 5+: You gain Truesight (60 feet) for 2 turns and can attack creatures on the Ethereal Plane.
- Level 10+: Your attacks bypass all non-magical defenses, including resistance and immunity to slashing, piercing, and bludgeoning damage.
- Level 15+: Your gaze forces creatures within 30 feet to make a Wisdom saving throw (DC 8 + Prof + Wis) or be paralyzed for 1 turn.
- Cosmic Rend
Cooldown: 5 Turns
Requirement: None
Effect: You tear open a rift into the void, unleashing an all-consuming slash.
- Level 5+: You slash forward, creating a 40-foot crescent wave of pure void energy, dealing 10d12 force damage to all creatures in its path.
- Level 10+: The attack now causes creatures hit to be pulled 10 feet towards the center of the rift and take an additional 5d12 necrotic damage.
- Level 15+: The attack explodes upon impact, dealing an additional 8d12 damage in a 30-foot radius.
- Madness Unleashed
Cooldown: 4 Turns
Requirement: 18+ Insight
Effect: You embrace the madness of the Great Ones, becoming a beacon of eldritch insanity.
- Level 5+: For the next 3 turns, all creatures within 30 feet must make a Wisdom saving throw (DC 8 + Prof + Wis) or be inflicted with Short-Term Madness (DMG 258).
- Level 10+: Enemies who fail the saving throw take 8d12 psychic damage. Allies are immune to this effect.
- Level 15+: Your form shifts into an eldritch horror for 1 minute, granting resistance to all damage except radiant and doubling the effect radius to 60 feet.
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Beast Arts[edit]
Techniques that harness the raw, primal instincts of a beast, pushing the hunter beyond human limitations.
- Howl of the Alpha
Cooldown: 2 Turns
Requirement: Must be below 75% HP
Effect: You unleash a primal howl, shaking the battlefield and asserting your dominance.
- Level 5+: All enemies within 30 feet must make a Wisdom saving throw (DC 8 + Prof + Str/Con). On failure, they become Frightened for 1 minute.
- Level 10+: Allies within range gain temporary hit points equal to your Constitution modifier × 3, and enemies take 6d12 thunder damage.
- Level 15+: Enemies who fail the save are also paralyzed until the end of your next turn.
- Feral Lunge
Cooldown: 1 Turn
Requirement: Unarmed or Clawed Weapon
Effect: You leap upon your prey with devastating force.
- Level 5+: You move up to your speed ×2 and make a melee attack that deals an additional +4d12 damage.
- Level 10+: If the target is Large or smaller, they must make a Strength saving throw (DC 8 + Prof + Str/Dex) or be knocked prone and grappled.
- Level 15+: If you reduce an enemy to 0 HP with this attack, you may immediately use it again without triggering its cooldown.
- Bloodfang Frenzy
Cooldown: 3 Turns
Requirement: Must be below 50% HP
Effect: You enter a frenzied state, attacking relentlessly with savage precision.
- Level 5+: For the next 3 turns, you make one additional attack per turn and regain HP equal to half the damage dealt.
- Level 10+: Your critical hit range increases by 2, and your attacks ignore resistance to slashing damage.
- Level 15+: You may roll all damage dice for melee attacks twice and take the higher result.
- Primal Rampage
Cooldown: 4 Turns
Requirement: Must have taken damage this turn
Effect: You unleash an unstoppable rampage, smashing through all in your path.
- Level 5+: Move up to your speed ×3 in a straight line. Every creature in your path must make a Strength saving throw (DC 8 + Prof + Str) or take 6d12 bludgeoning damage and be knocked prone.
- Level 10+: If an enemy is knocked prone, you may immediately make a melee attack against them.
- Level 15+: Your charge becomes unstoppable; you break through obstacles and ignore difficult terrain.
- Beast Within
Cooldown: 5 Turns
Requirement: 10+ Bestiality
Effect: You fully embrace your beastly nature, transforming into a monstrous entity.
- Level 5+: For the next minute, your Strength and Dexterity increase by 4 (max 26), and your movement speed doubles.
- Level 10+: Your unarmed strikes deal +6d12 damage, and you gain resistance to all non-magical damage.
- Level 15+: You may make two additional attacks per turn and ignore all conditions that would prevent movement.
- Hunting Pack
Cooldown: 3 Turns
Requirement: At least one ally within 10 feet
Effect: You coordinate with nearby allies, striking in perfect unison.
- Level 5+: If an ally is within 10 feet, both of you may make an attack as a reaction when one of you lands a hit.
- Level 10+: The damage of both attacks increases by +5d12, and you both gain advantage on your next attack roll.
- Level 15+: This ability no longer has a cooldown if you are below 50% HP.
- Ravenous Pounce
Cooldown: 2 Turns
Requirement: Must move at least 20 feet before attacking
Effect: You lunge at an enemy with overwhelming force, aiming to tear them apart.
- Level 5+: You move up to your speed and attack, dealing +6d12 additional damage.
- Level 10+: The attack becomes a guaranteed critical hit if the enemy is prone or surprised.
- Level 15+: If this attack reduces an enemy to 0 HP, regain HP equal to the damage dealt and remove one level of exhaustion.
- Bestial Endurance
Cooldown: 4 Turns
Requirement: Must have taken damage this turn
Effect: You endure pain beyond human limits, refusing to fall.
- Level 5+: When you drop to 0 HP, you instead remain at 1 HP. This effect lasts for 1 minute or until you are reduced to -20 HP.
- Level 10+: You regain HP equal to your Constitution modifier × 5 at the start of each turn.
- Level 15+: You gain immunity to being Frightened, Charmed, or Paralyzed for the duration.
- Savage Rend
Cooldown: 3 Turns
Requirement: Natural Weapons or Clawed Weapon
Effect: You tear into your enemy with raw, unrelenting ferocity.
- Level 5+: Your attack deals an additional +6d12 slashing damage, and the target begins bleeding for 3d12 damage at the start of each turn for 1 minute.
- Level 10+: If an enemy is bleeding, they must make a Constitution saving throw (DC 8 + Prof + Str) or be Stunned until the end of their next turn.
- Level 15+: Bleeding damage is doubled, and enemies who are bleeding cannot take reactions.
- Devour the Weak
Cooldown: 4 Turns
Requirement: Must kill an enemy this turn
Effect: You feast upon the essence of the fallen, rejuvenating your body.
- Level 5+: Upon killing an enemy, regain HP equal to the damage dealt.
- Level 10+: You may immediately take another turn after using this ability.
- Level 15+: If you kill two or more enemies in the same turn, your Strength and Dexterity increase by +2 for 1 minute.
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