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Bloodhound

Vital Strikes

Upon Reaching 3rd level when you hit a creature with a weapon attack, you may have the modifier of the damage roll deal bleed damage instead of the base weapons type.  

Stained Endurance

At 3rd level, whenever you receive healing that would exceed your hit point maximum, the excess healing is converted into temporary hit points.

(You can only gain a number of temporary hit points from this feature equal to three times your character level.)

 

Bursting Bloodwell

At 7th level, whenever you hit a creature that is suffering from bleed damage with a weapon attack, you cause them to immediately take an instance of bleed damage. You then heal a number of hit points equal to the total damage of the attack, the creature then loses any source of bleed that it has.

In addition, if you start combat with no uses of your Second Wind feature left you regain one use. Once you regain your Second Wind feature in this way you cannot do so again until you finish a long rest.

 

Sight of Red

At 10th level, your ability to sense and track the lifeforce of others has reached an extreme. You gain a Lifesense out to a range of 30ft.

In addition if a creature is suffering from bleed damage they gain no benefits from the invisble condition, and you gain advantage to any check made to tracking and locating a bleeding creature.

 

Bloody Wind

At 15th level, When you use your Second Wind feature, your next weapon attack deals additional bleed damage equal to twice the amount of healing you received.

Additionally, you regain one use of your Second Wind feature once per short or long rest.

 

Crimson Tide

At 18th level,

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