Blood Hunter
Marred but resolute, his grimacing face dripping with sweat, a half-orc reddens a finger across his wounds to draw a glowing, ruby glyph in the air. He grips the weightless, completed sigil, twisting it to unleash dark magical energies that fire forward, cursing the stalking behemoth from within its own veins to better even the odds.
A mysterious half-elf swathed in a worn cloak and rugged leather armor carefully investigates a grizzly scene off the roadway, her eyes flashing with recognition as she meditates on the remnants of the massacre. The survivor who warily hired her withdraws with a jump as the half-elf suddenly shoots to her feet, sure in the knowledge of the culprit, where it calls home, and how little time there is to find it.
Stepping into the lightless chambers of ancient dust and lingering whispers, the halfling’s nose picks up the pungent smell of imminent danger as she hears the scraping of bone and claw on nearby stone. She winces as she runs her blade across her palm, the steel transmuting her blood into glowing runes of powerful magic, her sword suddenly engulfed in arcane flames, eager to brand and burn the flesh of her enemies.
Often feared or misunderstood, and driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt to better stalk and survive their prey. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they choose to hunt.
Sacrifice to Preserve Life
While most of the classic schools of magical study are well known and widely respected, the less refined and macabre incantations of Hemocraft have long been forbidden and lost to most of the civilized world. Blood Hunters have reclaimed these techniques away from the judging eyes of society, finding blood magic’s esoteric nature effective against the evils that often defy the divine powers that historically hold the line.
Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. They can sear an arcane brand into the body of their quarry that hinders their foe’s abilities and punishes their aggression, or call blood curses upon their enemies, manipulating their bodies from the inside. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.
Creating a Blood Hunter
As you create a blood hunter, the most important aspects of your character are why you were driven to this lifestyle, and why do you seek to give up everything to wallow in the dark with the evils you hunt? Did you lose a loved one to a fiendish beast and now wish to prevent others from suffering the same fate? Do you seek a sense of purpose and security, and found this among the order that has taken you in? Have you always carried a seed of darkness within you, and seek kin to watch over you and prevent you succumbing to it? Were you once a holy warrior who strayed from his faith and was cast out, but still seek to give yourself to the cause of protecting the innocent? Or are you a criminal with a dark past seeking to make amends, taking this life as a path of penance?
What is your relationship with the powers of hemocraft and the abilities it promises to grant you as you step closer to its mastery? Do you respect and fear the ancient power that surges through your veins, using them only when necessary? Do you relish in the strength it offers you, embracing your gifts and using them freely? Are you worried the superstitions are right, and this power will eventually turn you into one of the monsters you hunt? Or has your study instilled you with the confident control of mind over matter, certain you can bend these gifts to bring a brighter dawn?
Consider too that while a blood hunter belongs to an order, many strike out on their own to do their best work. What made you leave the comfort of your order? Do you intend to return, or have you decided you have more to learn in the world beyond? What do you seek in other adventurers that can help you meet your goals?
While most blood hunters follow a path of good or neutrality in their pursuits, some have fallen to the dark, seductive side of hemocraft and use their abilities for selfish and evil purposes. These deviants are always thrown from the order, and often hunted along with the creatures they once trained to fell.
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 archery (or finesse weapons). Make Intelligence or Wisdom your next highest if you plan to focus on the potency of blood curses and mystical power. Choose a higher Constitution next, as you want to have extra hit points to burn on your crimson rite or amplifying blood curses. Then, select the urchin or soldier background.
Blood Hunter
Level | Proficiency Bonus |
Hemocraft Die |
Features | Blood Curses Known |
---|---|---|---|---|
1st | +2 | 1d4 | Hunter's Bane, Blood Maledict | 1 |
2nd | +2 | 1d4 | Fighting Style, Crimson Rite | 2 |
3rd | +2 | 1d4 | Blood Hunter Order, Inured Viscera | 2 |
4th | +2 | 1d4 | Ability Score Improvement | 2 |
5th | +3 | 1d6 | Extra Attack | 3 |
6th | +3 | 1d6 | Brand of Castigation, Blood Maledict (3/rest) | 3 |
7th | +3 | 1d6 | Order Feature, Rebuttal of Body | 3 |
8th | +3 | 1d6 | Ability Score Improvement | 3 |
9th | +4 | 1d8 | Hardened Soul | 4 |
10th | +4 | 1d8 | Dark Augmentation, Grim Psychometry | 4 |
11th | +4 | 1d8 | Order Feature, Crimson Manipulation | 4 |
12th | +4 | 1d8 | Ability Score Improvement | 4 |
13th | +5 | 1d10 | Brand of Retribution, Blood Maledict (4/rest) | 5 |
14th | +5 | 1d10 | Ichorous Vigor | 5 |
15th | +5 | 1d10 | Order Feature | 5 |
16th | +5 | 1d10 | Ability Score Improvement | 5 |
17th | +6 | 1d12 | Blood Maledict (5/rest) | 6 |
18th | +6 | 1d12 | Order Feature | 6 |
19th | +6 | 1d12 | Ability Score Improvement | 7 |
20th | +6 | 1d12 | Sanguine Mastery | 7 |
Class Features
As a Blood Hunter, you gain the following 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: Light armor, medium armor, heavy armor shields
Weapons: Simple weapons, martial weapons
Tools: Alchemist’s supplies
Saving Throws: Strength, Constitution
Skills: Choose three from Athletics, Acrobatics, Arcana, History, Insight, Investigation, Nature, Religion, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two simple weapons or (c) two martial weapons
- (a) a light crossbow and 20 bolts or (b) hand crossbow and 20 bolts
- (a) studded leather armor or (b) scale mail armor or (c) chain mail armor
- an explorer’s pack and a set of alchemist's supplies
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
Hunter's Bane
Beginning 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. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them. The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. Choose either Intelligence or Wisdom. This is your Hemocraft modifier, which you use when setting the DC of your Hemocraft Save, and any associated blood hunter features. The saving throw DC is calculated as follows:
Hemocraft Save DC
Blood Maledict
At 1st level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic. You gain one blood curse of your choice, detailed in the “Blood Curses” section at the end of the class description. You learn one additional blood curse of your choice, as shown on the Blood Hunter table. When you gain a level in this class, you can replace any and all of your Blood Curses, substituting them with ones appropriate for your level.
When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by losing a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. 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, unless you have amplified the curse.
You can use this feature twice. Beginning at 6th level, you can use your Blood Maledict feature three times, at 13th level you can use it four times between rests, and at 17th level, you can use it five times between rests. You regain all expended uses when you finish a short or long rest.
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.
Blind Fighting
Being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you.
Close Quarters Shooter
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
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 non-rite 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. The weapon must have the two-handed or versatile property for you to gain this benefit.
Power Attack
When you make a melee attack, before you make the attack roll, you can choose not to add your proficiency bonus to the attack roll. If the attack hits, you deal an additional die of damage. You cannot do this if you are using the finesse property of the weapon.
Sanguine Onslaught
When you're not wearing heavy armor and you are engaged in two-weapon fighting, you can activate your Crimson Rite feature without using your bonus action, as long as you use your bonus action to make the second attack. You can add your ability modifier to the damage of the second attack.
Crimson Rite
At 2nd level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. Choose two rites from the Crimson Rites list below to learn.
As a bonus action, you can activate a crimson rite on a weapon with the magical energy of a known rite of your choice that lasts until you finish a short or long rest, or if you aren’t holding the weapon at the end of your turn. When you activate a rite, you lose a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table.
Rites can be used on multiple weapons with the same bonus action, costing additional hit point loss. Most weapons can only be subject to a single rite at any given time. Each end of a polearm, quarterstaff, or other similar weapon is treated as a separate weapon for the purposes of this feature.
You can have a maximum of three weapons affected by your Crimson Rite feature at any one time.
For the duration, attacks from this weapon deal an additional 1d4 damage of the chosen rite’s type. The affected weapon's damage is magical and increases as you gain levels as a blood hunter, as shown in the Hemocraft Die column of the Blood Hunter table. A weapon can only hold a single active rite at a time.
You gain access to an additional rite at 6th, 11th level, and at 14th level.
Crimson Rites
Choose from the following:
Rite of the Caustic. Your rite damage is acid damage.
Rite of the Dead. Your rite damage is necrotic damage.
Rite of the Flame. Your rite damage is fire damage.
Rite of the Frozen. Your rite damage is cold damage.
Rite of the Oracle. Your rite damage is psychic damage.
Rite of the Roar. Your rite damage is thunder damage.
Rite of the Storm. Your rite damage is lightning damage.
Rite of the Venom. Your rite damage is poison damage.
Blood Hunter Order
At 3rd level, you commit to an order of blood hunter martial focus. Choose Order of the Ghostslayer, Order of the Profane Soul, Order of the Mutant, Order of the Lycan, Order of the Scale, Order of the Inquisition, Order of the Sin-Eater, Order of the Atavist, or Order of the Dark Draught, 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 level.
Inured Viscera
At 3rd level, your body takes on physical traits and aspects of the toughest people and most resolute populations. You gain the following benefits:
- You are immune to disease
- Your hit point maximum can’t be reduced.
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Brand of Castigation
At 6th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action). You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the creature takes force damage equal to your Hemocraft modifier (minimum of 1 damage).
Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell).
Once you use this feature, you can’t use it again until you finish a short or long rest.
Rebuttal of Body
At 7th level, you can refute many attacks on your body. When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Hardened Soul
When you reach 9th level, you can no longer become frightened, and you have advantage on saving throws against the charmed condition. At 14th level, you become immune to the charmed condition.
Dark Augmentation
Upon reaching 10th level, arcane blood magic suffuses your body, permanently reinforcing your resilience. Your speed increases by 5 feet, and whenever you make a Strength, Dexterity, or Constitution saving throw, you gain a bonus to the saving throw equal to your Hemocraft modifier (minimum of +1).
Grim Psychometry
When you reach 10th level, you gain the ability to meditate on any object, person, creature or artifact and discern lingering evils or wicked pasts that surround them.
You can cast the legend lore spell once per day. While this spell details use on any legendary or unique item or person, your use of this spell grants you greater knowledge when specifically used on items created from evil, or for sinister and impure purposes.
Crimson Manipulation
At 11th level, you hone your control over blood magic, mitigating your sacrifice and empowering your capability. Once per turn, whenever a blood hunter feature requires you to roll a hemocraft die, you can choose to reroll the die and choose which result to use.
Brand of Retribution.
Starting at 13th level, the force damage from your Brand of Castigation increases to twice your Hemocraft modifier (minimum of 2 damage).
Ichorous Vigor
At 14th level, damage dealt by your Crimson Rite feature ignores resistance to that damage type. If a creature is immune to the damage dealt by your Crimson Rite feature, they take half damage, instead of no damage.
Sanguine Mastery
Upon becoming 20th level, your ability to harness your pain and the pain of your foes is perfected. Whenever a blood hunter feature requires you to roll a Hemocraft Die while you are below half of your current maximum hit points, you can instead take the maximum result.
In addition, whenever you score a critical hit with a weapon attack empowered by your Crimson Rite, you regain one expended use of your Blood Maledict feature.
Blood Hunter Orders
There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.
Order of the Ghostslayer
The Order of the Ghostslayer is the oldest of the orders, having originally 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 and how it can become corrupted by unholy powers to rise once more. Tuning their abilities to annihilate such abominations, these zealous blood hunters seek out the sources of such necromantic energies, intent to destroy them wherever they arise.
Rite of the Dawn
When you join this order at 3rd level, you learn the Rite of the Dawn crimson rite (detailed below).
Rite of the Dawn. Your rite damage is radiant damage. While the rite is active, you gain the following benefits:
- Your weapon sheds bright light out to a radius of 20 feet.
- You have resistance to necrotic damage.
- You can target incoporeal creatures, as well as creatures on the Ethereal plane.
- Your weapon deals one additional hemocraft die of rite damage when you hit an undead.
Curse Specialist
Beginning at 3rd level, your ancient order teaches advanced mastery over blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.
Ethereal Step
Upon reaching 7th level, at the start of your turn, if you aren’t incapacitated, you can choose to magically step into the veil between the planes.
You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d8 force damage if you end your turn inside an object. If you are inside an object when this feature ends, 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. This feature lasts for a number of rounds equal to your Intelligence modifier (minimum of 1 round).
You can use this feature once. Beginning at 15th level, you can use your Ethereal Step feature twice between rests. You regain all expended uses when you finish a short or long rest.
Brand of Sundering
Beginning at 11th level, your Brand of Castigation now exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite. Whenever you damage a branded creature with your Crimson Rite, your weapon deals one additional hemocraft die of rite damage.
In addition, the branded creature can’t move through creatures or objects or take the Dash action, and if a creature branded by you attempts to teleport or leave their current plane via ability, spell, or portal, they take 4d6 radiant damage and must make a Wisdom saving throw. On a failure, the teleport or plane shift fails.
Blood Curse of the Exorcist
At 15th level, you’ve honed your hemocraft to tear wicked influence from your allies, punishing those who would infiltrate their body and mind. You gain the Blood Curse of the Exorcist for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Rite Revival
Upon reaching 18th level, you learn to protect your fading life by absorbing your blood rite. When you are reduced to 0 hit points while you have an active Crimson Rite, but don’t die outright, the rite ends and you drop to 1 hit point instead. If you have rites active on multiple weapons, you choose which one ends.
Blood Curse of the Exorcist
Prerequisite: 15th level, Order of the Ghostslayer
As a bonus action, you can choose one creature you can see within 30 feet of you that is charmed, frightened, or possessed. The target creature is no longer charmed, frightened, or possessed.
Amplify. The creature that charmed, frightened, or possessed the target of your curse suffers 3d6 radiant damage and must make a Wisdom saving throw or be paralyzed until the end of your next turn.
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 wicked beast. 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.
Heightened Senses
Starting when you choose this archetype at 3rd level, you begin to adopt the improved abilities of a natural predator. You gain advantage on Wisdom (Perception) checks that rely on hearing or smell.
Hybrid Transformation
Upon choosing this archetype at 3rd level, you begin to learn to control the lycanthropic curse that now lives in your blood. As a bonus action, you can transform into your hybrid form for up to 1 hour. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier as a bonus action. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die. This feature replaces the rules for Lycanthropy within the Monster’s Manual.
You can use this feature twice. You regain expended uses when you finish a short or long rest. While you are transformed, you gain the following benefits:
Hybrid Transformation Features
While you are transformed, you gain the following features:
Feral Might. You gain a +1 to melee damage rolls. This bonus increases by 1 at 11th and 18th level. You also have advantage on Strength checks and Strength saving throws, and your speed increases by 10 feet.
Hunter's Sight. You gain darkvision out to 80 feet. If you already possess darkvision, the range instead increases by 40 feet.
Predatory Strikes. You have claws and a bite as natural weapons. Their damage die is equal to 1d8. You can use Dexterity instead of Strength for the attack and damage rolls of your natural weapons, and you can apply your Crimson Rite feature to your natural weapons as a single weapon. Your bite does piercing damage, and your claws can deal slashing damage. When you use the Attack action with one of these natural weapons, you can immediately use your bonus action to make another attack.
At 11th level, the damage die of your natural weapons increase to 1d10.
Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from non-silvered damage. While you are not wearing heavy armor, you gain a +1 bonus to your AC.
Stalker's Prowess
At 7th level, your speed increases by 10 feet. You also can add 10 feet to your long and high jump distances. In addition, your hybrid form gains the Improved Predatory Strikes feature, and you can use your Hybrid Transformation feature three times, regaining all expended uses when you finish a short or long rest.
Improved Predatory Strikes. You gain a +1 bonus to attack rolls made with your natural weapons. This bonus increases by 1 at 11th level (+2) and 18th level (+3).
Advanced Transformation
Starting at 11th level, you learn to unleash and control more of the beast within. You can use your Hybrid Transformation feature four times, regaining all expended uses when you finish a short or long rest. In addition, your hybrid form gains the Lycan Regeneration feature.
Lycan Regeneration. At the start of each of your turns, you regain hit points equal to 1 + your Hemocraft modifier (minimum of one) if you have at least 1 hit point.
Brand of the Voracious
At 15th level, your Brand of Castigation now binds your foe to your hunter’s thirst for savagery. While in your hybrid form, your attacks have advantage against a creature branded by you. Additionally, branded targets hit by a weapon affected by an active rite can't regain hit points until the start of your next turn.
Hybrid Transformation Mastery
At 18th level, you have wrestled your inner predator and mastered it. You can use your Hybrid Transformation feature an unlimited number of times, and your hybrid form can now last indefinitely.
You also gain the Blood Curse of the Howl for your Blood Maledict feature. This does not count against your number of blood curses known.
Blood Curse of the Howl
Prerequisite: 18th level, Order of the Lycan
As an action, you unleash a blood-curdling howl. Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If they fail their saving throw by 10 or more, they are stunned while frightened in this way. A creature that succeeds on this saving throw is immune to this blood curse until the start of their next turn.
You can choose any number of creatures you can see to be unaffected by the howl.
Amplify. The range of this curse increases to 60 feet.
Order of the Mutant
The process of the Hunter’s Bane is a painful, scarring, and sometimes 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 a combination of hemocraft and 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 what they once were. They called themselves the Order of the Mutant. Researching their targets to know their strengths and weaknesses, these blood hunters can alter their biology to be best prepared for the coming conflict.
Alchemical Knowledge
When you adopt this order at 3rd level, you gain the following features:
-
You learn the Rite of the Caustic or the Rite of Venom, which doesn't count against your number of rites known. If you already know this rite, you may learn another Crimson Rite of your choice. When activating this rite, you gain temporary hit points equal to the amount you lost. When activating rites on multiple weapons from a single bonus action, you add the temporary hit points together.
-
Your proficiency bonus is doubled for any ability check you make that uses alchemist's supplies.
-
If you craft a magic item in the potion category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
Formulas
You begin to uncover forbidden alchemical formulas that temporarily alter your mental and physical abilities.
Beginning at 3rd level, you choose to learn four mutagen formulas. Your formula options are detailed at the end of this order description. You gain an additional formula 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 a new mutagen formula.
Mutagencraft
At 3rd level, you can concoct one mutagen when you finish a short or long rest. Starting at 7th level, the number of mutagens you can create when you finish a rest increases to two, and at 15th level, you can now create three mutagens.
As a bonus action you can consume a single mutagen, and the effects and side effects last until you finish a short or long rest, unless otherwise specified. While one or more mutagens are affecting you, you can use an action to focus and flush the toxins from your system, ending the effects and side effects of all mutagens.
Mutagens are designed for your biology and have no effect on other creatures. They are also unstable by nature, losing their potency over time and becoming inert if not used before you finish your next short or long rest.
Strange Metabolism
Beginning at 7th level, your body has begun to adapt to toxins and venoms, ignoring their corroding effects. You gain immunity to poison damage and the poisoned condition.
In addition, you can instill a burst of adrenaline to temporarily resist the negative effects of a mutagen. As a bonus action, you can choose to ignore the side effect of a mutagen affecting you for 1 minute.
Once you use this feature to resist side effects, you can’t do so again until you finish a long rest.
Brand of Axiom
At 11th level, your hemocraft has altered your Brand of Castigation to enforce a foe’s true nature. Any illusions disguising or making a creature invisible when you brand them end, and they can’t benefit from such illusions while branded. If a creature branded by you is polymorphed or has changed shape, they must succeed on a Wisdom saving throw or revert to their true form and be stunned until the end of your next turn. Whenever a branded creature attempts to polymorph or change shape, they must succeed on a Wisdom saving throw or the attempt fails, and they are stunned until the end of your next turn.
Blood Curse of Corrosion
Starting at 15th level, your blood curse can wrack a creature’s body with terrible toxins. You gain the Blood Curse of Corrosion for your Blood Maledict feature. This does not count against your number of blood curses known.
Exalted Mutation
At 18th level, your body has adapted to produce your toxins naturally in a moment of need. As a bonus action, you can choose one mutagen currently affecting you to flush from your system and end, then immediately have a mutagen you know the formula for take effect in its place.
You can use this feature a number of times equal to your Hemocraft modifier (minimum of 1). You regain all uses of this feature after you finish a long rest.
Blood Curse of Corrosion
Prerequisite: 15th level, Order of the Mutant
As a bonus action, a creature within 30 feet of you becomes poisoned. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the curse ends.
Amplify. The cursed creature suffers 4d6 necrotic damage, and suffers this damage again every time it fails its Constitution saving throw to end this curse at the end of its turn.
Mutagens
These mutagens are presented in alphabetical order. You can learn a mutagen at the same time you meet its prerequisites.
Aether
Prerequisite: 11th level.
You gain a flying speed of 20 feet for 1 hour.
Side effect. You have disadvantage on Strength and Dexterity ability checks for 1 hour.
Alluring
Your skin and voice become malleable, allowing you to slightly enhance your appearance and presence. You have advantage on Charisma ability checks.
Side effect. You have disadvantage on initiative rolls.
Celerity
Your Dexterity score increases by 3, as does your Dexterity maximum. This bonus increases by 1 at 11th and 18th level. Side effect. You have disadvantage on Wisdom saving throws.
Conversant
You gain advantage on Intelligence ability checks.
Side effect. You have disadvantage on Wisdom ability checks.
Cruelty
Prerequisite: 11th level.
When you use the Attack action, you can make an additional weapon attack as a bonus action.
Side effect. You have disadvantage on Intelligence, Wisdom, and Charisma saving throws.
Deftness
You gain advantage on Dexterity ability checks.
Side effect. You have disadvantage on Wisdom ability checks.
Embers
You gain resistance to fire damage.
Side effect. You gain vulnerability to cold damage.
Gelid
You gain resistance to cold damage.
Side effect. You gain vulnerability to fire damage.
Impermeable
You gain resistance to piercing damage.
Side effect. You gain vulnerability to slashing damage.
Mobility
You gain immunity to the grappled and restrained conditions. At 11th level, you also are immune to the paralyzed condition.
Side effect. You have disadvantage on Strength ability checks.
Nighteye
You gain darkvision for up to 60 feet. If you already have darkvision, this increases its range by 60 additional feet.
Side effect. You gain sunlight sensitivity (detailed in the Dark Elf section of the Player’s Handbook).
Percipient
You gain advantage on Wisdom ability checks.
Side effect. You have disadvantage on Charisma ability checks.
Potency
Your Strength score increases by 3, as does your Strength maximum. This bonus increases by 1 at 11th and 18th level.
Side effect. You have disadvantage on Dexterity saving throws.
Precision
Prerequisite: 11th level
Your weapon attacks score a critical hit on a roll of 19-20.
Side effect. You have disadvantage on Strength saving throws.
Rapidity
Your speed increases by 10 feet. At 15th level, your speed increases by 15 feet instead.
Side effect. You have disadvantage on Intelligence ability checks.
Reconstruction
Prerequisite: 7th level
For 1 hour, at the start of each of your turns, you regain hit points equal to your proficiency bonus if you have at least 1 hit point, but no more than half of your hit points.
Side effect. Your speed decreases by 10 ft for 1 hour.
Sagacity
Your Intelligence score increases by 3, as does your Intelligence maximum. This bonus increases by 1 at 11th and 18th level.
Side effect. You have disadvantage on Wisdom saving throws.
Prescient
Your Wisdom score increases by 3, as does your Wisdom maximum. This bonus increases by 1 at 11th and 18th level.
Side effect. You have disadvantage on Charisma saving throws.
Shielded
You gain resistance to slashing damage.
Side effect. You gain vulnerability to bludgeoning damage.
Unbreakable
You gain resistance to bludgeoning damage.
Side effect. You gain vulnerability to piercing damage.
Vermillion
You gain an additional use of your Blood Maledict feature.
Side effect. You have disadvantage on death saving throws.
Order of the Profane Soul
Those who have taken to the Order of the Profane Soul have seen the limits of hemocraft against some of the most ancient and cruel fiends and terrors of the world. Unable to pursue beings of such power, creatures able to vanish amongst the nobles without a trace, or bend the mind of the most stalwart warrior with but a glance, this order trusted in their resilience and delved into this same well of corrupting arcane knowledge, making pacts with lesser evils to better combat the greater. While they may have traded a part of themselves, members of this order believe the power gained far outweighs the price, for even devils now quake when they know they’ve drawn the attention of the Order of the Profane Soul.
Otherworldly Patron
When you reach 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 Player’s Handbook, the Undying within the Sword Coast Adventurer’s Guide, and the Celestial or Hexblade in Xanathar’s Guide to Everything. Your choice augments some of your order features.
Profane Soul Spellcasting
Blood Hunter Level | Cantrips Known | Spells Known | Spell Slots | Slot Levels |
---|---|---|---|---|
3rd | 2 | 3 | 2 | 1st |
4th | 2 | 4 | 2 | 1st |
5th | 2 | 4 | 2 | 1st |
6th | 2 | 4 | 2 | 1st |
7th | 2 | 5 | 2 | 2nd |
8th | 2 | 6 | 2 | 2nd |
9th | 2 | 6 | 2 | 2nd |
10th | 3 | 7 | 3 | 2nd |
11th | 3 | 8 | 3 | 2nd |
12th | 3 | 8 | 3 | 3rd |
13th | 3 | 9 | 3 | 3rd |
14th | 3 | 10 | 3 | 3rd |
15th | 3 | 10 | 3 | 3rd |
16th | 3 | 11 | 3 | 3rd |
17th | 3 | 11 | 3 | 3rd |
18th | 3 | 11 | 3 | 3rd |
19th | 3 | 12 | 3 | 4th |
20th | 3 | 13 | 3 | 4th |
Pact Magic
When you reach 3rd level, you can augment your combat techniques with the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 of 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 do not regain any pact magic spell slots upon completing a short or long rest. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. You may use this feature three times before completing a 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 it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability. Your Hemocraft modifier functions as your spellcasting ability modifier. In addition, you use your Hemocraft modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Rite Focus
Beginning at 3rd level, your weapon becomes a core to your pact with your chosen dark patron. While you have an active Crimson Rite, you can use your weapon as a spellcasting focus (found in chapter 5 of the Player’s Handbook) for your warlock spells, you can choose for your rite damage to deal force damage, and you gain a specific benefit based on your chosen pact (outlined below).
The Archfey. When you deal rite damage to a creature, it glows with faint light until the end of your next turn. For the duration, the creature can’t benefit from half cover, three-quarters cover, or being invisible.
The Celestial. You can expend a use of your Blood Maledict feature as a bonus action to heal one creature that you can see within 60 feet of you. They regain a number of hit points equal to two rolls of your hemocraft die + your Hemocraft modifier (minimum of +1).
The Fiend. When you deal rite damage to a creature, the minimum damage you can deal equals your Hemocraft modifier or your proficiency bonus, whichever is higher.
The Great Old One. When you score a critical hit against a creature while using the weapon, that creature is frightened of you until the end of your next turn.
The Hexblade. Whenever you target a creature with a blood curse, your next attack against the cursed creature deals additional damage equal to your proficiency modifier.
The Undying. Whenever you reduce a hostile creature to 0 hit points using a weapon attack, you regain a number of hit points equal to one roll of your hemocraft die.
Profane Scars
Also at 3rd level, you learn how to invoke blood rites into spellcasting, if only for a while. On your turn, you can choose to lose hit points equal to your Hemocraft die to empower your spellcasting with one of your rites. Until the end of your next turn, when you would cast a warlock spell that would deal damage, the damage type of that spell becomes your rite's damage type, and you deal extra damage equal to your Crimson Rite die.
Mystic Frenzy
Starting at 7th level, when you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action.
Offer Vitality
Also at 7th level, you learn to metabolize the raw magic flowing through your veins. When you cast a warlock spell of 1st-level or higher, but before expending a spell slot, you can reduce your hit point maximum by an amount equal to your character level, to immediately regain one warlock spell slot. Any excess hit points are lost.
You cannot use this feature again until you complete a long rest, at which point you regain your normal hit point maximum. You can use this feature twice per long rest at 9th level, and three times per long rest at 13th level.
Revealed Arcana
At 7th level, your dark patron grants you the rare use of a dangerous arcane spell based on your pact.
The Archfey You can cast blur once without expending a spell slot. You can’t do so again until you finish a long rest.
The Celestial You can cast healing spirit once without expending a spell slot. You can’t do so again until you finish a long rest.
The Fiend You can cast scorching ray once without expending a spell slot. You can’t do so again until you finish a long rest.
The Great Old One You can cast detect thoughts once without expending a spell slot. You can’t do so again until you finish a long rest.
The Hexblade You can cast branding smite once without expending a spell slot. You can’t do so again until you finish a long rest.
The Undying You can cast silence once without expending a spell slot. You can’t do so again until you finish a long rest.
Brand of the Sapping Scar
Upon reaching 11th level, your Brand of Castigation feature now digs dark, arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on their saving throws against your warlock spells.
Unsealed Arcana
At 15th level, your patron grants you the rare use of an additional arcane spell based on your pact.
The Archfey You can cast slow once without expending a spell slot. You can’t do so again until you finish a long rest.
The Celestial You can cast revivify once without expending a spell slot. You can’t do so again until you finish a long rest.
The Fiend You can cast fireball once without expending a spell slot. You can’t do so again until you finish a long rest.
The Great Old One You can cast hunger of hadar once without expending a spell slot. You can’t do so again until you finish a long rest.
The Hexblade You can cast haste once without expending a spell slot. You can’t do so again until you finish a long rest.
The Undying You can cast bestow curse once without expending a spell slot. You can’t do so again until you finish a long rest.
Blood Curse of the Souleater
Starting at 18th level, you’ve learned to siphon the soul from your fallen prey. You gain the Blood Curse of the Souleater for your Blood Maledict feature. This does not count against your number of blood curses known.
Blood Curse of the Souleater
Prerequisite: 18th level, Order of the Profane Soul
When a creature that isn’t a construct is reduced to 0 hit points within 60 feet of you, you can use your reaction to usher their soul to your patron in exchange for power. Until the end of your next turn, your weapon attacks have advantage.
Amplify. In addition, you regain an expended warlock spell slot. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.
Order of the Scale
The Chroma Conclave. One of the greatest disasters that Exandria has endured post-Calamity. Following their attack on Tal'dorei and Draconia, some in the Claret Orders recognized the danger these creatures presented. These Blood Hunters founded a new order, based around a new version of Hunter's Bane derived from dragon's blood. You know the saying, fight fire with fire...
Dragon's Bane
When you join this order at 3rd level, you consume a version of the Hunter's Bane made from dragon's blood. The benefits of your Hunter's Bane feature apply to Dragons in addition to the usual creature types, and you can speak, read, and write Draconic.
In addition, choose the type of dragon your Dragon's Bane is brewed from, and reference the Draconic Features table below for your Order of the Scale features.
Draconic Features
Dragon | Damage Type | Primal Rite | Saving Throw |
---|---|---|---|
Black | Acid | Rite of the Caustic | Dexterity |
Blue | Lightning | Rite of the Storm | Dexterty |
Brass | Fire | Rite of the Flame | Dexterity |
Bronze | Lightning | Rite of the Storm | Dexterity |
Copper | Acid | Rite of the Caustic | Dexterity |
Gold | Fire | Rite of the Flame | Dexterity |
Green | Poison | Rite of the Venom | Constitution |
Red | Fire | Rite of the Flame | Dexterity |
Silver | Cold | Rite of the Frozen | Constitution |
White | Cold | Rite of the Frozen | Constitution |
Scaled Affinity
Also at 3rd level, as the draconic blood alters your body, you gain the following benefits:
-
Draconian Resilience. You have resistance to your chosen Draconic damage type. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
-
Draconic Rites. You learn the Crimson Rite associated with that type of dragon. If you already know this rite, you may learn another Crimson Rite of your choice. Whenever you deal rite damage to a creature with the dragon creature type, you can roll the hemocraft die an additional time and add it to the total damage.
Drake's Hide
At 7th level, the draconic blood in your veins has caused your skin to toughen and grow scales in patches. While you are not wearing heavy armor, you gain a +1 bonus to your AC and Constitution saving throws.
Brand of Elemental Prowess.
Beginning at 11th level, your Brand of Castigation now strengths elemental magics around it. When you damage a branded creature with the damage type associated with your Dragon's Bane, they suffer additional damage equal to your Hemocraft modifier. In addition, the branded creature's speed becomes 0, if it has one.
Great Drake's Bane
At 15th level, you consume an even more powerful version of the Dragon's Bane, further infusing yourself with draconic qualities. You gain blindsight out to a range of 30 feet.
You also gain the Blood Curse of the Wyrm for your Blood Maledict feature. This does not count against your number of blood curses known.
Draconic Call
When you reach 18th level, you gain the ability to call lesser dragons to your side as both ally and mount. Once per long rest, you can cast the spell find greater steed, though the form you choose can only be that of a dragon wyrmling.
The specific wyrmling is dependent on your chosen Dragon
Finally, when summoned in this way, the wyrmling is considered a Large creature.
Blood Curse of the Wyrm
Prerequisite: 15th level, Order of the Scale
As an action, you can exhale a powerful breath in a 30-foot cone. Each creature in that area must make an appropriate saving throw (shown in the draconic features table), taking 8d6 damage of your Draconic damage type on a failed save, or half as much damage on a successful one. When you activate this curse, you may exhale as an action on each of your turns. This curse lasts for 1 minute.
Amplify. The range of this breath increases to a 60-foot cone.
Order of the Inquisition
Of all the Orders of Blood Hunter's within the Dwendalian Empire, the Order of the Inquisition is the most accepted by the crown. Working closely with the Assembly, the Inquisition has been given much leeway in their fight against corruption. Most Orders specialize in hunting down different monsters, threats to humanity. However, this order understands that humanity themselves are the true monsters. The biggest threats to an orderly and peaceful society come from within, and these must be cut out of the Empire like the cancer they are.
Awakened Blood
When you join this order at 3rd level, you learn to detect the arcane and otherworldly. You can cast the detect evil and good and detect magic spells at will, without expending a spell slot or material components. Your Hemocraft modifier is your spellcasting ability for these spells.
After you reach 7th level, you can channel this ability to effect others as well. Once per short rest you may choose to cast detect thoughts, hold person, or zone of truth with this feature.
Witch-Hunt
Also at 3rd level, you train yourself to hunt those that would abuse magic. When you deal damage with your Crimson Rite to a creature who can cast spells, you can roll the hemocraft die an additional time and add it to the total damage. In addition, whenever a creature is forced to make a concentration check from damage caused by you while your Crimson Rite is active, they have disadvantage on that check.
Sanguine Resistance
At 3rd level, whenever you or a creature you can see within 30 feet of you makes a saving throw made against magic, you can use your reaction to roll your hemocraft die and take damage equal to the result. That creature then adds the number rolled to their saving throw. You can use this feature after the roll is made, but before the DM tells you if it succeeded or failed.
Disrupt Magic
Starting at 7th level, you can interfere with the flow of magical energies. You can spend a use of your Blood Maledict feature to cast either dispel magic or counterspell once, as a 3rd level spell. Your Hemocraft modifier is your spellcasting ability for these spells. Once you use this feature, you can't do so again until you complete a short or long rest.
The potency of this ability increases at higher levels. At 11th level, when you use this feature, the spell is cast as a 4th level spell. At 18th level, the spell is cast as a 5th level spell.
Brand of Muddling
Beginning at 11th level, your Brand of Castigation now disrupts the focus of creatures effected by it. The branded creature cannot take reactions, they suffer the Brand's damage whenever they cast a spell, and if they are concentrating on a spell at the start of their turn, they take psychic damage equal to two rolls of your hemocraft die.
Antimagic Bearing
Beginning at 15th level, the hemocraft infused into your body grants you greater defence against magic. You have advantage on saving throws against spells and magical effects.
Blood Curse of Diluted Mysticism
Once you reach 18th level, your blood curse can burn heretics where they stand. You gain the Blood Curse of Diluted Mysticism for your Blood Maledict feature. This does not count against your number of blood curses known.
Blood Curse of Diluted Mysticism
Whenever a creature you can see within 60 feet of you casts a spell, you can force that creature to succeed on a Wisdom saving throw or the spell fails.
Additionally, they lose the ability to cast spells until the start of their next turn.
Amplify. You strike at the creature's source of power. The creature takes force damage equal to a number of d6s equal to the spell’s level on a failed saving throw, and half as much on a success. Concentration checks made as a result of this damage are at disadvantage.
Order of the Sin-Eater
Following the adage "a burden shared is a burden halved", these blood hunters take the pain and suffering of others onto themselves. While many blood hunters prefer to operate as part of a group, supplementting their skills with those of their allies, members of this order particularly rely on companions for successful hunts. Sin-Eaters are known for a special ritual that involves placing food on an individual, which absorbs their corruption. By then eating the food, the blood hunter takes a portion of their pain. Some members of this order use fruit and berries or other natural foods, while others employ specially prepared wafers.
Blood Curse of
Consuming Corruption
Starting at 7th level, you learn the Blood Curse of Consuming Corruption, which doesn't count against the number of blood curses you know.
In addition, you gain an additional use of your Blood Maledict feature.
Transfer Pain
When you reach 11th level, you can transfer the health and vitality from one individual to another. Over the course of a minute you perform a ritual on two humanoid creatures whom you touch for the duration of the ritual. The pain and weariness of one flows into the other, who in turn loses or gifts their vigor and energy. Upon the completion of the ritual, choose a target. They must spend a number of Hit Dice equal to your Hemocraft modifier, taking damage equal to the rolls. The other target regains hit points equal to the result. The challenge rating of a target cannot be less than 1/2.
Once you use this feature, you can't do so again until you finish a long rest.
Greater Consumption
Beginning at 15th level, you can safely allow greater sin and corruption to flow through you. When you use the Consume Corruption Blood Curse, the target can instead receive the benefits of either a greater restoration or remove curse spell, chosen when you use this ability. Once you use this feature, you can't do so again until after a long rest.
Purge Corruption
At 18th level, you can temporarily purge a being of all negative drives and emotions, leaving them devoid of motivation. As an action you touch a creature, attempting to pull their emotions into yourself. The target must succeed on a Charisma saving throw or become stunned for 1 minute. At the end of each of the creature's turns it can repeat the saving throw, ending the effect on a success.
While the creature is stunned, you experience a surge of powerful emotions, granting the following benefits:
- Once per turn, you can deal an additional 1d8 damage when you hit with a weapon attack.
- You have advantage on Constitution and Charisma saving throws. Your movement speed increases by 10 feet.
You can use this ability once, regaining the ability to do so at the end of a long rest,
Blood Curse of Consuming Corruption
Prerequisite: Order of the Sin-Eater, 7th level
You focus the energy of your curse upon yourself, becoming a vessel for sin. Over the course of 1 minute, you perform a ritual, where you transfer negative energies affecting one creature into food placed on their body. By consuming the food as apart of the ritual, you take a portion of their sins, infections, and other harmful influences into yourself. This acts as a lesser restoration spell, cast upon the target of the ritual. Upon completion of the ritual, you are affected by any effect removed from the target until the end of your next turn.
Amplify. By tapping into your own essence and life force, you can perform the ritual as an action.
Order of the Atavist
While all blood hunters use their lifeblood to fuel rites and curses, the Order of the Atavist has made the practice into an art. Atavist blood hunters coax every drop of vitality from their blood and channel it towards slaying their foes. While this burns through their lifeforce at a terrifyingly fast rate, an atavist blood hunter only becomes stronger as their life wanes — and as the blood hunter races towards the edge of death, their foes are pulled along as well.
Blood for Blood
When you choose this order at 3rd level, you can spill your own blood to drain that of your foes. When you deal damage with a weapon that bears your crimson rite, you can choose to roll your hemocraft die one more time, losing half that number of hit points (rounded down), and adding that number as extra damage dealt.
Starting at 11th level, you can roll two dice instead of one when you use this feature.
Additionally, when you deal damage to a creature, you learn if its current hit points are greater than, less than, or equal to your own.
Wounded Nature
At 3rd level, you gain three benefits, which strengthen as you become weaker, and your innate reflexes take over. You gain Unstopping Heart, and two other features, which can be chosen below.
Unstopping Heart. Once per turn, when losing hit points due to a blood hunter feature would reduce you to 0 hitpoints, you can choose to be instead reduced to 1. In addition, you are proficient in death saving throws.
Choose one of the following features, which remain active as long as you are below your maximum hit points:
-
Alacrity. You hover in and out of a foe’s reach, stepping between it as easily as a flick of a blade. Choose either the Disengage or Dash action. You can take this action as a bonus action. You choose the action when you gain this feature.
-
Beating Reflexes. Your agility and bulk are unparalleled. Whenever you make a Strength or Dexterity ability check or saving throw, you can roll your hemocraft die, lose hit points equal to half the result (rounded down), and add the result to the roll. You make this choice after you see the roll, but before the DM says whether the check or saving throw succeeds.
-
Control. You finely manipulate your blood. Whenever you make an attack roll or a Constitution saving throw, you can roll your hemocraft die, lose hit points equal to half the result (rounded down), and add the result to the roll. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fails.
In addition, choose one of the following features. When you fall below half your hit-point maximum (rounded up), your chosen feature activates for you, remaining active as long as you are under that threshold:
-
Serrated Strike. Your blade’s edge coats and sharpens in spilled blood. When you roll the maximum number on a damage die or hemocraft die, you can add an additional 1d8 to the result for the next 3 hits with that weapon. The amount of damage, and hits you deal increases as you reach higher levels: it becomes 2d8 at level 6 (4 hits), 3d8 at 10th (5 hits), and 4d8 at 18th (6 hits).
-
Thickening Humors. Once on your turn, you can activate a crimson rite, amplify a blood curse, or use your Blood for Blood feature without losing hit points.
-
Unceasing Flow. Your blood runs like water. When you lose hit points due to your Blood for Blood feature, you can double the result. You lose hit points equal to half the result (rounded down) and apply double the result.
Draining Rite
At 7th level, your wounds call out to be matched. You gain the following benefits
-
When you kill a creature with a weapon empowered by your crimson rite feature, you can roll two of its Hit Dice + its Constitution modifier, gaining hit points equal to double the result.
-
When an attack hits you, you fail a saving throw, or you fail an ability check that requires an attack or an action, you can make a weapon attack against any creature within range as a reaction.
Brand of Siphoning
Beginning at 11th level, your brand leeches vitality from your enemies. Once on your turn when you deal damage to a branded creature whilst beneath half your hit point maximum, you can store a death saving throw success. Whenever you make a death saving throw and fail, you can expend a stored success to pass the saving throw. You can store a maximum of 3 death saving throw successes.
Additionally, when you fall to 0 hit points, you do not fall unconscious until you gain a second death save failure.
Bleeding Wounds
At 15th level, you can keep a creature in a damaged state, forcing wounds to open and blood to flow. You gain the Blood Curse of the Wounded for your Blood Maledict feature. This does not count against your number of blood curses known.
Call Godslayer
Beginning at 18th level, you are capable of creating a blood weapon that rivals the most powerful weapons in the multiverse. As a bonus action, you can choose one weapon you are currently wielding, that is empowered by your crimson rite feature. Roll your hemocraft die 10 times, lose hit points equal to half the amount rolled (rounded down), and add the result to damage dealt with the chosen weapon for three hits. After three hits, this effect fades.
Once you use this feature, you can’t use it again until you finish a long rest.
Blood Curse of the Wounded
Prerequisite: 15th level, Order of the Atavist
As a bonus action, you choose one creature you can see within 30 feet of you. Its hit point maximum is reduced to its current hit point total until it finishes a long rest.
Amplify. Until the end of your turn, damage you deal to the chosen creature reduces its hit point maximum by the damage dealt.
Order of the Dark Draught
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 Dark Draught 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.
Blood-Soaked Strikes
When you join this order at 3rd level, you learn the Rite of Dead crimson rite. While active, you gain the following benefits:
-
You have resistance to necrotic damage
-
You can see normally in dim-light and non-magical darkness out to 120 feet.
-
Your speed increases by 5 feet. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Cloak of Shadows
At 3rd level, you have learned how to access some of the transformative powers afforded to you by the Dark Draught. As a reaction when you take damage, you can cause your body to dissolve into biting darkness. Every creature of your choice within 10 feet of you must make a Dexterity saving throw. A target takes necrotic or piercing damage (your choice) equal to three rolls of your hemocraft die plus your hemocraft modifier on a failed save, or half as much on a success. You can then immediately teleport up to half your movement speed to an unoccupied space that you can see. You can use this reaction a number of times equal to your hemocraft modifier, replenishing all expended uses at the end of a long rest.
Cruor-fed Body
At 3rd level, you gain the following traits, a result of the darkness rising within you.
- Scent of Blood. You can smell any creature within 60 feet of you that is below its maximum hit points. This does not apply to creatures that do not have blood their body, and as such you can instantly identify such creatures by their distinct lack of the smell of blood.
- Sanguine Dependency. 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 blood, reducing one level of exhaustion each time you drink.
- Vampiric Curse. Whenever you amplify a Blood Curse, you do not lose hit points if you roll a 1 or 2 on your hemocraft die.
- Honeyed Words. You gain proficiency with the Persuasion and Deception skills. If you already have proficiency with these skills, you instead add double your proficiency bonus to checks made with them.
Darkened Nature
Beginning at 7th level, your body is transformed even further, the Dark Draught changing your very physicality. You gain the following features:
- Prolonged Life. Your lifeforce is extended and your body regenerates more easily. If you start a turn with less than half of your maximum hit points, you regain hit points equal to a roll of your hemocraft die. This does not heal you beyond half your hit point maximum. Additionally, For every 10 years that pass, your body ages only 1 year. In addition to that, you are immune to disease.
- Silver Tongue. Your words are naturally graced with seductive magic. Whenever you make a Persuasion or Deception check, you treat any roll of 9 or lower on the d20 as a 10.
Brand of Stolen Vitality
At 11th level, your Brand of Castigation can draw the strength of your opponent into yourself. Whenever you hit a branded creature with a weapon empowered by your Crimson Rite, you regain hit points equal to the damage dealt by your Crimson Rite.
Blood Curse of Enflamed Passions
Beginning at 15th level, you learn to emanate a hypnotic gaze, the Dark Draught shrouding your eyes with arcane charm. You gain the Blood Curse of Enflamed Passions for your Blood Maledict feature. This does not count against your number of blood curses known.
Legendary Vampirism
At 18th level, the Dark Draught has completed transforming you, granting you the following benefits:
Resilience of the Damned. You have resistance to non-magical bludgeoning, piercing and slashing damage.
Legendary Predation. You can now take one of the following Legendary Actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. You regain spent legendary actions at the start of your turn.
-
Move. You move up to your speed without provoking opportunity attacks.
-
Strike. You make one weapon attack.
-
Curse. You activate a Blood Maledict
Blood Curse of Enflamed Passions
Prerequisite: Order of the Dark Draught, 15th level
As a bonus action, you manipulate the blood borne hormones of a creature you can see within 30 feet, flooding them with emotions. The target must succeed on a Charisma saving throw or be charmed by you until the end of its next turn. 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 you.
Order of the Old Blood
The Order of the Old Blood delves deep into the realm known as the 'Hunter's Dream. The bloodiest dreams of this realm evokes images of yourself and your red life essence. You can hear the sound of the grindstone, the clang of weapons, and the distinctive ringing of gunshots. Blood Hunters of the Old Blood are dangerous martial fighters whose perfection of the body is difficult to rival.
Trick Weapon
Starting at 3rd level, your tinkering with exotic weaponry has allowed you to modify your weapons to suit a purpose. You gain proficiency with tinker's tools.
During a long or short rest, you can choose a melee weapon you own to transform into a trick weapon, provided that you have tinker's tools available. A trick weapon has two forms, and you can choose to add or remove one weapon property (such as reach, thrown or heavy) to each form. You can have two trick weapons at a time, and you can switch the forms of a trick weapon as an object interaction, as long as you have it in hand.
Examples of a trick weapon's second form are: -A different melee weapon -A ranged weapon -Two light weapons
When modifying a trick weapon that has the light property on both forms, you can only add or remove property from one form.
In addition, if you are within 15 feet of an enemy, you can load a ranged weapon using an attack if you have the Extra Attack feature and your ranged attacks don't have disadvantage against that enemy due to close range.
Additional Weapon Properties
These properties exist for the sole purpose of allowing for greater versatility for your trick weapons.
Backstab. Opportunity attacks made with this weapon deal an extra damage die of damage.
Brutal. When you roll a critical hit with this weapon, you can roll one additional weapon damage die when determining the extra damage for a critical hit with an attack.
Bypass. When you make a weapon attack, you can choose to deal 1d4 damage automatically in place of your attack
Calculated. Once per turn, instead of rolling damage, you can deal damage equal to your Hemocraft modifier plus the ability modifier used for the weapon, plus any additional modifiers or damage dice.
Ensnaring. These weapons feature chain, hooks, or other parts that entangle. When you hit with an ensnaring weapon, you can use your bonus action to attempt to shove the target prone, disarm them, or pull them into a space within 5 feet of you. To succeed on the attempt, you make an opposed check against the target's Strength (Athletics) or Dexterity (Acrobatics) check, adding your weapon attack bonus to the roll.
Finisher. Finisher weapons are well-suited to executing enemies at your mercy. When you damage a prone creature with a finisher weapon, you roll an additional weapon damage die.
Guarded. A weapon with this property can be wielded in the same hand a shield is being held.
Handy. You have advantage on attack rolls against a creature you are grappling, as well as against creatures that are grappling you.
Momentum. When you make an attack with a weapon with this property, you can choose to downgrade the damage die by one tier, giving you advantage on attack rolls you make with this weapon until the start of your next turn.
Parry. When you are wielding a parrying weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add half your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. If you are wielding two parrying items you add your entire proficiency bonus instead, so long as you have proficiency with both items.
Quicksilver Crucible. When you make a ranged weapon attack, this weapon loses the loading and ammunition properties. Silvered ammunition is created by the weapon as it fires.
Wind-up. You can prepare attacks with this weapon to make it even more effective. In place of a weapon attack, you can wind up or set your weapon. On the next attack you make with the weapon, you add an additional weapon die, and when you add your ability score modifier to the weapon's damage, you double that modifier. A weapon can only add one such damage die in this way. If you don't make an attack by the end of your next turn the weapon is no longer wound up. A weapon that is wound up can be used to make an opportunity attack when an enemy enters your reach.
The Blood Dream
Starting at 3rd level, you gain two features of your choice, choosing from the list below, reflecting the influence of the Blood Dream on your fighting.
-
Harvest Dregs. You harvest the blood dregs of the fallen to honor your dreams of conflict. When you reduce a hostile creature to 0 hit points with a weapon empowered by your Crimson Rite feature, you gain hit points equal to one roll of your hemocraft die plus your hemocraft modifier. Alternatively, you can gain temporary hit points instead.
-
No Quarter. When a Medium sized or larger creature within 10 feet of you attacks you, you can use your reaction to make a weapon attack against that creature.
-
Parting Glass. When you hit with a weapon attack empowered by your Crimson Rite feature, you don't provoke opportunity attacks until the start of your next turn.
-
Thunderous Encore. When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a one handed ranged weapon you are holding. If you are wielding a trick weapon that has a ranged weapon integrated into it, you can swap into its ranged weapon form as apart of the same bonus action, as long as you use it to make the ranged weapon attack.
Quick Step
At 3rd level, you learn how to dart forth with uncanny swiftness. On your turn, you can use a bonus action to move up to 10 feet in any direction. This movement does not provoke opportunity attacks, and is not reduced by difficult terrain.
You cannot quick step while you are prone, while you are wearing heavy armor, or while your speed is at 0.
Mechanical Advantage
Starting at 7th level, when you transform your trick weapon, the next attack you make with it that turn has advantage. Additionally, you can add or remove two weapon properties for each form of your trick weapons.
Brand of Bloodtinge
Starting at 11th level, you have devised a more efficient system of bloodletting, using your Brand of Castigation to expunge impurities from blood. Whenever you damage a branded creature with your Crimson Rite, you can expend up to three Blood Hunter hit dice, rolling them and dealing extra rite damage equal to the sum of the result.
Visceral Attack
At 15th level, you can exploit your enemies' position for a devastating counterattack.
When a creature targets you with a melee attack, you can use your reaction to make a ranged weapon attack against it (this attack doesn't have disadvantage due to being next to the target). On a hit, the next weapon attack you hit the creature with a weapon attack on your next turn becomes a critical hit.
Once you use this ability, you can't do so again until you finish a short or long rest, or amplify a Blood Curse.
Paleblood Rapture
At 18th level, you bathe in the raw euphoria of warm blood, sprayed from the savage wounds you inflict to your foes. When you perform a Visceral Attack, you regain hit points equal to half the damage dealt (rounded down).
Additionally, once on each of your turns, you can pour your life's blood into a weapon you are wielding. If you do so, you lose hit points, up to a number of hit points equal to half your current hit points, and the next successful attack with that weapon deals additional necrotic damage equal to the hit points you lost. This necrotic damage ignores resistance and immunity.
Blood Curses
The blood curses are presented in alphabetical order.
Blood Curse of the Anxious
As a bonus action, you magnify the adrenaline in the body of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, all creatures have advantage on Charisma (Intimidation) checks directed at the target creature.
Amplify. The next Wisdom saving throw the target makes before this curse ends has disadvantage. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.
Blood Curse of Binding
As a bonus action, you can attempt to bind a creature you can see within 30 feet of you that is no more than one size larger than you. The target must succeed on a Strength saving throw or have their speed be reduced to 0 and they can’t use reactions until the end of your next turn.
Amplify. This curse lasts for 1 minute and can affect a creature regardless of their size. At the end of each of its turns, the cursed creature can make another Strength saving throw. On a success, this curse ends.
Blood Curse of Bloated Agony
As a bonus action, you curse a creature that you can see within 30 feet of you to painfully swell until the end of your next turn. For the duration of this curse, the creature has disadvantage on Strength and Dexterity ability checks, and suffers 1d8 necrotic damage if it makes more than one melee or ranged attack during its turn.
Amplify. This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a Constitution saving throw. On a success, this curse ends.
Blood Curse of Exposure
When a creature you can see within 30 feet is hit by an attack or spell, you can use your reaction to temporarily weaken their resilience against it. Until the end of the turn, the target loses resistance to the damage types of the triggering attack or spell.
Amplify. The target instead loses invulnerability to the damage types of the triggering attack or spell, having vulnerability to them until the end of the turn.
Blood Curse of Bewitched Vision
As an action, you can attempt to cloud the eyesight of one enemy within 30 feet of you. The target must make a Constitution saving throw or be blinded until the start of your next turn.
Amplify. This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a Constitution saving throw. On a success, this curse ends.
Blood Curse of the Eyeless
When a creature you can see within 30 feet of you makes an attack roll, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack roll succeeds. The creature is immune if it is immune to blindness.
Amplify. You apply this curse to all of the creature’s attack rolls until the end of the turn. You roll a new hemocraft die for each affected attack.
Blood Curse of the Fallen Puppet
When a creature you can see within 30 feet of you drops to 0 hit points, 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.
Amplify. You can first move the cursed creature up to half their speed, and you grant a bonus to the cursed creature’s attack roll equal to your Intelligence modifier (minimum of +1).
Blood Curse of the Fending Impulse
Whenever you are forced to make a Strength, Constitution, or Dexterity saving throw, you can use your reaction to force your body to move with inhuman physical prowess. You can choose to gain a bonus to the initial saving throw equal to your hemocraft modifier (minimum of 1) after rolling the initial saving throw but before you know the result.
Amplify. You can reroll the saving throw, taking the higher result.
Blood Curse of the Marked
As a bonus action, you can mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you deal rite damage to the target, you roll an additional hemocraft die of rite damage.
Amplify. The next attack roll you make against the target before the end of your turn has advantage.
Blood Curse of the Muddled Mind
As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell. That creature has disadvantage on the next Constitution saving throw it must make to maintain concentration before the end of your next turn.
Amplify. The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration of spells until the end of your next turn.
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 deals damage to you, they lose hit points equal to half the damage dealt. This curse then ends.
Amplify. The target loses hit points equal to the damage you initially suffered. In addition, this curse lasts for 1 minute. The target can make a Constitution saving throw at the end of each of their turns, ending this effect on a success.
Blood Curse of Scarlet Binding
You focus your attention on the vitals that run through the veins of your enemies. As an action, you attempt to bind a humanoid that you can see within 30 feet of you. The target must succeed on a Constitution saving throw. On a failed save, they are paralysed until the end of your next turn.
Amplify. This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a Constitution saving throw. On a success, this curse ends.
Blood Curse of the Pierced Mind
Prerequisite: 8th level
You gain the ability to forcefully tap into the mind of a creature and sift through its memories.
As an action, choose a creature within 60 feet of you. The target must succeed on an Intelligence saving throw, or you gain all of the creatures memories from the past 24 hours and the creature is stunned until the end of your next turn. On a success, you and the target take 3d6 psychic damage.
Amplify. The target takes 3d6 psychic damage on a failed save, and 5d6 psychic damage on a successful save.
Blood Hunter Multiclassing
Should you wish to multiclass into a blood hunter, the prerequisites and proficiencies gained are listed below.
Blood Hunter
Multiclassing Prerequisites
Ability Score Minimum
Strength 13 or Dexterity 13, and Intelligence or Wisdom 13
Blood Hunter
Multiclassing Proficiencies
Proficiencies Gained
Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class’s skill list, alchemical supplies.
Blood Hunter Multiclassing 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 in the Player’s Handbook for total Spell Slots, Cantrips known, and Spell Slot Level.
Changelog
-
Saving throws changed from Dexterity and Intelligence, to Strength and Constitution.
-
Proficiency with heavy armor added.
-
Starting equipment changed from "a martial weapon or two simple" to "a martial and a shield, two simple or two martial", and added chain mail to armor options. Increased starting wealth to 5d4x10 instead of 4d4x10
-
Hemocraft die progression changed, matches proficiency bonus progression.
-
Number of Blood Curses known increased by 1 overall, and Blood Maledict use per rest increased by 1
-
Multiclassing Prerequisites are changed from 13 Str/Dex and 13 Int, to 13 Str/Dex and 13 Int/Wis
-
Grim Psychometry revised and placed at level 10.
-
Brand of Castigation now deals force damage, and Brand of Tethering has been renamed Brand of Retribution - The Dash action and teleport restriction has been moved to Order of the Ghostslayer.
-
No longer limited to Intelligence - Choose Hemocraft Modifier at 1st level, either Wisdom or Intelligence.
-
Great Weapon Fighting Style, Two-Weapon Fighting Style (Sanguine Onslaught), and Dual Wielder Feat all revised or replaced.
-
UA Fighting Style added: Blind Fighting.
-
Rites are no longer separated into Primal and Esoteric - Level gating of rites is removed. Rite of the Caustic and Venom added, and number of Rites gained increased and spaced out. Rites can be applied onto multiple weapons with one Bonus Action, costing additional hit point loss.
-
Inured Viscera and Rebuttal of Body added.
-
Hardened Soul revised and replaced. No longer at 14th level, now at 9th.
-
Crimson Manipulation and Ichorous Vigor added
-
Sanguine Mastery revised.
-
Alchemical Knowledge added to Order of the Mutant
-
Pact Magic revised for Profane Soul.
-
Profane Scars added for Profane Soul. Allows for some focus on spellcasting.
-
Changed the spell gained from Unsealed Arcana for Hexblade and Great Old One.
-
Order of the Scale, Inquisition, Sin-Eater, Atavist, Old Blood, and the Dark Draught added.
Credits
- /u/matthewmercer, for creating the Blood Hunter
- Joma Cueto and Matthew Mercer for the art of Elias, used as the front cover.
- Infernal Guard, for Bloodborne art used as the back cover. Follow the Trail of Blood
- /u/Cixal, for their wonderful Blood Hunter revision, which aided me greatly (The increase in Primal Rites plus progression, Grim Psychometry, Alchemical Knowledge, Profane Scars, and the increase in Blood Maledict and Curses is from their brew)
- u/TheAshtonium for Ichorous Vigor
- Vorpal Dice Press for their Fighting Maneuver replacement for Fighting Styles
- /u/cyberhawk94 for Orders of the Scale and Inquisition
- /u/MobiusFlip and /u/SwordMeow for Order of the Atavist (a mix of the Atavist Class by /u/SwordMeow and the Order of the Deathbound by /u/MobiusFlip)
- Blood Hunter Expanded, by Dave Gibson, for Order of the Sin-Eater (Found on DMsGuild).
- /u/blckthorn and GMBinder for this theme
- Travis Legge, for his Blood Hunter subclass, Order of the Dark Draught
Blood for Power
A complete revision and rebalance of the Blood Hunter class for Dungeons and Dragons, Fifth Edition. With new features and revised Blood Curses, as well as completely original subclasses, this rework expands on the work set out by the creator, Matthew Mercer, while still maintaining its flavour and the design goals associated with the fifth iteration of the world's greatest roleplaying game.