You perform the ritual over the course of 1 hour, which can be done during a short rest. Side effect: You gain vulnerability to slashing damage. Both the Druid and Monk use natural weapons. It should also be noted that most adventures do not reach level 20, making most capstone arguments moot. This is fantastic for most builds, and it gives a slight movement boost to boot. Blood Curse of the Fending Rite When an enemy casts a spell that requires a Dexterity saving throw, you can use your reaction to deflect the spell with your crimson rite. Still, proficiency in perception is extremely helpful, as are the advantages to charms.
Mutagens These mutagens are presented in alphabetical order. The reason you want to start with multi classing as soon as level 3 or 4 is to have the ability to take Hex. Attacking allies is extremely detrimental however even with enemies it still places the blood hunter in a position of high risk. Likewise, that creature must make a Constitution saving throw against your Intelligence score or be poisoned until it finishes a short or long rest. Sometimes I gotta Rite both weapons just to keep up with them! Blood Maledict At 2nd level, you gain the knowledge to further channel, and sacrifice, a part of your vital essence to curse and manipulate your enemies.
The vulnerability is rough, as is bloodlust, but they help balance out the transformation. Your spirit form has your physical attributes and armor class, as well as your weapons and ammunition, and can move through other creatures and objects as if they were difficult terrain. It feels a little wierd that they are casting as many spells as a full caster warlock though. But the usefulness of this skill does vary from campaign to campaign. Remember you can rite the other end of your polearm for the purpose of this feat.
This work better in melee with the enemies in the bubble they will have disadvantage to all their attacks. On this basis I'd be inclined to consider Unarmed Strikes a weapon, until I see a very definite ruling to the contrary. In the ooze form, it is blind, but it gains blindsight 120 ft, and can squeeze through small cracks as small as 1 inch wide. You gain the ability to shapeshift into the Nightwing bat with the following changes: the rules stated above apply to this transformation as well unless stated otherwise, your Strength, Dexterity, and Constitution scores increase by 5, you gain extra hp equal to double your Nightblood level, you can make 3 attacks when you take the attack action and they count as magical for the purpose of overcoming resistances, the save dc for any of the Nightwing bats abilities is 8 + charisma modifier + profficiency, the Nightwing bats scream burst ability deals 9d6, and you retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. Visceral Attack: If you hit a prone or stunned creature with a melee weapon attack, the damage may be treated as though it came from a critical attack. Cruelty Prerequisite: 11th level You can make a single weapon attack as a bonus action on each of your turns.
Great Weapon Fighting When you roll a 1 or 2 on a 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, even if the new roll is a 1 or a 2. Blood Curse of the Fending Rite; One of the two anti-spell Blood Curses. I just finished Witcher 3, so am pretty taken with the idea of the class. That's a new definition of 'top dog' not previously known to me. Your have vulnerability to damage from silvered weapons. Learn more about our sub at the. .
Air Genasi; Bonuses to two main stats. Obviously that is an increase of power that isn't properly captured by being only a single rung higher on the food chain. For instance, I play Profane Order. If you are making an unarmed strike against a creature you have currently grappled, that base damage becomes 3d6 piercing if you choose to viciously bite the target. Rogue ; Sneak attack is good, and archer hunters may be able to take advantage of cunning action to increase their damage even further. Choose one of your known mutagen formulas. On a failed save, you must move directly towards the nearest creature to you and use the action against that creature.
You would not get the saving throws and skill proficiencies. You may not recover hit points this way through attacking constructs or the undead. How does it stack up to other classes? As far as damage is concerned in my group I'm the most consistent. The rite damage die changes as you gain blood hunter levels, as shown in the crimson rite damage die column of the blood hunter table. I'm letting a player use it in my homebrew, reflavored as an Alchemist, who uses dangerous forbidden concoctions and techniques. Not the best option ability, for sure. That's +6 damage to each of your attacks.
In actual play, this can be a real pain! When you use this you cant use it again until you finish a long rest. If you are actively tracking one of these creature types, you cannot be surprised by any creatures of that type. Once a piece of this ammunition damages a creature, this effect is lost on it. That being said, a three level dip for the Long Death archetype may be a strong choice for those going the lycan route. At most, you have 4 blood maledicts per long rest. You regain expended uses when you finish a short or long rest.
Still, there are better options. The spells must be of a level for which you have spell slots. Bugbear; Bugbears are versatile, and have a strong racial ability in having a boost in surprise rounds. Blood Curse of the Fallen Puppet; This is a bit of an oddity. It's a strong class for sure.
And might have changed my choice of build, but never mind that now. When used as an exalted mutagen, it gets better when coupled with reconstruction blue , otherwise it starts to mellow out as you gain more levels. As an action, you can transform into your Hybrid form. You wanna know why this is crazy, even with the disadvantage from sunlight sensitivity? That being said, this can clash with certain abilities, and two-weapon fighters would be giving up an attack for this. The Undying You can cast once using a profane soul spell slot. Formulas You begin to uncover forbidden alchemical formulas that temporarily alter your mental and physical abilities.