Blood Hunter, Revised V.1 | Class

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Blood Hunter (Revised)

In a landscape tormented by all manner of beasts, devils, and abominations from beyond the veil, most live in fear of the dark, of superstition, and of the unknown. Some grow hardened by this experience, instead choosing to stand up and fight against the tide of shadow.


These folk are called ‘heroes.’


Some, however, are so fanatical and bent on destroying the anathema that plagues the countryside that they embrace dark, forbidden knowledge. They sacrifice some of their own vital force in dubious, forgotten blood rituals to better understand their enemies. Their methods sometimes blur the line between themselves and the evils they hunt, calling their own humanity into question.


These folk are called ‘Blood Hunters.’

Become The Enemy To Understand The Enemy

These warriors have chosen to merge the martial pursuit of deadly weapon play with elements of vicious blood magic to create impressively effective combat techniques. They surrender their own vitality to form a bond with their weapon, allowing them to harness the elements in a whirlwind of dangerous strikes. Their deep knowledge and unnatural connection with wicked creatures allows them an advantage in tracking, hunting, and destroying even the most resilient of abhorrent fiends. By mastering control over their own lifeblood and the lifeblood of others, they gain insight into their foes and the ability to manipulate them from the inside. Some brew crude, poisonous alchemical tonics from the harvested organs of felled monsters, mutating their blood and bodies to be even further in tune with their quarry, becoming something other than human themselves. Others go further, reaching out and making a pact with lesser dark entities in hopes of using their grim gifts against greater evils. Many blood hunters push too far for their goals, falling to their own hubris and becoming the monsters they’ve chosen to hunt. This is the greatest fear of a blood hunter, and of the societies at large that shun them.

Almost As Feared As Prey

The nature of their abilities and training has bred many rumors across the lands, some of which aren’t too far from the truth. Common folk consider them cursed, often turning them away at the door. Nobles see them as occasionally convenient, but a generally reviled nuisance. Mages find them useful allies if kept at arm’s length, while pious clerics and paladins keep their distance with a watchful eye. To be a blood hunter is to accept a life of solitude until proven trustworthy and dependable.

Creating A Blood Hunter

As you create your blood hunter, keep in mind how your character relates to society and why they have taken to a life of monster hunting. Do they wish to protect society and as such have paid the ultimate price? Do they have a family they wish to protect at all costs? Did they make a mistake that cost them greatly, and they wish to make amends for their folly? Or are they bent on vengeance for some past wound or loss that drove them to choose this dark warrior’s path?


While a blood hunter begins their journey alone, they also acknowledge the strength in numbers and the benefits of trusted companions. Many blood hunters keep allies to both ensure that they succeed at their hunts, and to keep a watchful eye to prevent them from losing touch with their humanity. A blood hunter without conviction is lost, and often an honest friend is enough to keep them from straying.

Quick Build

You can make a blood hunter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons, or ranged and finesse weapons. Make Wisdom your next highest if you plan to focus on the potency of blood curses and mystical power. Choose a higher Constitution next if you wish to use Crimson Rite on multiple weapons or want to have extra hit points to burn on amplifying blood curses. Then, select the Haunted One or Acolyte background.

Blood Hunter Multiclassing

Should you wish to multiclass into a blood hunter, the prerequisites and proficiencies gained are listed below.

Blood Hunter Multiclass Prerequisites

Ability Score Minimum: Strength or Dexterity 13, and Wisdom 13

Blood Hunter Multiclassing Proficiencies

Proficiencies Gained: Light armor, medium armor, heavy armor, shields, simple weapons, martial weapons, alchemical supplies

Blood Hunter Mutliclassing With Warlock

If multiclassing Order of the Profane Soul with Warlock levels, add a third of your blood hunter levels (rounded down) to your Warlock level and consult the Warlock progression table for total Spell Slots, and Spell Slot Level. To decide your spell casting ability for your warlock spells, choose that of the class with the higher level (choose between the two if levels are equal).

Class Name
Level Proficiency Bonus Crimson Rite Die Features Blood Curses Known
1st +2 1d4 Hunter's Bane, Crimson Rite
2nd +2 1d4 Fighting Style, Blood Maledict 1
3rd +2 1d4 Blood Hunter Order 1
4th +2 1d4 Ability Score Improvement 1
5th +3 1d6 Extra Attack 2
6th +3 1d6 Blood Maledict (2/rest) 2
7th +3 1d6 Order Feature 2
8th +3 1d6 Ability Score Improvement 2
9th +4 1d6 Grim Psychometry 3
10th +4 1d6 Dark Velocity 3
11th +4 1d8 Order Feature, Blood Maledict (3/rest) 3
12th +4 1d8 Ability Score Improvement 3
13th +5 1d8 4
14th +5 1d8 Hardened Soul 4
15th +5 1d8 Order Feature 4
16th +5 1d8 Ability Score Improvement 4
17th +6 1d10 Blood Maledict (4/rest) 5
18th +6 1d10 Order Feature 5
19th +6 1d10 Ability Score Improvement 5
20th +6 1d10 Sanguine Mastery 5

Class Features

Hit Points

Hit Dice: 1d10 per blood hunter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per blood hunter level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Alchemist's supplies
Saving Throws: Strength, Wisdom
Skills: Choose two from Athletics, Acrobatics, Arcana, Insight, Investigation, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon or (b) two simple melee weapons
  • (a) a light crossbow and 20 bolts or (b) a hand crossbow and 20 bolts
  • (a) studded leather armor or (b) scale mail armor
  • an explorer's pack

Hunter's Bane

Beginning at 1st level, you have survived the imbibing of the Hunter's Bane, a poisonous alchemical concoction that alters your very being. You have advantage on Wisdom (survival) checks to track Aberrations, Fey, Fiends, Monstrosities and Undead, as well as on Intelligence checks to recall information about them. If you are tracking one of these creature types, you cannot be surprised by creatures of that type. You can only be tracking one type of creature at a time


Upon reaching 11th level, you can stir the alchemical ingredients within your blood to gain an edge over others. As a bonus action you can gain advantage on a single Wisdom (Insight) check or Charisma (Intimidation) check by expending a hit dice.

Crimson Rite

At 1st level, you learn to invoke a rite of blood magic within your weapon at the cost of your own vitality. Choose to learn one rite from the Primal Rites list below. You cannot change this choice.


As a bonus action, you imbue a single weapon you're touching with the elemental energy of a known rite until your next short or long rest. While active, attacks from this weapon deal additional damage of the chosen elemental type as shown in the Crimson Rite Die column of the blood hunter class table. Rite damage is considered magical for the purpose of overcoming resistance and immmunity.


When a crimson rite is activated, your maximum hit points are reduced by an amount equal to your character level. These lost maximum hit points return once once the rite fades and cannot be restored otherwise. When a rite fades, no hit points are regained as part of restoring your maximum hit points.


Crimson rite can be used on multiple weapons, costing additional maximum hit point loss. Most weapons can only be subject to a single rite at any given time. Each end of a polearm or quarterstaff is treated as a seperate weapon for the purposes of this feature. A rite can be allowed to fade at any time (no action required).


You gain access to an additional Primal Rite at 6th and 11th level. You may learn an Esoteric Rite at 14th level.


Primal Rites
Choose from the following:
Rite of the Flame, Rite of the Frozen, Rite of the Storm


Esoteric Rites
Choose from the following:
Rite of the Roar, Rite of the Oracle, Rite of the Dead


Rite of the Dead
Your rite damage is necrotic type.


Rite of the Flame
Your rite damage is fire type.


Rite of the Frozen
Your rite damage is cold type.


Rite of the Oracle
Your rite damage is psychic type.


Rite of the Roar
Your rite damage is thunder type.


Rite of the Storm
Your rite damage is lightning type.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.


Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.


Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.


Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.


Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Blood Maledict

At 2nd level, you gain the knowledge to further channel, and sacrifice, part of your vital essence to curse and manipulate your enemies. You gain one blood curse of your choice, detailed in the "blood curses" section. You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 5th, 9th, 13th, 16th, and 20th level.


When you use a Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you may choose to amplify the curse by expending a hit die. An amplified curse gains an additional effect, noted in the curse's description. Creatures that do not have blood in their bodies are immune to blood curses (DM's discretion).


You can use this feature once. You regain expended uses when you finish a short or long rest. At 6th level you can use your Blood Maledict feature twice between rests, at 11th you can use it three times, and at 17th you can use it four times between rests. If a blood curse has prerequisites, you must meet them to learn it. You can learn a blood curse at the same time you meet its prerequisites. A level prerequisite refers to your level in this class.

Blood Curses

The blood curses are presented in alphabetical order.


Blood Curse of Binding
As a bonus action, you can attempt to bind an enemy no more than one size larger than you within 30 feet. The target must succeed on a Strength saving throw (DC equal to 10 + your proficiency bonus + your Wisdom modifier) or have their speed be reduced to 0 until the end of your next turn.


Amplify. This curse becomes ongoing, and can affect a creature regardless of their size category. At the end of each of its turns, the cursed can make another Strength saving throw. On a success, this curse ends. You can end the curse whenever you like (no action required).


Blood Curse of Mutual Suffering
As a bonus action, you can link to a creature within 30 feet for up to a minute, forcing them to share in the pain they inflict upon you. The next time the cursed creature damages you with a weapon attack, this curse deals necrotic damage to the cursed creature equal to half the damage you suffered. The curse then ends.


Amplify. This curse instead deals damage equal to the damage you suffered, and it ignores necrotic resistance.


Blood Curse of Purgation.
As a bonus action, you can manipulate the vitality of a creature within 60 feet to expunge a corruption in their blood. The target creature can immediately make a save against a poisoned condition afflicting it


Amplify. Your target can instead immediately make a saving throw against one other condition afflicting it. This condition can be blinded, deafened, or paralyzed.


Blood Curse of Spell Sunder
When an enemy casts a spell within 60 feet that requires a spell attack roll and targets you, you can use your reaction to rend that spell from the air, imposing disadvantage on the spell attack roll.


Amplify. You make a Wisdom ability check. The DC equals 10 + the spell's level. On a success, the creature's spell misses you automatically.


Blood Curse of the Eyeless
When an enemy who is not immune to blindness within 60 feet makes a weapon attack, you can use your reaction to impose disadvantage on the attack roll.


Amplify. Following the triggering attack, the affected enemy has disadvantage on the next attack roll they make.


Blood Curse of the Fallen Puppet
The moment a creature falls unconscious or dies within 30 feet of you, you can use your reaction to give that creature a final act of aggression. That creature immediately makes a single weapon attack against a target of your choice within its attack range. After the attack, the creature returns to being unconscious or dead.


Amplify. You grant a bonus to the attack roll and damage roll of the cursed creature's attack equal to your Wisdom modifier (minimum of 1.)


Blood Curse of the Marked
Prerequisite: 5th level
As a bonus action, you can mark an enemy within 60 feet. Until the end of your turn, any damage you deal to the marked target with your Crimson Rite is doubled.


Amplify. You cause the marked target to lose resistance to you rite damage type until the beginning of your next turn.


Blood Curse of the Harvest
Prerequisite: 5th level
As a bonus action, you can mark an enemy within 60 feet. Until the end of your turn, when you deal damage to the target using your Crimson Rite you regain hit points equal to your Crimson Rite Die.


Amplify. When you hit the target with a weapon bearing your crimson rite, all attacks it makes using the strength stat only deal half damage. This effect wears off at the end of your next turn.


Blood Curse of the Bloodied
Prerequisite: 5th level
As a bonus action, you prepare a foes veins to bleed. Until the end of your turn, when you hit that target with a melee weapon attack they take additional necrotic damage equal to your Crimson Rite Die. They also can't benefit from invisibility and have disadvantage on Dexterity (Stealth) checks for the next minute.


Amplify. You deal roll an additional Crimson Rite Die for the necrotic damage dealt, and this damage ignores resistance.


Blood Curse of Spell Sunder
Prerequisite: 9th level
As a reaction to a creature casting a spell, you can attempt to disrupt their body's magic. The target must make a Wisdom saving throw against a DC of 8 + your Proficiency bonus + your Wisdom modifier. On a failure, the spell fails.


Amplify. When you successfully rend a spell with this curse, you regain a use of your Blood Maledict feature as the lost magic empowers you.


Blood Curse of Vital Transference
Prerequisite: 9th level
As a bonus action, you sacrifice part of your vital essence to heal a creature. You take 2d6 necrotic damage, and a creature within 5 feet of you gains hit points equal to that amount.


Amplify. The damage you take increases by 1d6.


Blood Curse of Blood Tide
Prerequisite: 9th level
As a bonus action, you transform into a living pool of blood as if by the Gaseous Form spell. When you do so, you do not have a flying speed and instead retain your normal speed. This transformation lasts for one minute, or until you end it as a bonus action.


Amplify. You can transform into blood as a reaction to a creature making a melee attack against you. When you do so, you can move away from the attacker a number of feet equal to half your movement speed as part of the same reaction.


Blood Curse of Compulsion

Prerequisite: 13th level

As a bonus action, you compel a creature's blood to move them. The target must make a Wisdom saving throw against a DC of 8 + your Wisdom modifier + your Proficiency bonus. On a failed save, it must use as much of its movement as possible to move in a direction you choose at the start of its next turn. This movement cannot be used to move the target into obvious hazards such as fire or a spiked pit, but it does provoke opportunity attacks.

Blood Hunter Order

At 3rd level, you commit to an order of blood hunter martial focus. Choose Order of the Mutant, Order of the Ghostslayer, Order of the Profane Soul, or Order of the Lycan, all detailed at the end of the class description. The order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Grim Psychometry

When you reach 9th level, you can take 10 minutes to meditate on an object to discern vague details regarding any lingering evil or wicked past surrounding it. Make a Wisdom ability check. Based on the result, the DM may reveal obscure information about dark events that may have previously surrounded the object, or hint towards a sinister purpose. This feature has no effect on objects untouched by evil. An object can only be targeted by this feature once, and future attempts reveal no further details. You cannot use this feature again until you finish a short or long rest.

Dark Velocity

Upon reaching 10th level, you beckon the surrounding shadows to grant you unnatural swiftness on the battlefield. You gain darkvision out to 30 feet. If you already have darkvision then its range extends out an additional 30 feet. While in dim light or darkness, your speed increases by 10 feet and attacks of opportunity made against you have disadvantage.

Hardened Soul

When you reach 14th level, you can no longer become frightened, and you have advantage on saving throws against magical Charm effects.

Sanguine Mastery

Upon becoming 20th level, your ability to harness your pain and the pain of your foes is perfected. When you are below one fourth of your current maximum hit points, all of your crimson rite damage dice are maximized.


In addition, when you critically hit with a weapon attack that bears your crimson rite you regain a use of your Blood Maledict feature.

Blood Hunter Order

Order Of The Ghostslayer

The Order of the Ghostslayer is the oldest and most driven of the orders, having rediscovered the secrets of blood magic and refined them for combat against the scourge of undeath. Ghostslayers seek out and study the moment of death, obsessing over the mysteries of the transition. Some will sit with the terminally diseased to closely witness their passing, while others go so far as to deliberately have a near-death experience, allowing them to tune their body and senses to the ethereal realms beyond.

Esoteric Rite

Beginning at 3rd level, you gain a new esoteric rite, which is detailed below:


Rite of the Dawn. Your rite damage is radiant type. When you hit an Undead with a weapon bearing your rite of the dawn, they take additional radiant damage equal to your Wisdom modifier. Upon reaching 11th level, any creature hit with your rite of the dawn suffers additional radiant damage equal to your Wisdom modifier.

Dabbler Of Death

Beginning at 3rd level, your fascination with the passing of other creatures has bore fruit. You gain proficiency in the medicine skill.

Hallowed Veins

Beginning at 3rd level, your blood curses tear into a creature's very being. Your blood curses now affect a creature regardless of whether or not they have blood.

Spectral Step

Beginning at 7th level, you've learned to step briefly into the spirit world from our own. As a bonus action on your turn you can become spectral. Until the end of your turn, you can move through creatures and objects as if they were difficult terrain, and attacks of opportunity against you have disadvantage. You take 1d10 force damage if you end your turn inside an object. If you are inside an object when you are no longer spectral, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved.


You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

Hallowed Strikes

Beginning at 11th level, the swiftness of death empowers your strikes. Whenever you take the Attack action on your turn, you can choose to expend a use of your Spectral Step feature. When you do so, you can make three attacks instead of two. You then gain the benefits of your Spectral Step feature as normal.

Like The Grave

Beginning at 15th level, you've become familiar with the dead and their abilities. You can see through magical darkness up to 30 feet and invisible creatures and objects up to 30 feet.


Additionally, you gain resistance to necrotic damage and your hit point maximum cannot be reduced by anything save your Crimson Rite feature.

Vengeful Spirit

Upon reaching 18th level, you learn to project your spirit to fight on while on the edge of death. Whenever your hit points drop to 0, you can choose to let your soul emerge from your body to fight on. Your body remains unconscious and subject to death saving throws per normal. At the beginning of your next turn, you manifest a spirit form in your space that picks up your weapons and continues fighting on, acting on your turn and every one of your subsequent turns under your control. Your spirit form has your physical attributes and armor class, as well as your weapons and ammunition, and can move through other creatures and objects as if they were difficult terrain. This form is immune to cold, necrotic, and non-magical weapon damage, as well as the exhausted, grappled, paralyzed, prone and restrained conditions. Your spirit form has access to all of your abilities and suffers no damage from your Crimson Rite feature.


If your spirit form takes any damage, your body dies, or you regain any hit points, your spirit form vanishes. If your spirit form vanishes, it drops your weapons in its space.

Blood Hunter Order

Order Of The Mutant

The process of consuming the Hunter’s Bane is a painful, scarring, and often fatal experience. Those that survive find themselves irrevocably changed, enhanced. Some found this experience exalting, embracing the ability to alter one’s own physiology through corrupted alchemy.


Over generations of experimentation, a splinter order of blood hunters began to emerge, one that focused on brewing toxic elixirs to modify their capabilities in battle, altering their blood and, over time become something beyond human. They called themselves the Order of the Mutant.

Esoteric Rite

Beginning at 3rd level, you gain a new esoteric rite, which is detailed below:


Rite of Venom. Your rite damage type is poison.

Alchemical Adept

Beginning at 3rd level, you've learned to craft new tools and weaponry on the fly. You gain the following benefits:

  • Your proficiency bonus is doubled for any check that uses Alchemist's supplies

  • If you craft a magical item in the potion category, it takes you half the usual time and costs half as much gold.

Mutagens

Beginning at 3rd level, you learn how to enhance your own strength with powerful substances known as mutagens. You learn three mutagen formulas, which are required to craft their respective mutagens, from the list below. You can craft a single mutagen during a short or long rest, and you can imbibe a mutagen to gain its benefits as a bonus action. When you do, you gain the benefits of that mutagen until your next short or long rest.


Mutagens are chemically unstable, and are made for your physiology. Any mutagens you've crafted previously that you have not used become inert and useless during your next short or long rest. If anyone other than you imbibes one of your mutagens, they must make a DC 15 con save or be poisoned for 1 hour.

You learn to craft three mutagens from the list below.


Deep Lake. You have advantage on Constitution saving throws.


Calm Sea. You gain advantage on Wisdom saving throws.


Nighteye. You gain darkvision out to 60 feet. If you already have darkvision, its range extends by 60 feet.


Killer Whale. You can hold your breath for up to 1 hour. Additionally, you gain a swim speed equal to your walking speed.


Prowler. You have advantage on Dexterity (Stealth) checks while not wearing heavy armor.


Intuition. You have advantage on Wisdom (Insight) and Wisdom (Perception) checks.


Celerity. Your walking speed increases by 10 feet.


Communion. Whenever you would roll dice to regain hit points, you treat any dice as having rolled their maximum roll. This mutagen does not affect hit dice during a short rest.


You learn to craft an additional mutagen at 7th level, 11th level, 15th level, and 18th level. Additionally, when you gain a new mutagen formula, you can choose one of the formulas you already know and replace it with another mutagen formula.

Advanced Mutagen Craft

Beginning at 7th level, you've become quite skilled at crafting mutagens to alter your physical form. You can now craft two mutagens during a short or long rest.

Greater Mutagens

Beginning at 11th level, you've learned to craft more powerful mutagens known as greater mutagens. These mutagens are much more volatile, and wear off after 1 minute. Whenever you learn a mutagen from this class, or replace a mutagen known, you can choose to learn a greater mutagen instead.


Aether. You gain a flying speed of 20 feet.


Cruelty. You can make a single melee weapon attack as a bonus action on each of your turns.


Reconstruction. You gain a number of temporary hit points at the start of your turn equal to half your Blood Hunter level if you are above 0 hit points.


Once you use a greater mutagen, you cannot use another one until you finish a long rest.

Robust Physiology.

Beginning at 15th level, constant experimentation has hardened your physical form. You gain immunity to the poisoned condition as well as poison damage.

Master Mutagen Craft

Beginning at 15th level, you've mastered crafting mutagens even in short amounts of time. You can now craft three mutagens during a short or long rest.

Physiological Shift

Beginning at 18th level, your body has begun producing one or multiple of your mutagens on its own. Choose two lesser mutagens or one greater mutagen that you know. You are always under the effects of your chosen mutagen(s) from now on.

Blood Hunter Order

Order Of The Profane Soul

The magics adopted by the wayward blood hunter prove formidable against many an evil across the realm. However, the darkest of abominations draw from an ancient well of cruel, unfathomable power. These terrors can control shadows to do their bidding, hide in plain sight among the noblest of nobles, and bend the minds of the most stalwart warrior with but a glance. These fiends are far trickier to hunt, and many lost their lives in pursuit of such wickedness.


A small sect of blood hunters had finally had enough and delved into this same well of corrupting arcane knowledge, making pacts with lesser evils to better combat the greater. While they may have lost a part of themselves, the power gained far outweighed the price, for even devils now quake when they know they’ve drawn the attention of the Order of the Profane Soul.

Pact Magic

When you reach 3rd level, you can augment your combat techniques with the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 in the Player's Handbook for the Warlock spell list.


Cantrips. You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.


Spell Slots. The Profane Soul Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level.


To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.


For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.


Spells Known of 1st Level and Higher. At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.


The Spells Known column of the Profane Soul table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 11th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.


Additionally, when you gain a level in this class and order, you can choose one of the warlock spells you know and replace is with another spell from the warlock spell list, which also must be of a level for which you have spell slots.


Spellcasting Ability. Wisdom is your spellcasting ability for your warlock spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.


Spell save DC = 8 + your proficiency bonus + your Wisdom modifier


Spell attack modifier = your proficiency bonus + your Wisdom modifier





Blood Hunter Level Cantrips Known Spells Known Spell Slots Slot Level
3 2 2 1 1st
4 2 2 1 1st
5 2 3 2 1st
6 2 3 2 1st
7 2 4 2 2nd
8 2 4 2 2nd
9 2 5 2 2nd
10 3 5 2 2nd
11 3 6 2 2nd
12 3 6 2 2nd
13 3 7 2 3rd
14 3 7 2 3rd
15 3 8 2 3rd
16 3 8 2 3rd
17 3 9 2 3rd
18 3 9 2 3rd
19 3 10 2 4th
20 3 11 2 4th

Dark Patron

Beginning at 3rd level, you strike a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each detailed in the warlock section of the Player's Handbook, or the Undying in the Sword Coast Adventurer’s Guide. Your choice grants you additional spells at certain order levels.

Fiend
Blood Hunter Level Profane Spell
3rd Hellish Rebuke
7th Scorching Ray
13th Fireball
19th Summon Greater Demon
The Archfey
Blood Hunter Level Profane Spell
3rd Sleep
7th Calm Emotions
13th Blink
19th Greater Invisibility
The Great Old One
Blood Hunter Level Profane Spell
3rd Dissonant Whispers
7th Phantasmal Force
13th Sending
19th Evard's Black Tentacles
The Undying
Blood Hunter Level Profane Spell
3rd False Life
7th Silence
13th Speak With Dead
19th Death Ward

Arcane Armament

Beginning at 3rd level, you've learned to wield both blade and spell simultaneously. You can use a melee weapon as a spellcasting focus.

Mystic Frenzy

Beginning at 7th level, your spells open the path for your steel to follow through. When you use your action to cast a cantrip, you can make a melee attack as a bonus action.

Dark Gift

Beginning at 11th level, your patron grants you power to better serve them. The nature of this power is determined by your patron:


Fiend. Whenever you roll a 1 on your crimson rite damage die, you can reroll it. You can only do so once per attack.


Archfey. Whenever you force a target to make a saving throw and they are under the effect of one of your blood curses, they have disadvantage on the saving throw.


Great Old One. When you gain this feature, choose two cantrips from any class's spell list. You learn these cantrips. They are Profane Soul cantrips for you but do not count against your Cantrips Known.


Undying. When you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead. Once you do so, you must complete a long rest to do so again.

Improved Mystic Frenzy

Beginning at 15th level, wherever your magic goes, steel and silver follow thereafter. When you use your action to cast a spell you can make a melee attack as a bonus action.

Dark Sacrifice

Beginning at 18th level, you've learned to offer your foes to your Dark Patron, gaining strength from the vanquished. Whenever you reduce a creature to 0 hit points with a weapon bearing your crimson rite, you can offer it to your patron. When you do so, you gain temporary hit points equal to the CR of the creature x 3. Additionally, if its CR is 7 or higher, you regain a Profane Soul spell slot.


Once you use this feature, you must complete a short or long rest to use it again.

Blood Hunter Order

Order Of The Lycan

Of the many terrible curses that plague the realm, few are as ancient or as feared as Lycanthropy. Passed through blood, this affliction seeds a host with the savage strength and hunger for violence of a wild beast. Those that shun the curse spend their lives burying their wild, bestial urges deep inside. However, the power of a rising full moon makes the curse too strong to resist, and the host transforms into a terrifying animal-humanoid hybrid controlled by murderous impulse. Those that embrace the dark nature of their curse learn to harness their bestial gifts, but also succumb to the evil, vicious temperament that drives the beast within.


The Order of the Lycan is a proud order of blood hunters who undergo “The Taming”, a ceremonial inflicting of lycanthropy from a senior member. These hunters then use their abilities to harness the power of the monster they harbor without losing themselves to it. Through intense honing of one’s own willpower, combined with the secrets of the order’s blood magic rituals, members learn to control and unleash their hybrid form for short periods of time. Enhanced physical prowess, unnatural resilience, and razor sharp claws make these warriors a terrible foe to any evil that crosses their path. Yet, no training is perfect, and without care and complete focus, even the greatest of blood hunters can temporarily lose themselves to the bloodlust.

Esoteric Rite

Beginning at 3rd level, you gain a new Esoteric Rite, which is detailed below:


Rite of Quicksilver. Your rite's damage type is slashing. The weapon that bears this rite counts as being silvered.

Heightened Senses

Beginning at 3rd level, you have advantage on Wisdom (perception) checks that rely on hearing or smell.

Hybrid Form

Beginning at 3rd level, you've gained access to a powerful lycanthropic form. As an action, you can transform into your hybrid form. This form lasts for 10 minutes, or until you use an action to revert to your normal form. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die.


The benefits of this form replace the rules for Lycanthropy in the monster manual. You can use this feature twice, regaining spent uses on a short or long rest. While in this form, you gain the following traits:


Beast Claws. You gain large claws on each hand. These claws are natural weapons, have the finesse property, and on hit they deal 1d10 slashing damage. They also count as a single weapon for the purpose of your Crimson Rite feature.


This damage increases to 1d12 at 11th level.


Beast Might. You have advantage on strength checks and strength saving throws.


Weakness To Silver. While in your hybrid form, you are vulnerable to attacks from weapons made of silver.

Stalker's Prowess

Beginning at 7th level your speed increases by 10 feet. You can also add 3 feet to your high jump distance and 10 feet to your long jump distance. Additionally, your beast claws are now considered magical for the purpose of overcoming resistance and immunity.

Advanced Transformation

Beginning at 11th level, you've begun to control the beast blood within you with greater precision. You can now assume your hybrid form as a bonus action. When you enter your hybrid form, it now lasts for 1 hour.


Additionally, when you enter your hybrid form as a bonus action, you can choose to immediately activate your rite of quicksilver.

Pack Hunter

Beginning at 11th level, you have advantage on attack rolls against creatures if at least one of your allies is within 5 feet and that ally isn't incapacitated.

Lycanthropic Adrenaline

Beginning at 15th level, while in your hybrid form and below half your maximum hit points you gain a number of temporary hit points at the start of your turn equal to 1 + your Wisdom modifier (minimum of 1). You don't gain these hit points while unconscious.

Lycanthropic Mastery

Beginning at 18th level, you can now use your Hybrid form three times between short or long rest.

Dread Howl

Beginning at 18th level, as an action you can expend a use of your Blood Maledict feature to howl at any number of creatures within 30 feet, chilling their blood and stunning them with fear. Any of the target creatures must make a Wisdom saving throw (DC equal 8 + your proficiency bonus + your Wisdom modifier). On a failed save they are frightened of you until the end of your next turn. If they fail by 5 or more, they are stunned instead. A creature that succeeds on this saving throw is immune to this feature for the next 24 hours.


Additionally, you can choose to expend a hit dice when you use this feature but before its effects take place. When you do so, the range increases to 60 feet.

A Word From Me

Hey there! Thanks for reading through my Revised Blood Hunter. This brew would not have been possible without a few people:


Thysten, TheArenaGuy, Fluffy, and Scoobydoom on Spectre Creations, as well as Marcelline on the Discord of Many Things


Cixal, who's revised Blood Hunter actually served as the main inspiration for this brew. Their revised Blood Hunter is incredible, and has a couple of key differences from mine. Their brew is so good that I actually had to ask them for permission to just flat-out take their Order of the Lycan. Check out their Revised Blood Hunter!


Anywho, heya! I'm u/possiblechangeling, or ItsMaybelline on Discord. I have always been a huge fan of the Witcher and Matt Mercer's fantastic Blood Hunter class. Even if the class is lacking in a few areas, the themes, and stories that the class presents are so phenomenal that this revision practically wrote itself. Matt Mercer's homebrew often gets a lot of flack, but IMO any DM who makes homebrew for their players so they can play the game how they want is amazing.


I had a ton of fun making this homebrew. Getting to see what is possibly my favorite class ever, and definitely one of the top two homebrew classes I've ever seen get a proper revision is super exciting to me, and having a hand in what feature went where or which subclass got what badass thing was super fun. Some of my players in my home game are already stoked to play this in our Curse of Strahd game. Anyways, that's all I have to say for now. Hope you enjoyed the brew! This homebrew has honestly taken me longer than anything I've actually completed to date, even though it did basically write itself. Peace!

Changelog

Base Class
  • Crimson Rite no longer deals damage to you. It still lowers your maximum hit points however. The distinction is important. If you drop your rite and activate it immediately after, you won't lose any hit points. You will still lose the hitpoints from having your maximum hit points lowered though.
  • Amplifying Blood Maledicts, as well as gaining advantage on checks via Hunter's Bane, now costs a hit dice instead of costing health. The mechanic is admittedly a bit dicey, since it makes long days of adventuring more dangerous rather than immediately making the situation in front of you more dangerous, however I think it's fine. My biggest issue with original blood hunter was how much it lowered your hit points. Mathematically, Crimson Rite alone makes you what is essentially a D8 melee class, and that's only with one Crimson Rite. God forbid if you use two like a certain loveable tiefling I know of. Lowering the self damage makes the class much more consistent, and puts its power budget in line with existing classes.
  • Added new, level prerequisite blood curses. This is part of a slew of future new blood curses that are meant to allow the class to scale better into later levels. For now though, I've only finished 5th level.
  • Added Heavy Armor proficiency for Strength characters.
  • Added new creature types to Hunter's Bane.
Subclasses

Order of the Ghostslayer

  • Removed clause on Rite of Dawn for costing less hit points, as the class as a whole now cost less hit points.
  • Granted proficiency in medicine through a new feature, Dabbler of Death. This is meant to represent your time studying death and undeath. May be changed to Arcana in the future.
  • Moved Hallowed Veins to 3rd level, as it feels like a core feature for the subclass.
  • Moved part of original Blood Hunter's Supernal Surge feature to 7th level, making it its own feature.
  • Added the attacking part of Supernal Surge as the 11th level feature.
  • Added immunity to having your hit point maximum lowered to 15th level feature, changed name to Like The Grave.

Order of the Mutant

  • Added Esoteric Rite feature, and a new rite known as Rite of Venom. Credit for this idea goes to Cixal, as this was pulled from his Blood Hunter Revision.
  • Added Alchemical Adept feature. Credit for this idea goes to Cixal, as this idea was pulled from his Blood Hunter revision.
  • Completely redid the Mutagen feature, getting rid of side effects/downsides on mutagens. Also added several new mutagens based on potions in The Witcher 3 or Cixal's Blood Hunter Revision.
  • Replaced Strange Metabolism with Greater Mutagen feature, making more powerful mutagens from the higher level mutagens from original blood hunter.
  • Added Physiological Shift feature, replacing Exalted Mutation feature.

Order of the Profane Soul

  • Added Expanded Spell List based on patron choice, credit for this idea once again goes to Cixal's Revised Blood Hunter.
  • Added Improved Mystic Frenzy in place of Diabolic Channel, as well as removed Revealed Arcana feature. The former change is meant to make the spellcasting more in line with traditional 5E design. The latter is because you already gain spells from your patron through the expanded spell list.
  • Added Dark Gift feature to make it feel like your patron choice has more of an impact on you.
  • Added Dark Sacrifice, which is an altered version of the original Profane Soul capstone.

Order of the Lycan Last time I swear. Shout out to Cixal. When I saw his Order of the Lycan, I barely found a single thing I wanted to change. So instead of trying to stray away from what I thought the subclass should be just to distance my brew from his, I just asked him if I could use his, which he agreed to. Huge thanks man, this subclass is incredible.

  • Removed Bloodlust trait on your hybrid form and increased claw damage.
  • Added new Rite, Rite of Quicksilver which stops regeneration.
  • Removed Lycan Regeneration trait, making it its own feature at 15th level. Additionally, added a clause allowing you to activate your rite as part of the bonus action spent to transform.
  • Added Pack Hunter feature to replace the bonus to attack rolls from Advanced Transformation.
  • Added Lycanthropic Adrenaline feature (See above)
  • Changed name of Hybrid Transformation Mastery to Lycanthropic Mastery.
  • Made Blood Curse of the Howl it's own feature, now called Dread Howl.
 

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