Blood Hunter: Order of the Inquisition
It may seem strange, but there is an acceptable form of Blood Hunter among populous society. Many churches of the realms will have a blood hunter repent for their sins, and they may become part of the church’s inquisition. Blood Hunters of an Inquisition, sometimes called “Inquisitors,” will often partake in flagellation to call upon their abilities granted by both their Hunter’s Bane concoction and the divine.
Divine Inquisition
When you join this order at 3rd level, you must select one of the following divine domains below that is associated with your order’s deity to be your inquisition. Each divine domain is detailed in the cleric section of the Player’s Handbook, Sword Coast Adventurer’s Guide (* ; Arcana) , and Xanathar’s Guide to Everything (†; Forge and Grave) . The Death Domain (‡) is detailed in the Dungeon Master’s Guide (p. 96-97) . Consult with your DM before choosing the Death Inquisition.
Arcana *. You learn two wizard cantrips of your choice. Intelligence is your spellcasting ability for both.
Death ‡. Your Rite of Judgement is replaced with the Rite of Unholy Judgement (detailed below) .
Rite of Unholy Judgement. Your rite damage is necrotic type. If you hit a celestial with your Rite of Unholy Judgement, you deal additional necrotic damage equal to your Wisdom modifier.
Upon reaching 11th level, while your Rite of Unholy Judgement is active, you shed 10 feet of magical darkness instead of light that you can see through. It lasts until the end of your Crimson Rite or you end it early as a bonus action on your turn.
In addition, you learn a necromancy cantrip of your choice. Wisdom is your spellcasting ability for it.
Forge †. You can use your Hunter’s Bane on constructs. In addition, when crafting a nonmagical item, the costs and time you must spend is halved.
Grave †. You can forgo a use of your Blood Maledict to be affected by the sanctuary spell against only undead for 1 hour. If you make an attack or cast a spell that affects an undead creature, that creature is not affected by the spell for the next 24 hours. Any undead that makes the Wisdom saving throw are also immune to it for 24 hours.
Knowledge. You gain proficiency in a skill of your choice and you learn two languages of your choice.
Life. Once per short or long rest, as an action, you can surround yourself in healing energy. For 1 minute thereafter, you regain 1 hit point at the start of each of your turns, unless you have 0 hit points.
Light. You learn the light cantrip, which you can cast without requiring material components and as a bonus action. Wisdom is your spellcasting ability for it.
Nature. You can use your Hunter's Bane on beasts and plants, and you learn one druid cantrip of your choice. Wisdom is your spellcasting ability for it.
Tempest. While your Rite of the Storm or Rite of the Roar is active, you may reroll your Crimson Rite damage die once per turn. If you do, you must use the new roll.
Optional Rule: Firearm Proficiency
If your DM uses the rules on firearms in the Dungeon Master’s Guide (p. 267) and your Forge Inquisitor has been exposed to the operation of such weapons, your Forge Inquisitor is proficient in them.
Trickery. Once per short or long rest, if a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice within 5 feet of the attacker. The ability fails if the attacker is immune to being charmed.
In addition, you learn the minor illusion cantrip. Wisdom is your spellcasting ability for it.
War. You gain a bonus to initiative equal to your Wisdom modifier, and you can immediately activate your Crimson Rite when you roll for initiative.
Rite of Judgement
At 3rd level, you learn this order’s esoteric rite, the Rite of Judgement (detailed below) .
Rite of Judgement. Your rite damage is radiant type. If you hit a fiend with your Rite of Judgement, it suffers additional radiant damage equal to your Wisdom modifier.
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Upon reaching 11th level, while you have this rite active, you shed bright light for 5 feet and dim light for an additional 5 feet. It lasts until the end of your Crimson Rite or you end it early as a bonus action on your turn.
Truth Be Told
At 7th level, you gain proficiency in the Insight skill, and your proficiency bonus is doubled for any ability check you make that uses it.
Additionally, once per short or long rest, you can cast the detect evil and good spell with this feature, but you can only target one creature within range you can see. Wisdom is your spellcasting ability for it.
Grand Inquisitor
Starting at 7th level, your ties with your deity grant you more power. You gain the benefit listed below based on your chosen Divine Inquisition.
Arcana *. As a reaction, you can forgo a use of your Blood Maledict to gain the effects of the absorb elements spell at 1st level. In addition, you gain proficiency with Intelligence saving throws.
Death ‡. You can use your Hunter’s Bane on celestials, and you double your proficiency bonus for any checks made using your Hunter's Bane against celestials. In addition, you gain resistance to necrotic damage.
Forge †. You gain proficiency in three artisan’s tools of your choice, and your proficiency bonus is doubled for any ability check you make that uses any tool proficiencies you gain from this class.
Grave †. You double your proficiency bonus for any checks made using your Hunter's Bane against undead. You can cast the gentle repose spell, but only as a ritual.
Knowledge. As an action, you can forgo a use of your Blood Maledict to cast the detect thoughts spell at 2nd-level. Wisdom is your spellcasting ability for it.
Life. You have resistance to damage from your Rite of Judgement. In addition, once per short or long rest, you can cast the healing word spell at 1st level with this feature. Wisdom is your spellcasting ability for it.
Light. You gain one free use of your Blood Curse of the Eyeless per long rest. If you use this Blood Curse in this way, you cannot amplify it. In addition, you have resistance to radiant damage.
Nature. You double your proficiency bonus with checks made using your Hunter's Bane against beasts, fey, and plants. In addition, once per short or long rest, you can cast the beast bond † spell with this feature. Wisdom is your spellcasting ability for it.
Tempest. You gain resistance to lightning and thunder damage, and your Rite of the Storm and Rite of the Roar deal double damage against objects.
Trickery. When you successful hit a creature effected by one of your Blood Curses, you deal an additional 1d4 damage of your weapon’s type to the target. The additional damage is increased by 1d4 if the Blood Curse is amplified.
War. You learn an additional fighting style from the Blood Hunter’s Fighting Style list, and you gain an additional 5 feet of movement speed each turn of combat.
Religious Psychometry
Starting at 11th level, you can use your Grim Psychometry on any religious objects.
True Inquisitor
At 11th level, your favored among those of your order and with your deity. You gain the benefit listed below based on your chosen Divine Inquisition.
Arcana *. You gain one free use of your Blood Curse of Spell Sunder per short or long rest. If you use this Blood Curse in this way, you cannot amplify it.
Death ‡. You gain one free use of your Blood Curse of the Fallen Puppet per short or long rest. If you use this Blood Curse in this way, you cannot amplify it.
In addition, while your Rite of the Dead is active and you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + half your blood hunter level (minimum of 1 temporary hit point) .
Forge †. You can use your Blood Curses and Grim Psychometry on constructs. In addition, you gain resistance to fire damage.
Grave †. You add your proficiency bonus to any death saving throws you make.
Knowledge You regain the ability to use your Grim Psychometry when you finish a short or long rest. In addition, whenever you use a Blood Curse on a creature, you learn the creature’s Armor Class and one of its resistances.
Life. While you have your Rite of Judgement active, you can amplify your Blood Curse of Purgation without an additional cost, and the target of your Blood Curse of Purgation gains the effects of the bless spell until the end of its next turn.
Light. While you have your Rite of Judgement active, the range of bright light and dim light you shed is doubled, and you can use a bonus action on each of your turns to make a ranged attack with your weapon effected by your Rite of Judgement. On a successful hit, you only deal your Crimson Rite damage to the target.
Nature. While your Rite of Judgement or one of your primal rites is active, you gain resistance to that damage type, and you can use a bonus action on each of your turns to change your current Crimson Rite to another primal rite you know or to your Rite of Judgement without additionally cost.
Tempest. While your Rite of the Storm or Rite of the Roar is active, you can use your reaction to rebuke against a creature that hit you with a melee attack. The attacker must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) , or take damage equal to your Crimson Rite damage die rolled once.
Trickery. You can forgo your Dark Velocity to grant it to another willing creature you touch for 1 minute or until your return it as a bonus action on your turn.
In addition, your weapon attacks with your Rite of Judgement score a critical hit on a roll of 19 - 20.
War. You gain resistance to nonmagical damage dealt by creatures effected by your Blood Curses.
Protected Soul
Starting at 15th level, your soul is warded by your deity. You gain the effects of the death ward spell, and it lasts until your next long rest. When the spell ends, you regain it at the end of your next long rest.
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Inquisitorial Grand Master
Beginning at 18th level, you have proven yourself as a grand master of your order.
Once per long rest, you can choose a creature you successful hit with your Rite of Judgement or Rite of Unholy Judgement to make a Constitution saving throw. The DC is 10 + your proficiency bonus + your Wisdom modifier. The creature takes your Crimson Rite damage die rolled ten times on a failed save, or half as much on a success.
Credits & Change Log
Last Update: March 11th, 2019
- Character Design Demo - November 2016 by RogierB
Version 1.1
- Restructured and rebalanced all Divine Inquisitions options, expect Light, at various levels.
- Rebalanced Inquisitorial Grand Master to reflect changes.
- Added optional rule for Forge Inquisition.
- Fixed some grammatical errors.
Version 1
- Created this Blood Hunter Order option.
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