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[Random Novel Ideas]

Some random stories I come up with to keep my boredom away. Contains original novels and fanfics as well. They may become a novel I'll write if I like them enough or if there is a sudden rush of inspiration that takes over me. If you like one of them comment on it and I may consider writing more about it one day, I am highly sleep deprived so I guess I will someday if i do not commit suicide first.

DaoOfGay · LGBT+
Peringkat tidak cukup
452 Chs

Hunter's Bane [Status]

[Character Sheet]

Name: Hunter "Bane" Amadeus

Age: 33

Gender: Male

Species: Human (Werewolf)

Languages - English, [Sylvan], [Fiendish], Portuguese, Latin, Spanish. 

XP - [334,098]

Gold - [1,633] 

Stats 

Strength: 24 

Endurance: 24

Dexterity: 24

Intelligence: 20

Wisdom: 16

Charisma: 8

Resistances/Immunities 

[Poison Immunity], [Fear Immunity], [Physical Damage Resistance (Non-Silvered)], [Magic Resistance], [Shape Altering Magic Immunity] 

Feats 

[Blood Mutant - You have learned to concoct forbidden alchemical formulas—known as mutagens—that can temporarily alter your mental and physical abilities temporarily. Thanks to your expertise in Hemocraft, you can temporarily turn your blood into a mutagen that you and others can consume.

The mutagens last up to 1 hour. 

Mutagens Known: [Aether], [Alluring], [Celerity], [Conversant], [Cruelty], [Deftness], [Embers], [Gelid], [Impermiable], [Mobility], [Nighteye], [Perceptive], [Potency], [Precision], [Shielded], [Rapidity], [Reconstruction], [Sagacity], [Unbreakable], [Vermillion].

[Brand of the Hexblood - With the knowledge and practice of using your Blood Magic, you have empowered your branding capabilities to mimic that of the spell Hex, essentially cursing your target with the tainted blood of your Order. This allows you to: Curse the target marked by Brand of Castigation making them weaker and slower, dealing extra damage to them whenever they are attacked, transfer the brand whenever a branded creature is slain, and teleport to the branded creature at will as long as they are within 30 feet of you.]

[Body and Soul: Your body has reached such a feat of constitution that the body and soul become one and you gain understanding of your soul. You are immune to spells that might change your form unless you allow it.] 

[Boon Master: You have reached the pinnacle of strength, agility, and endurance, enabling your body to harness the power of your boons more effectively. When you take this feat, choose a boon that you currently possess and duplicate its effect if possible. You can only duplicate a boon once if it can be duplicated; otherwise, you get to choose a new boon.] 

[Boon]

You know and can cast the Plane Shift spell targeting only yourself, without requiring components. You may do so up to [six] times before you must rest to do so again. Alternatively, you can expend three uses to cast Plane Shift as it functions normally, still without components.

Classes 

[Blood Hunter] > [Order of the Lycan: Lvl 20]

[Ranger] > [Monster Slayer Conclave: Lvl 16]

[Rogue] > [Inquisitive: Lvl 14]

[Wizard] > [School of Hemocraft: Lvl 2]

Class Feat

[Blood Hunter] 

Hunter's Bane

At 1st level, you have survived the Hunter's Bane—a dangerous, long-guarded ritual that alters your life's blood, forever binding you to the darkness and honing your senses against it. Your blood is magical in nature, you are able to draw power from it. You can sense whenever something supernatural is around you, ever aware of its presence. 

[Mastered Hunter's Bane]

At level 6 your blood seems to boil in the strong presence of the supernatural. You can indetify and sense all things outside of the norm around you in a 30 feet radius- Additionally, you can now smell Magic. 

Blood Maledict

At 1st level, you gain the ability to channel—or sometimes sacrifice—a part of your vital essence to curse and manipulate creatures through hemocraft magic. 

Each time you use your Blood Maledict feature, you choose which curse to invoke from the curses you know. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by taking necrotic damage. This damage can't be reduced in any way. An amplified curse gains an additional effect, noted in the curse's description. Creatures that do not have blood are immune to blood curses unless you have amplified the curse.

Curses Known - [Blood Curse of the Anxious], [Blood Curse of Binding], [Blood Curse of Bloated Agony], [Blood Curse of Exposure], [Blood Curse of the Eyeless], [Blood Curse of the Fallen Puppet], [Blood Curse of the Marked], [Blood Curse of the Muddled Mind], [Blood Curse of Beguiling Influence], [Blood Curse of Misdirection], [Blood Curse of Mutual Suffering], [Blood Curse of Proliferation], [Blood Curse of Pure Horror], [Blood Curse of Purgation], [Blood Curse of Rending Rite], [Blood Curse of Squelching], [Blood Curse of the Howl]

Crimson Rite

Also at 2nd level, you learn to invoke a rite of hemocraft that infuses your weapon strikes with elemental energy.

Rites Known - [Crimson Rite of the Beast], [Rite of the Flame], [Rite of the Frost], [Rite of the Storm], [Rite of the Venom], [Rite of the Ooze], [Rite of the Dead], [Rite of the Oracle], [Rite of the Roar], [Rite of the Luminous], [Rite of the Forceful] 

Empowered Blood

Beginning at 2nd level, the vile concoction you imbibed has honed your reflexes and strengthened your resolve at the cost of your own vitality. You immediately gain the Blood Bargain of Cunning and the Blood Bargain of Hemostasis, and you gain additional blood bargains as you gain levels in this class. 

Blood Bargains known - [Blood Bargain of Cunning], [Blood Bargain of Hemostasis], [Blood Bargain of Staggering Strikes], [Blood Bargain of Mastery], [Blood Bargain of Precision], [Blood Bargain of Prowess], [Blood Bargain of Sound Mind], [Blood Bargain of Vicious Strikes], [Blood Bargain of the Zealot]

Brand of Castigation

At 6th level, when you damage a creature with a weapon for which you have an active crimson rite, you can channel hemocraft magic to sear an arcane brand into that creature. You always know the direction to the branded creature as long as it's on the same dimension as you. Additionally, at Level 13th, a branded creature cannot run and if it attempts to teleport or to leave its current plane by any means, it will feel a strong headache. 

Essence Shift

Starting at 9th level, you can manipulate the vital essence of creatures, imparting part of your own vitality or absorbing a portion of theirs. You can touch one creature, producing one of the following effects;

1 - You take damage and the creature you touch has their wounds healed. You take their pain and their injury, giving them your supernatural healing capabilities. 

2 - The creature you touch takes damage and withers. You rob their life essence, adding to your own and healing your own wounds. 

Grim Psychometry

When you reach 9th level, you gain a supernatural talent for discerning the secrets surrounding mysterious relics or places touched by evil— Additionally, you can now see Magic. 

Dark Augmentation

Starting at 10th level, the magic of hemocraft suffuses your body to permanently reinforce your resilience. You gain the ability to see in the dark out to a range of 60 feet. In addition, while you are in dim light or darkness, your movement speed increases, you have a supernaturally enhanced ability to hide in the shadows, and attacks made against you are more likely to miss as the darkness absorbs the attack. 

Hardened Soul

When you reach 14th level, you have lost the abilty to feel fear. Your mind and soul have become resistant to magical influences of the world, fooling you is hard even with magic. 

Sanguine Mastery 

Upon reaching 20th level, your mastery of blood magic reaches its height, mitigating your sacrifice and empowering your expertise. In addition, you suffer no damage from imbuing crimson rite weapons, invoking blood bargains, or amplifying blood curses anymore, become immune to diseases and can receive blood transfusions from anyone without harm. 

[Ranger] 

Know Thy Enemy

Starting at 2nd level, you can quickly study a creature in order to gain temporary advantages against them- choose one of the following to detect: 

Vulnerability. You find a vulnerable spot on the targeted creature's body, being able to take advantage of this vulnerability to deal a greater amount of damage to them. 

Quirk: You notice a quirk that they have when they are hiding information from you. You are able to easily tell if somebody is lying to you and see right through their lies. 

Pressure Point: You find a critical flaw in the targeted creature's means of defense, unlike Vulnerability, you can take advantage of this weakness to knock the target down instead of killing them- like pressing their pressure points tk make them pass out. 

Detail: You learn about the creature's anatomy, biology, or other valuable information. This can help you find information you might have lost from your target or know what they could possibly be able to do based on their abilities and body. 

Pattern: You notice a predictable pattern in their actions or behavior, allowing you to easily predict what the target might be able to do or how it will behave. 

Deft Explorer

You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. 

Canny: You seems more skillful, making less mistakes. You also magically seem to pick up languages more easily, learning them twice as fast as someone normally would putting less the effort. 

Roving: You are exquisitely good at running, climbing, and swimming. Like a beast you are naturally great at these three activities, your speed seems almost supernatural. 

Tireless: Your stamina seems to be endless, and your recovery speed? Even more monstrous. Ou don't need to sleep as much as you otherwise would. 

Aptitude 

At the 3rd Level, you can choose an Aptitude that you will specialize in. Choose from Herbalist, Wild-Born, or Whisperer. 

[Herbalist]

Herbalists tap into the raw magic of nature to create potions that benefit their party. They're always experimenting in their craft, figuring out new and useful tricks to alter their poultices to make them more effective. When you choose this Aptitude at the 3rd Level, you learn how to craft poultices

Brew Mastery

Also starting at the 3rd Level, you may choose a benefit that affects your brewed potions: 

Extension:  The duration of a poultice is doubled. You choose to apply this benefit when brewing the poultice.

Combination: You may combine the effects of two different poultices. You choose to apply this benefit when brewing the poultice.

Addiction: You or other people may drink your own poultices and any potion and become addicted to it. 

Dilution: Instead of brewing a poultice, you can choose to dilute a potion in your possession instead. The diluted potion retains all its normal effects and you create an identical copy of that potion with no loss of efficiency and power. 

Bombardment: Instead of using a poultice as intended, you may infuse magic into a poultice, turning the poultice into a bomb. This explosion releases the potion within, affecting those hit by it. 

Refreshing

When you reach 6th level, you've learned how to add a refreshing taste to your poultices. Whenever a creature drinks one of your poultices, their body's natural healing ability is increased. They also lose 1 disease that they are inflicted with. 

Secret Potion Lore

At the 14th level, you have learned to speedily create potions through intense physical concentration. Your brewing speed is doubled! 

Poultices Known - [Antagonist's Poultice], [Blessed Poultice], [Blue Breath], [Bottle of Bravery], [Ether], [Goo], [Poultice of Health], [Poultice of Healing], [Stretchy], [Essence of Deception], [Formula 202], [Halitosis Tonic], [Love Extract 69], [Philter of Illusion], [Luck Brew], [Poultice of Life], [Terra Tonic], [Vexing Concoction], [Elixir of the Alchemist], [Elixir of the Gods]

Potions Known - [Potion of Healing], [Potion of Invisibility], [Potion of Longevity], [Potion of Diminution], [Potion of Fire Breath], [Potion of Heroism], [Potion of Mind Reading], [Potion of Vitality], [Potion of Stone Giant Strength], [Potion of Poison], [Philter of Love], [Potion of Speed]

Primal Awareness

You can focus your awareness through the interconnections of nature: you immediately learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. 

[Primal Awareness Spells]

3rd: [Speak with Animals] (Learned)

5th: [Beast Sense] (Learned)

9th: [Speak with Plants] (Learned)

13th: [Locate Creature] (Learned)

17th: [Commune with Nature]

Nature's Veil

You draw on the powers of nature to hide yourself from view briefly. You and everything you're wearing vanish from sight, like a chameleon hiding away. 

Vanish

Starting at 14th level, when you're hiding, you can't be tracked by nonmagical means unless you choose to leave a trail behind. 

[Rogue]

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction, dealing extra damage and hayme. 

Thieves' Cant

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. You always seem to know where the criminal aareasof a city are found... 

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can, at will, cause a burst of speed flow through your body allowing you to move faster than normal for a short period of time, you can move in unpredictable ways to make yourself harder to hit, or you can easily cause vanish from sight using your speed to hide away. 

Uncanny Dodge

Starting at 5th level, your body seems to develop an almost uncanny instict. Whenever you feel that you are about to be seriously harmed, your body will instinctively move out of the way or block the attack in order to lessen the damage you'd take. 

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an area of effect, your mind seems to find little places to hide and avoid harm, allowing you to not he as affected as you'd normally be- sometimes, outright unharmed.

Reliable Talent

By 11th level, you have refined your skills until they approach perfection. You cannot make mistakes when dealing with your refined skills, always at your best at them! 

[Wizard]

Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook- you regain half of your magical reserve by reading your spellbook for 1 hour. This can only be done once per 24 hours. 

Subclasses 

[Order of the Lycan]

Heightened Senses

Your hearing and sense of scent is increased by an exponential amount. You can hear from very far and smell even better than a polar bear- sadly for you, of course. 

Hybrid Transformation

Call upon the beast that sleeps within you, transforming into a Werewolf, receiving the following benefits: 

Feral Might: Your Strength score permanently increases by 2, and your maximum for that score is now 22. When you reach 11th level, your Strength score permanently increases by 2 again, and your maximum for that score is now 24.

Feral Agility: Your Dexterity score permanently increases by 2, and your maximum for that score is now 22. When you reach 11th level, your Dexterity score permanently increases by 2 again, and your maximum for that score is now 24

Natural Weapons: You can grow claws and teeth strong enough to bend metal and tear it apart. 

Resilient Hide: Your hide becomes resistant to non-magical and non-silvered attacks, making you even harder to kill than you'd normally be. 

Predatory Strikes: You can apply your Crimson Rite feature to your natural weapons, which are unharmed by whatever magical effects the Crimson Rite brings into existence. 

Feral Nature

Starting at 3rd level, you gain the Blood Bargain of Staggering Strikes for your Empowered Blood feature.

Stalker's Prowess 

At the 7th level, your speed drastically increases. You can easily leap more than 10 up and 30 feet across, and your claws become magical in nature- meaning you can harm ethereal beings such as ghosts, spirits, and sprites with your claws! 

Advanced Transformation 

At lthe 11th level, you have grown used to your own transformations, taking them a step further. You can transform painlessly and silently. Additionally, your body undergoes a rapid change, giving you an extreme regenerative ability called [Lycan Regeneration], which allows you to even regrow lost limbs and organs given time. 

Brand of the Voracious 

Whenever you attack a creature you've branded with Brand of Castigation, you'll make their blood boil, dealing extra damage to them. 

The Beast Within

When you reach 15th level, your climbing speed is equal to your movement speed, which makes you even harder to escape from. In addition, your lycanthrope form gains the Pack Hunter feature.

Pack Hunter: Whenever a number of allies up to 10 that you consider part of your is fighting alongside you, you can empower them through their blood, aiding them. This effect lasts for for 24 hours and they inherit a portion of your own Lycan powers for the duration of this ability. They do not undergo any physical changes to have these effects. 

Transformation Master 

At 18th level, you have mastered your inner predator. You can transform into your Hybrid Transformation an unlimited number of times, and your hybrid form lasts until you revert to your normal form, fall unconscious, or die. You also gain the Blood Curse of the Howl for your Blood Maledict feature.

[Monster Slayer Conclave]

Hunter's Sense

At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. You immediately learn: 

Whether the creature has any damage immunities, resistances, or vulnerabilities and what they are.

Whether the creature has any condition immunities or special senses and what they are.

The value of the creatures' highest and lowest Ability scores and what abilities they are.

Whether the creature has the spellcasting feature or the ability to cast one or more spells.

Whether the creature has the polymorph or shapechanger feature, or is under an effect that would alter its appearance, such as illusion magic or the polymorph spell.

If the creature is hidden from divination magic, you learn that it is hidden from divination magic and learn no other characteristics.

Slayer's Prey 

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. Magically, your attacks will deal more damage! When you reach 7th level in this class, the extra damage you deal increases.

Supernatural Defense

At 7th level, you gain extra resilience against monsters' assaults on your mind and body. Whenever a monster attacks your mind or soul, you have an easier time resisting it. 

Magic-User's Nemesis

At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can try to magically foil it. Wether you succeed or not is up to your own skill! 

Slayer's Counter

At 15th level, you can retaliate in force when your enemy falters. Whenever a creature you've attacked attacks you, your body automatically reacts and lashes out at the creature in retaliation. 

[Inquisitive]

Ear for Deceit

You are able to hear the tell of someone's body whenever they are lying- it can be the tick of their heartbeat, it can be them swallowing their saliva, it can even be a muscle twitch. Whatever it is, you can tell it is a reaction to a lie, even a subconscious one. 

Eye for Detail 

You have an eye for detail work- you can see flaws on artwork as well as detective work. You can easily find clues, tracks, or any form of evidence. 

Insightful Fighting

At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. By analyzing your prey opponent you can defeat them swiftly- this allows you to counter their tactics and use Sneak Attack against them even when they're not distracted. 

Mind's Eye 

Nothing can impede your sight. Magics designed to remove your ability to see have a harder time finding purchase in your senses, and even physically harming your eyes don't seem to have as much of an effect, for you can see even with your eyes closed for a range of 10 feet around you if you so wish. 

Unnering Eye 

At 13th level, your senses are almost impossible to foil. You sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you are awake. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature. However, you can attempt to resist this effect, possibly ending it on yourself. 

[School of Hemocraft]

Blood Channeling

When you choose this arcane tradition at 2nd level, you are able to use your own depleted life essence to channel your magical abilities. In addition, when casting a wizard spell that requires a costly material component, you can forego the component by taking damage. This damage can't be reduced in any way. 

Sanguine Burst

Also at 2nd level, you learn how to weave your life force into a spell you cast, boosting its intensity at the cost of your vitality. Whenever you want, you can use your blood to empower a spell of 1st level or higher. 

[Spells Known]

Cantrips: [Mending], [Prestidigitation], [Blood Blade], [Blink Step], [Minor Illusion], [On/Off], [Mage Hand]

1st Level: [Disguise Self], [Alarm], [Identify], [Cure Wounds], [Speak With Animals], [Hunter's Mark], [Zephyr Strike], [Goodberry], [Detect Poison and Disease], [Jump], [Snare], [Hail of Thorns], [Searing Strike], [Detect Magic]

2nd Level: [Pass Without a Trace], [Silence], [Locate Object], [Spike Growth], [Air Bubble], [Aid], [Enchance Ability], [Gust of Wind], [Lesser Restoration], [Summon Beast]

3rd Level: [Lightning Projectile], [Revivify], [Speak With Plants], [Water Breathing], [Ashardalon's Stride], [Daylight], [Water Walk], [Plant Growth]

4th Level: [Locate Creature], [Grasping Vine], [Dominate Beast], [Stoneskin], [Summon Elemental], [Guardian of Nature]

5th Level: [Commune with Nature], [Greater Restoration], [Steelwind Strike], [Tree Stride]