Order of the Beaststalker
When you choose this Order at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice, which are detailed on page 74 of the Player’s Handbook. Many maneuvers enhance an attack in some way. You can only use one maneuver per attack.
You learn an additional maneuver of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
If you gain superiority dice from another class, use the highest size and highest number between the two rather than stacking them.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
At 3rd level, your 1st level bonus from the Hunter’s Bane feature now also applies to Shapechangers in addition to Fey, Fiends, and Undead.
Starting at 7th level, you learn how to land a strike and swiftly retreat without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
In addition, creatures do not gain advantage on attacks rolls against you as a result of being hidden from you.
At 10th level, you gain another superiority die. At 18th level, you gain one more superiority die.
Starting at 10th level, creatures have disadvantage on their initiative checks while you are tracking them. You may also expend a superiority die when making Wisdom (Survival) checks to track Fey, Fiends, Undead, or Shapeshifters and add the result to the total. If you locate the creature before taking a short or long rest, you regain the spent superiority die. You may add only one superiority die per check.
Improved Combat Tactics
At 15th level, your superiority dice turn into d10s.
Starting at 15th level, you are able to strike back at your foes and regain recently loss vitality. When you take damage from an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range. If you hit, you heal a number of hit points equal to half of the damage you dealt, up to the amount of damage the creature dealt to you. You can use this feature a number of times equal to your Wisdom modifier (minimum 1). You regain expended uses when you finish a short or long rest.
Starting at 18th level, you may amplify your Blood Curses with superiority dice. When you invoke a blood curse, you may spend remaining superiority dice rather than take your Crimson Rite damage. You may not use this feature to amplify Blood Curse of Transfusion.
Additionally, you are able to fuel combat advantages with your own blood. As a bonus action, you can suffer 1d12 necrotic damage to create a single blood superiority die. This damage ignores resistance and immunity. A blood superiority die can be used like any other superiority die but is a d12 instead of your normal size. Blood superiority die fade when you take a short or long rest. You can create a number of blood superiority dice equal to your Wisdom modifier (a minimum of once). You regain expended uses when you finish a long rest.