Life Hunt (5e Subclass)
Fighter: Life Hunt
This sub class was intended to be used with CrossBreed race and CrossBreed Greatscythe
- Bleed.
When you choose this archetype at 3rd level, you learn the best way to make every weapon swing count, causing your enemies to bleed profusely from their wounds. To use this feature, you must be wielding a melee weapon that deals slashing damage. In each of your turns on a hit, you can inflict a wound on a creature that is not a undead or a construct that fails a Constitution Saving Throw (DC 8 + your proficiency bonus + your Strength modifier). In a failure, you can inflict one wound die, which is a d4. At start of each of its turns, the creature will lose a number of hit points equal to the number rolled on the wound die.
Each time the fighter hits the wounded target with this attack, you inflict another wound die, and you can inflict up to 4 wound dies on a creature. Any creature can take an action to stanch the wound with a successful Wisdom (Medicine) check against a DC equal 12 + the number of wounds. The wound also closes if the target receives magical healing.
- Blood Loss
At 3rd level, in once of your turns, when you hit a creature with four wound dies from your Bleed Feature, you can deal the maximum damage possible for that damage roll. Critical hits still must be rolled as normal.
The Blood Loss feature increases the damage caused in one wound die at 8th level (1d4), two at 13th level (2d4) and three at 17th level (3d4).
- Flash cloak
Starting at 7th level, You learn how to adapt to you're surroundings in order to get advantage on you're enemy's. As a bonus action can use a disengage action. When you do this, you are under the effects of the invisibility spell and can move up to 10 feet on the same bonus action. Once you use this feature, you can't do it again until you complete a long rest.
- Reaper
At 10th level, you learn how to harvest you're enemy's life force to heal any of you're wounds. The damage caused by your Blood Loss feature count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
In addition, when you use your Blood Loss feature, you regain a number of hit points equal to the damage caused by the attack.
- Harvest
At 15th level, you learn how to harness part of the creature's life force and spread its essence to heal others. Your Reaper feature now grants a pool of healing. You have a pool of d4s that you spend to fuel this healing. The number of dice in the pool equals to the number of wound dies you've inflicted.
As a bonus action, you can heal one creature you can see within 30 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Constitution modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Once you expend a number of dies equal to your half your fighter level, you can't use this feature again until you complete a short or long rest.
- Death Lotus
At 18th level, you're Life Hunt is at it's full potential and you gain the following benefits:
- You can use your dash action to run on a straight line. Each creature on that line must make a Dexterity Saving Throw (DC 8 + Proficiency Bonus + Strength Modifier). On a failure, the creature takes the damage of your weapon + your Strength modifier. You cannot be targeted by opportunity attacks while using this feature. Once you use this feature, you can't do it again until you complete a short or long rest.
- You regain the use of your Flash Cloak feature after a short or long rest.
- When you use your Blood Lossfeature, you regain a number of hit points equal to the damage caused by the attack.
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