Subclasses: Blood Hunter

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Blood Hunter

Blood Hunter Subclasses
Blood Hunter Order Description
Order of the Exorcist Repels undead and extraplanar creatures
Order of the Hound Hunts with a supernatural hound
Order of the Reaper Brings death to others as they protect themselves from death
Order of the Vampire Harnesses the vampiric curse flowing in their veins for their benefit

Order of the Exorcist

The Order of the Exorcist is primarily concerned in ending the influence of extraplanar creatures. These blood hunters study the appropriate wards and apotropaics to release the bonds of those who have are under such a creature's possession or sway. They then work to send the malfeasants back to their home worlds or to destroy them fully.

Exorcism

3rd-level Order of the Exorcist feature

You learn how to exorcise malicious influences from a creature. As an action, you may touch a creature and end one possession or one effect causing the charmed or frightened condition.

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

Expert Hunter

3rd-level Order of the Exorcist feature

The benefits of your Hunter's Bane feature apply to aberrations and celestials as well.

Planar Protector

7th-level Order of the Exorcist feature

You have learned to cast the magic circle spell. Intelligence is your spellcasting ability modifier for the spell. Once you cast this spell, you can't cast it again with this feature until you finish a short or long rest.

Brand of Vengeance

11th-level Order of the Exorcist feature

You can strike back against aggressors you have branded. When a creature with your Brand of Castigation targets a creature other than you with an attack or harmful ability or magical effect, you may use your reaction to move up your movement speed and make a single weapon attack against the branded creature.

Blood Curse of Exile

15th-level Order of the Exorcist feature

Your blood curse can repel invasive creatures. You gain the Blood Curse of Exile for your Blood Malediction feature. This doesn't count against your number of blood curses known.

Blood Curse of Exile. As an action, you choose one creature type from aberrations, celestials, fey, fiends, or undead and produce an apotropaic for the chosen creature type. As a result, creatures that do not have blood in their body are not immune to this blood curse. Each creature of the chosen type within 30 feet of you must make a Wisdom saving throw. On a failure, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Amplify. You choose one creature that was turned. The target must succeed on a Charisma saving throw or be banished, returning to its plane of origin (if it isn't there already). In the case of an undead that fails, if it has a soul, the soul passes on into the afterlife.

Evil and Good's Bane

18th-level Order of the Exorcist feature

Your crimson rite is able to penetrate the foes you most abhor. When you hit an aberration, celestial, fey, fiend, or undead with your Crimson Rite, your weapon deals one additional hemocraft die of rite damage, and your rite damage ignores any resistances or immunities the creature has to it.

Order of the Hound

Often thought of as hounds themselves, blood hunters formed the Order of the Hound to train canines to aid in tracking and fighting the unsavory creatures that plague the material plane. Its easy to loose track of a quarry that can turn in invisible, fly, or teleport, but having a partner with a heightened sense of smell means you can easily sniff them out. The hounds are also taught to sic and hold down enemies to prevent their further escape. This training leads to a special bond between beast and master which further amplified through your Hunter's Bane. If trained well and cared for properly, your hound will forever be a loyal and trusty companion.

Pet Hound

3rd-level Order of the Hound feature

When you join this order, you develop a preternatural bond with a hound. Your hound can take the appearance of any canine such as a wolf, jackal, or any dog, but will always have the stat block of the hound provided.

The hound obeys your commands as best as it can. In combat, your hound shares your initiative count, but it takes its turn immediately after yours. On your turn, you can verbally command the hound (no action required by you). If you do not issue a command, your hound takes the Dodge action.

If you are incapacitated or absent, your hound acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.

When you use your Crimson Rite feature, instead of applying it to a weapon, you may apply it to your hound, provided it is within 30 feet of you.

Undying Dog

3rd-level Order of the Hound feature

You may bring your hound back to life using some of your life force. As an action, you may touch your dead or unconscious hound and reduce your hit point total by an amount equal to a roll of your hemocraft die. Your hound is brought back to life with hit points equal to two times your your blood hunter level and is now undead instead of a beast.

If your hound has no retrievable body, you may spend 1 hour and 10 gold performing a ritual to return its corpse which appears in an unoccupied space within 10 feet of you.

When your hound finishes a long rest, it is no longer undead and becomes a beast. The reduction of your hit point maximum lasts until you finish a long rest.

Foul Villains

7th-level Order of the Hound feature

When your hound uses its Smell action on a creature, it can tell if the creature is fey, fiend, or undead. In addition, it can take 1 minute to smell 50 foot by 50 foot area. When it does so it can detect any hidden or invisible creatures in the area as well as if any fey, fiend, or undead were within the area within the past day. If so, the hound can begin trailing with strongest scent of the area.


Hound

Medium beast, unaligned


  • Armor Class 12
  • Hit Points (4 times your blood hunter level)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 12 (+1) 7 (-2) 15 (+2) 13 (+1)

  • Saving Throws Wis +4
  • Skills Athletics +4, Investigation +0, Perception +4, Survival +4
  • Senses passive Perception (14)
  • Languages understands the languages you speak, but can't speak them

Keen Smell. The hound has advantage on Intelligence (Investigation), Wisdom (Perception), or Wisdom (Survival) checks that rely on smell.

Loyal. Your hound can never be compelled to disobey or harm you.

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the hound's skill and saving throw bonuses (above) and the bonuses to hit and damage of its bite attack (below).

Trail. If your hound has the scent of a creature (through the Smell action), it gains a +10 bonus to Wisdom (Survival) checks to track that creature and can do so at a fast pace. These bonuses are lost if the creature has taken any steps to mask or change its scent or if the creature has not been within 5 miles in the past 3 days.

Actions

Bite. Melee Weapon Attack: (+4) to hit, reach 5ft., one target. Hit: 4 (1d4 + 2). On a successful attack against a Large or smaller target, the hound can make a grapple attack as a part of its bite attack. The grapple ends if the hound uses the bite action again.

Smell. Your hound smells a creature or an object held by a creature in the last day or worn by a creature within the last 7 days, gaining its scent. Your hound can use this scent to trail. Your hound loses the scent if it uses the smell action to gain another scent or finishes a long rest.

Brand of the Blood Hound

11th-level Order of the Hound feature

Your Brand of Castigation allows your hound to better attack and hold the afflicted creature. Your hound has advantage on attack rolls and contested ability checks against a branded creature. Also, while a branded creature is grappled by your hound, it is also restrained, and you may have it take psychic damage equal to your Intelligence modifier (minimum of 1) at the beginning of its turns.

In addition, when your hound damages a creature, you may brand that creature with your Brand of Castigation feature.

Eldritch Hound

15th-level Order of the Hound feature

Your hound can turn into a fiend or fey hound. Your hound can use its action to transform into a hell hound or yeth hound (your choice). Your hound takes the statistics of its new form, but can still understand you and obey you.

It reverts to its normal form if it is reduced to 0 hit points, after 1 hour, or if you end the transformation early as an action. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form.

Once your hound uses this feature, your hound can't use it again until your hound finishes a long a rest.

Blood Curse of the Pack

18th-level Order of the Hound feature

You can manifest spectral versions of your hound to hunt foes. You gain the Blood Curse of the Pack for your Blood Malediction feature. This doesn't count against your number of blood curses known.

Blood Curse of the Pack. As an action, choose up to two creatures you can see within 30 feet of your hound to be a quarry. A spectral hound emerges from your hound for each chosen quarry, moves toward the quarry, and makes a bite attack against the quarry. A spectral hound uses your hound's statistics, with the added benefit of a flying speed equal to its movement speed and being able to move through creatures and objects, and gains any benefits your hound would normally gain. On your subsequent turns, you can command each spectral hound in addition to your hound, which take their turns immediately after yours. A spectral hound can only use its movement to move toward its quarry by the most direct route and can only take the bite or smell actions against its quarry. The spectral hounds disappear after 1 minute, if it is reduced to 0 hit points, or if its quarry is reduced to 0 hit points.

Amplify. You can choose up to four creatures you can see within 30 feet of your hound to be a quarry.

Order of the Reaper

The Order of the Reaper charges itself with the utter eradication of its enemies. Reapers act as death's foot soldiers and mortal psychopomps, offering up souls to the afterlife. So steeped in the essence of death, they are able to extend their own life to continue their mission to reap souls. They are merciless and implacable in this duty.

Blood Marker

3rd-level Order of the Reaper feature

You have learned how to use the pain of your blood hunter abilities to enhance your combat. Each time you take damage from activating a crimson rite or amplifying a blood curse, you gain 1 blood marker. You may spend 1 blood marker as a bonus action on your turn to gain advantage on the next attack roll you make before the end of the turn or to take the Disengage or Dodge action. You can only have a maximum number of blood markers equal to 1 + your Constitution modifier and lose all unspent blood markers when you finish a long rest.

Reaper Resistance

3rd-level Order of the Reaper feature

You cannot die unless you have failed three death saving throws. Any effect that would kill you, when you do not have three failed death saves, instead reduces you to 0 hit points. Damage from a critical hit while at 0 hit points and rolling a 1 on a death saving throw now only count as one death saving throw failure.

In addition, you are proficient with heavy armor, and while you have an active crimson rite, you gain resistance to that damage type.

Painful Tutelage

7th-level Order of the Reaper feature

You may expand your blood hunter powers through suffering. You may spend 1 blood marker to learn another Primal Rite and 3 blood markers to learn another blood curse which doesn't count against your blood curses known. When you reach 14th level in this class, you may spend 3 blood markers to learn another Esoteric Rite.

Any power learned from this feature is lost when you finish a short or long rest.

Brand of the Death Watcher

11th-level Order of the Reaper feature

Your Brand of Castigation grants insight and boons over a creature's death. You know the maximum and current hit points of a branded creature, as well as any curses or diseases it is afflicted by or any benefit it currently has that allows it to return to life such as the clone spell or a phylactery. In addition, when a branded creature is reduced to 0 hit points, you gain temporary hit points equal to your blood hunter level plus your Intelligence modifier.

Blood Curse of the Reaper's Mask

15th-level Order of the Reaper feature

You can use your own blood to transform into a fearsome facsimile of death incarnate. You gain the Blood Curse of the Reaper's Mask for your Blood Malediction feature. This doesn't count against your number of blood curses known.

Blood Curse of the Reaper's Mask. As an action, your visage momentarily becomes one of undeath although the exact description is up to you, such as skeletal and gaunt, decayed and infested with maggots, or twisted and spectral. Each creature within 10 feet of you, must make a Wisdom saving throw. On a failure, the creature is frightened of you

A frightened creature makes a Wisdom saving throw at the end of each of its turns, ending the effect on a success. Once a creature succeeds on a Wisdom saving throw against this effect, it is immune to being frightened in this way for 24 hours.

Amplify. While frightened, a creature takes 5 cold and 5 necrotic damage at the start of each of its turns and its movement speed is halved.

Aspects of the Deathless

18th-level Order of the Reaper feature

You can ignore the normal requirements for life. You no longer need to breathe, drink, eat, or sleep, although you still must rest to gain the benefits of a long rest and for every 10 years that pass, your body ages only 1 year.

Merciless Reaping

18th-level Order of the Reaper feature

You resist approaching death and spur it on in others. When a creature scores a critical hit against you, it becomes a regular hit instead, and any effects triggered by a critical hit are canceled. Also, the next hit you score against that creature before the end of your next turn is a critical hit. In addition, whenever you gain 1 blood marker while you are below half your hit points, you gain 1 additional blood marker.

Order of the Vampire

The original purpose of this strain of Hunter's Bane was to help abate the affliction of those cursed with vampirism. Many of these victims chose to combat the scourge that had cursed them as well as those of their ilk, and the Order of the Vampire was formed. Soon other blood hunters who were not cursed began to drink the specialized concoction, willing to gain a mild form of the vampiric disease for the cause.

Given the Order's history, many of these blood hunters specialize solely with the fight against vampires, looking to prevent others from going through the pain they suffered. But others of the Order see the similar oppression and violation of vampires in the many forms of evil infiltrating the land all of which must be stopped.

Vampirism

3rd-level Order of the Vampire feature

When you join this order, the Hunter's Bane concoction has afflicted you with a more gentle vampirism. You gain the following traits:

Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Cursed Daylight. You have disadvantage on saving throws from effects that deal radiant damage.

Undead Resilience. You gain resistance to necrotic damage.

Bloody Aroma. You can smell any creature within 60 feet of you that is at or below half its hit points. This does not apply to creatures that do not have blood in their body.

Bite. Your fangs are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier (your choice), instead of the bludgeoning damage normal for an unarmed strike.

Drink. You may attempt to drink the blood of an unwilling living creature. If you have made a bite attack against a creature with blood on your turn, you may use a bonus action to make a Strength (Athletics) or Dexterity (Acrobatics) check (your choice) contested by the creature’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you drink of its blood and regain hit points equal to half your blood hunter level.

You can't use this trait to regain hit points again until you finish a short or long rest.

Sanguine Sustenance. You no longer require food, water, or air. You do however require blood to sustain yourself. You must drink the blood of a living humanoid every day. Each day you do not, you gain a level of exhaustion which cannot be reduced by finishing a long rest or by magical means. You can only reduce this exhaustion by drinking humanoid blood, reducing one level of exhaustion each time you drink. While you are exhausted in this way, you do not regain hit points when drinking blood.

Blood of the Prey

3rd-level Order of the Vampire feature

You may use the blood of your victims to fuel your blood curses. After you have successfully drunk the blood of a creature, the next blood curse you amplify within the next minute does not cause you to lose hit points.

Mist Glide

7th-level Order of the Vampire feature

You can move as mist to reach your prey. You can use a bonus action on your turn to fly up to half your movement speed toward a creature you can see or sense. You become intangible for this movement and can pass through creatures, objects, structures, and difficult terrain without expending extra movement, but can not end the movement inside a creature, object, or structure. If the target is at half its hit points or below, this movement equals your whole movement speed instead.

Once you use this feature, you can't use it again until you finish a short or long rest.

Brand of the Bloodied

11th-level Order of the Vampire feature

Your Brand of Castigation makes creatures more susceptible to your ravenous attacks. When you make a bite attack against a branded creature, you have advantage on the attack roll, the attack deals an extra 2d8 necrotic damage, and you automatically succeed on the ability check if you choose to drink the branded creature's blood.

Blood Curse of the Supplicant

15th-level Order of the Vampire feature

You can powerfully enchant creatures with blood coursing through their veins. You gain the Blood Curse of the Supplicant for your Blood Malediction feature. This doesn't count against your number of blood curses known.

Blood Curse of the Supplicant. As an action, a humanoid of your choice within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute. This effect ends early if it takes damage from you or an ally. While charmed the target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can.

Amplify. The effect doesn't end early if it takes damage from an ally or from your bite attack.

Vampiric Regeneration

18th-level Order of the Vampire feature

You gain the ability to regenerate. You regain 2 hit points every hour, and if you have no more than half of your hit points left, you regain hit points equal to 5 + your Constitution modifier at the start of each of your turns. You don’t regain hit points if you are in direct sunlight, have taken radiant damage since the end of your last turn, are exhausted as a result of your Sanguine Sustenance trait, or don't have at least 1 hit point.