Blood Hunter: Dissected

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Blood Hunter Dissected

Primal Path

At 3rd level, a barbarian gains the Primal Path feature. The following options are available, in addition to those in the Player's Handbook: the Paths of the Lycan and the Mutant.

Path of the Lycan

Lycnathropy is an ancient and horrible curse that changes
the afflicted into mindless beasts with insatiable hunger for flesh. However, there are some warriors who purposefully contract this dreaded affliction. Willing to give themselves over to the curse so they may use its power to rid the world of other lycanthropes. These bestial warriors often gain their powers from an againg mentor, who seeks an apprentice to take up their mantle in the war against lycanthropy.

Barbarians who walk the Path of Lycan use the fury of their rage to control the dreaded curse, and avoiding the normal cycle of uncontrolled and wild transformation.

Path of the Lycan Features
Barbarian Level Feature
3rd Hybrid Form, Keen Senses
6th Animal Form, Savage Strikes
10th Lycan Form
14th Howl of Primal Fury

Hybrid Form

The ferocity of your rage allows you to control the curse within your blood. Starting at 3rd level, when you rage, you partially transform into your lycanthropic form, granting you the following benefits for the duration of your rage:

  • Your hide grows course and thick. You gain a bonus to your Armor Class equal to half your proficiency bonus.
  • Your fingers and teeth elongate into savage claws and fangs that count as simple weapons for you, and use your Strength modifier for attack and damage rolls. Attacking with either deals 1d6 slashing damage on hit.
  • As a bonus action, you can move up to your full movement speed towards a hostile creature that you can see.

Keen Senses

When you adopt this primal path at 3rd level, the curse of lycanthropy makes you more bestial in nature. You have advantage on any Wisdom (Perception) checks you make
that rely on your sense of hearing or smell.

Animal Form

You have gained a greater measure of control over your curse. Upon reaching 6th level, as an action on your turn, you can expend a use of your rage to transform into your animal form, much like a druid does with their Wild Shape ability.

Choose a beast of CR 1 or lower that best represents the animal your lycanthropy is based on (Common animal forms include boars, brown bears, dire wolves, tigers and rats). Once you choose your animal form, you cannot change the type of beast you transform into with this feature.

When you transform into your animal form, you follow the rules of the Wild Shape feature from the druid class, which can be found in Chapter 3 of the Player's Handbook.

Your Animal form lasts for 1 hour. You then revert to your normal form unless you expend another use of your rage. You revert to your normal form at any time if you use an action to transform back, fall unconscious, drop to 0 hit points, or die.

Savage Strikes

Beginning at 6th level, the savage fury of your Lycanthropy empowers your bestial weapons. Your bite and claw attacks in your Hybrid Form, and any natural weapon attacks from your Animal Form all count as magical for the purpose of overcoming resistances and immunities to nonmagical attacks and damage.

Lycan Form

You have fully dominated the curse that runs within your blood, allowing you to unleash the full potential of your power. Starting at 10th level, when you rage, you can expend an additional use of your rage to take on your Lycan form. While in this empowered form you gain all the benefits of your Hybrid Form, plus the additional benefits below:

  • You can become Large in size if you were not already.
  • The reach of your melee attacks increases by 5 feet.
  • The damage of your bite and claw attacks becomes 1d8.
  • If you hit the same creature with two bite or claw attacks in the same turn, you can use your bonus action to make a third bite or claw attack against that creature.
  • At the start of each of your turns, you regain hit points equal to your Constitution modifier (minimum of 1) if you have no more than half of your hit points left.

Howl of Primal Fury

Your mastery over your curse has reached its apex. Beginning at 14th level, while you are raging you can use your action and expend an additional use of your rage to let forth a bloodcurdling howl. Creatures of your choice within 30 feet, that can hear you, must make a Wisdom saving throw. The save DC is equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, creatures are frightened for one minute. A creature can repeat the Wisdom saving throw at the end of each of its turns, ending the effect on a success. A creature that succeeds on this saving throw is immune to this feature for 24 hours.

Path of the Mutant

Through the study of alchemy and dark transmutation magic some reclusive warriors have discovered a way to chemically alter their form. When combined, powerful alchemical reagents and the pure unbridled energy of rage trigger massive physiological changes in these warriors. Barbarians who follow the Path of the Mutant are on a constant quest to evolve their physical form into the ultimate killing machine.

Path of the Mutant Features
Barbarian Level Feature
3rd Aberrant Alchemy, Manifest Forms
6th Enduring Mutation, Toxic Vigor
10th Noxious Strike
14th Rapid Mutation

Aberrant Alchemy

Your time studying the dark side of alchemy has paid off. When you adopt this Primal Path at 3rd level, you gain proficiency with alchemist's supplies and in the Nature skill.

In addition, you learn three mutations of your choice from the list at the end of this subclass description. At the end of a long rest, as long as you have access to your alchemist's supplies, you can switch one mutation you know for another mutation of your choice for which you meet the prerequisites.

Manifest Forms

The wild energy of your rage triggers an alchemical reaction within your blood. Starting at 3rd level, when you enter your rage, you manifest a number of mutations of your choice equal to your proficiency bonus. These mutations last until the end of your current rage.

Enduring Mutation

Upon reaching 6th level, your advances in the dark alchemy of mutation have evolved. At the end of a long rest, you choose one mutation you know. Until the end of your next long rest, you always have that mutation manifested, even when not raging. When you rage, this mutation counts against the number of mutations you can manifest.

In addition, you learn two more mutations of your choice from the list at the end of this subclass description.

Toxic Vigor

The toxic elixirs and poisonous concoctions you have consumed to further your research has granted your body additional resistances. Starting at 6th level, you are resistant to acid and poison damage, and you have advantage on saving throws to resist the poisoned condition.

Noxious Strike

Beginning at 10th level, you can weaponize the aberrant chemicals in your body to poison others. While you are raging, when you hit a creature with a melee attack, you can inject it with chemicals and force it to make a Constitution saving throw. The save DC is equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, roll a d6, and the target immediately suffers the corresponding condition from the Noxious Strike Effects table.

Noxious Strike Effects
d6 Effect
1 blinded
2 charmed
3 deafened
d6 Effect
4 frightened
5 paralyzed
6 poisoned

    The effect lasts for 1 minute. The creature can attempt this saving throw again at the end of each turn, ending the effect on a success. If its saving throw is successful it is immune to the effects of your Noxious Strike for the next 24 hours.

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

In addition, you learn one more mutation from the list at the end of this subclass description.

Rapid Mutation

Upon reaching 14th level you have gained mastery over your body and its mutability and you can change your form at will. While raging, you can use a bonus action to end one of your mutations, replacing it with another mutation that you know.

You can use this ability a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.

In addition, you learn one more mutations from the list at the end of this subclass description.

Mutations

Listed here are the mutations available to the Path of the Mutant. If an mutations has prerequisites, like your barbarian level, you can learn it at the same time that you meet them.

Aberrant Sight

You sprout unnatural eye stalks or manifest additional eyes. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. If you already have darkvision its range increases by 60 feet.

In addition, you have advantage on Wisdom (Perception) checks that rely on your sense of sight.

Alchemical Resistance

Your experiments grant you resistance to the elements. When you manifest this mutation choose acid, cold, fire, poison, or lightning, and you gain resistance to that type of damage.

Aquatic Adaptation

You sprout unnatural gills or you skin becomes permeable and amphibious. You gain a swimming speed equal to your movement speed, and you can breathe both air and water.

Bizarre Step

Your leg muscles become engorged and you move with unnatural speed. Your movement speed increases by 10 feet.

Deviant Glide

You grow ray-like fins that you use to glide. When you fall and are not incapacitated, you can subtract up to 100 feet from your fall when calculating fall damage, and you can move horizontally 2 feet for every 1 foot you fall.

Oozing Form

Your body becomes slimy and pliable. As a bonus action, you can automatically escape a grapple or nonmagical restraints. In addition, your body, along with any equipment you have equipped, can squeeze through spaces as narrow as 1 inch.

Synthetic Carapace

Your skin hardens resembling that of an hulking insectoid
or terrible reptilian creature. Your Armor Class is equal to
10 + your Constitution modifier + your proficiency bonus

Corrosive Secretions

Prerequisite: 6th level barbarian
Your body secretes a corrosive acid that burns your foes. As a reaction, when you are hit with an attack and the attacker is within 30 feet, you can deal acid damage to the attacker equal to 1d6 + your Constitution modifier (minimum of 1).

Toxic Vitality

Prerequisite: 6th level barbarian
Your body mends its wounds as you fight. At the beginning of each of your turns while raging, you gain temporary hit points equal to your Constitution modifier (minimum of 1).

Viscous Grip

Prerequisite: 6th level barbarian
Your hands and feet secrete a sticky substance. You gain a climbing speed equal to your movement speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Acidic Bile

Prerequisite: 10th level barbarian
Your innards produce a corrosive substance which you can spew forth from your mouth. You learn the acid splash cantrip, and Constitution is your spellcasting modifier for it. You can cast this cantrip even while you are raging. While raging, this cantrip deals additional damage equal to your Constitution modifier (minimum of 1).

Grappling Appendages

Prerequisite: 10th level barbarian
You grow two appendages alongside your arms that resemble tentacles or large pincers. They count as natural weapons, which deal 1d6 bludgeoning damage on hit. Immediately after hitting a creature, you can attempt to grapple them as a bonus action. These appendages are not dexterous enough to use weapons, tools, or other specialized equipment.

Perverted Flight

Prerequisite: 14th level barbarian
You sprout a pair of unnatural leathery or insectoid wings. You gain a flying speed equal to your movement speed.

Divine Domain

At 1st level, a cleric gains the Divine Domain feature. The following Domain options are available to a cleric, in addition to those offered in the Player's Handbook: the Blood Domain.

Blood Domain

True blood magic is one of the most ancient and reviled forms of power. Clerics of Blood draw on the primal power of life-blood to perform great and terrible feats of magic. When there are not others to draw from which to draw blood, clerics of this Domain are compelled to sacrifice their own vitality to fuel their dark and ancient abilities.

Clerics of Blood often serve gods that revel in suffering, but some wield this ancient power to serve noble ends. They use this terrible magic to strike fear into the hearts of their foes so that none dare raise a hand against those they protect.

Blood Domain Features
Cleric Level Feature
1st Bonus Proficiencies, Domain Spells,
Bloodwell
2nd Channel Divinity: Blood Curse
6th Sanguine Rebuke
8th Divine Strike
17th Vampiric Mastery

Bonus Proficiencies

Clerics of the Blood Domain are familiar with implements of all sorts that draw blood. When you adopt this Divine Domain at 1st level you gain proficiency with all martial weapons.

Blood Domain Spells
Cleric Level Spells
1st inflict wounds, ray of sickness
3rd hold person, ray of enfeeblement
5th bestow curse, vampiric touch
7th blight, dominate beast
17th dominate person, hold monster

Bloodwell

Starting at 1st level, when you draw blood you can channel it into a magic ward, known as a Bloodwell. Your Bloodwell can have a maximum amount of hit points equal to your cleric level + your Wisdom modifier. Whenever you take damage, your Bloodwell takes the damage instead. If your Bloodwell is reduced to 0 hit points, you take any remaining damage.

When you deal piercing, slashing, or necrotic damage to a creature with blood running in its veins, your Bloodwell gains hit points equal to half the damage dealt to the creature.

In addition, you can sacrifice your own vitality to fuel your Bloodwell. As a bonus action on your turn, you can expend one of your Hit Die to add hit points to your Bloodwell equal to 1d8 + your Wisdom modifier.

Channel Divinity: Blood Curse

Beginning at 2nd level, you gain access to this Channel Divinity option. As an action, you can present your holy symbol and lay a dark curse upon a target within 60 feet that you can see, as long as it has blood running in its veins. The target must make a Constitution saving throw. On a failed save, the target is restrained for up to one minute as its blood congeals within its body.

The target can repeat the saving throw at the end of each of its turns, ending the effects of this ability on a success.

Sanguine Rebuke

The dark magic of your Bloodwell harms those who wish to hurt you. Starting at 6th level, when a creature hits you with a melee attack, and your Bloodwell takes damage, you can use your reaction to deal necrotic damage to the attacker equal to the damage taken by your Bloodwell.

Necrotic damage dealt to other creatures with this feature cannot be used to refuel your Bloodwell.

Divine Strike

Starting at 8th level, your god imbues your weapon attacks with their wrath. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target.

When you reach 14th level in this class, the extra necrotic damage from this feature increases to 2d8.

Vampiric Mastery

Upon reaching 17th level, your god has show your the dark techniques necessary to draw power from death. When you kill a creature with a necromancy spell of 2nd-level or higher, you can use your reaction to regain one of your expended spell slots. The spell slot you recover must be at least one level lower then the spell you cast to kill the creature.

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The following option is available to the fighter, in addition to the options offered in the Players Handbook: Pact Warrior.

Pact Warrior

Those who walk the dark path of the Pact Warrior are driven by an overwhelming desire to destroy the great evils of the world. Those especially dedicated, those willing to give up anything, are often approached by Eldritch Powers, beings
of otherworldly might. These mysterious and powerful benefactors offer great arcane power in return for a fraction of the warrior's soul or unquestioning fealty.

Pact Warrior Features
Fighter Level Feature
3rd Pact Magic, Sanguine Offering
7th Otherwordly Step
10th Eldritch Strike
15th Improved Sanguine Offering
18th Profane Sacrifice

Pact Magic

At 3rd level, the bargain you have struck with your Patron allows you to cast spells, much like a warlock does.

Cantrips. You learn one cantrip of your choice from the warlock spell list. Upon reaching 10th level in this class you learn one additional warlock cantrip of your choice.

Spell Slots. The Pact Warrior Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots; all of your spell slots are the same level. To cast one of your warlock spells of 1st-level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

Spells Known of 1st-Level and Higher. You learn two
1st-level spells of your choice from the warlock spell list. The Spells Known column of the Pact Warrior Spellcasting table shows when you learn more warlock spells of 1st-level or 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 7th level, for example, you learn a new warlock spell of your choice, which can be 1st or 2nd-level.

When you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell of your choice from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your warlock spells. You use your Charisma whenever a spell refers to your spellcasting ability, when setting the saving throw DC, and when making a spell attack roll.

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

Spell attack modifier = your proficiency bonus
+ your Charisma modifier

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

Eldritch Power

Also at 3rd level, you gain certain eldritch abilities depending on the source of your power. Choose a Patron from the Eldritch Power Table below. You gain proficiency in the corresponding skill, and learn the corresponding cantrip.

The table also lists the source book for each Patron. Player's Handbook (PHB), Sword Coast Adventurer's Guide (SCAG), Xanathar's Guide to Everything (XGtE), Tasha's Cauldron of Everything (TCoE), or laserllama (LL).

Eldritch Power
Patron Skill Cantrip Source
Archfey Deception viscious mockery PHB
Celestial Religion spare the dying XGtE
Coven Arcana primal savagery LL
Fathomless Nature shape water TCoE
Fiend Religion control flames PHB
Genie Arcana minor illusion TCoE
Great Old One Insight message PHB
Great Wyrm History thaumaturgy LL
Hexblade Athletics true strike XGtE
Sphinx Investigation guidance LL
Titan History mold earth LL
Undying Religion chill touch SCAG
Wild Hunt Survival druidcraft LL

Sanguine Offering

You can sacrifice your own vitality to your Patron for increased martial power. Starting at 3rd level, when you hit a creature with a melee weapon attack, you can expend one of your fighter Hit Die to deal an additional 2d10 necrotic damage, in addition to the normal damage of your weapon.

Otherworldly Step

Beginning at 7th level, you can draw upon the sinister power gifted to you by your Patron to slip through cracks in reality. As an action on your turn, you can teleport up to 60 feet to an unoccupied space that you can see. If you appear within 5 feet of another creature, you can make one melee weapon attack against that creature as part of the same action.

Once you use this ability a number of times equal to your Charisma modifier (minimum of once), you must finish a short or long rest before you can use it again, unless you expend one of your Pact Magic spell slots.

Eldritch Strikes

The eldritch magic within your blood seeps into your weapon strikes, undercutting resistance to spells. Starting at 10th level, when you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Improved Sanguine Offering

You have learned to restore your own vitality by inflicting suffering on others. Beginning at 15th level, when you use your Sanguine Offering ability to empower a weapon attack with at least one Hit Die, you gain temporary hit points equal to the additional necrotic damage dealt to the creature.

Temporary hit points from this ability last for one minute, or until you gain temporary hit points from a different source.

Profane Sacrifice

Upon reaching 18th level, you can offer the souls of your foes to your mysterious eldritch benefactor in return for a temporary surge of deadly strength, arcane potency, or vitality. As a reaction, when a creature that you can see dies within 30 feet of you, you can harvest the soul of the creature for your Patron, gaining one of the following benefits:

  • You gain advantage on all weapon attacks that you make until the end of your next turn.
  • You regain 1d4 +1 of your expended Hit Dice.
  • You can recover one of your expended spell slots that you gained from your Pact Magic feature

You can use this ability a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Blood Hunter, Dissected

The Blood Hunter class contains many risk/reward and hit point sacrificing mechanics that are hard to manage. The Pact Warrior is an attempt to preserve the themes of the Blood Hunter's Order of the Profane Soul while staying in line with the design philosophy of Dungeons & Dragons 5e.

Ranger Archetype

At 3rd-level, a ranger gains the Archetype feature. The following options are available in addition to those in the Player's Handbook: the Exorcist and the Grim Huntsman

Exorcist

Since the dawn of time, an ancient order of warriors known as Exorcists have protected the living from the undead. Willing to sacrifice everything, they taint their soul spectral power. Once mastered, they use this dark power to drive back the darkness itself. These resolute warriors work tirelessly to prevent the tide of undeath from overwhelming the living.

Exorcist Features
Ranger Level Feature
3rd Exorcist Magic, Sinister Insights
Warrior of the Dawn (2d4)
7th Spectral Form
11th Sundering Strike, Warrior of the Dawn (2d4)
15th Sacrificial Offering

Exorcist Magic

You learn certain spells at the ranger levels noted in the Exorcist Spells table. They count as ranger spells for you, but they don't count against your number of Spells Known.

Exorcist Spells
Ranger Level Spell
3rd sanctuary
5th invisibility
9th spirit guardians
13th greater invisibility
17th holy weapon

Sinister Insights

When you become an Exorcist, you gain the knowledge to stem the tide of undeath. At 3rd level, you gain proficiency in the Religion skill, and whenever you make an Intelligence (Religion) check related to undead creatures or necromancy magic you add double your proficiency bonus to the roll.

Warrior
of the Dawn

Starting at 3rd level, you can draw forth the
radiant power of your soul to strike down your foes. As a bonus action, you can choose one creature you can see within 30 feet. Each time you hit that creature with a weapon attack before the start of your next turn, you deal an additional 1d4 radiant damage.

At 11th level, the bonus radiant damage becomes 2d4.

Spectral Form

Starting at 7th level, you can use a bonus action to enter a ghostlike state that lasts until the end of your current turn. While in this state, you are resistant to bludgeoning, piercing, and slashing damage, and you can move through solid objects as if they were difficult terrain. If you end your turn inside an object, you are shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet you traveled.

Once you use this feature you must finish a short or long rest before you can use it again, unless you use a 2nd-level spell slot to use this ability again.

Sundering Strike

Beginning at 11th level, a creature that takes radiant damage from your Warrior of the Dawn feature, it cannot regain hit points or become incorporeal until the start of your next turn.

Sacrificial Offering

You can sacrifice your own vitality to resist the grasp of death. Upon reaching 15th level, when you would fall to 0 hit points but are not killed outright, you can use your reaction to expend one of your Hit Dice to drop to 1 hit point instead.

Each subsequent time you use this feature before you finish a long rest, you must expend one additional Hit Die.

Blood Hunter, Dissected

The Blood Hunter class contains many risk/reward mechanics that are difficult to manage. The Exorcist here, is an attempt to adapt the Order of the Ghostslayer while staying in line with the design philosophy of Dungeons & Dragons 5e.

Grim Huntsman

Sometimes it takes a monster to destroy a monster. Rangers that take up the mantle of Grim Huntsman undergo a dark alchemical ritual, known as the Huntsman's Rite, to enhance their physical abilities. They sacrifice any chance they have
at a normal life, mingling their blood with that of monsters,
in order to gain dark, unnatural power to destroy their foes.

Drawing upon this dark magic that runs in their veins, Grim Huntsmen relentlessly pursue things that go bump in the night. To them, the ends always justify the means when there is something evil to be destroyed. Once found, they are ruthless, destroying their foes completely, root and stem.

Grim Huntsman Features
Ranger Level Feature
3rd Huntsman Magic, Huntsman's Rite
Crimson Brand
7th Grim Augmentation
11th Improved Crimson Brand
15th Hardened Soul

Huntsman Magic

You learn certain spells at the ranger levels noted in the Huntsman Spells table. They count as ranger spells for you, but they don't count against your number of Spells Known.

Huntsman Spells
Ranger Level Spell
3rd bane
5th hold person
9th bestow curse
13th shadow of moil
17th hold monster

Huntsman's Rite

At 3rd level, you undergo the Huntsman's Rite, an alchemical ritual that suffuses your blood with sinister magic. You gain proficiency in alchemist's supplies and in the Religion skill, and whenever you make an Intelligence (Religion) check related to fiends or undead you have advantage on the roll.

Crimson Brand

Starting at 3rd-level, you can draw on the dark magic in your blood to empower your stirkes with your own life force. When you hit a creature with a melee weapon attack, you can expend one of your Hit Dice to deal 2d10 necrotic damage to the target, in addition to the weapon's normal damage.

The additional necrotic damage from this feature increases by 1d10 if the target is a fiend or undead creature.

Grim Augmentation

You have learned to exert greater control over the sinister magic that flows in your veins, enhancing your physical abilities. Starting at 7th level, when you make a Strength, Dexterity, or Constitution ability check, you gain a bonus to your roll equal to your Wisdom modifier (minimum of 1).

In addition, your movement speed increases by 5 feet.

Improved
Crimson Brand

Beginning at 11th level, the dark magic in your blood seeps into your weapon strikes. Once per turn, when you hit a creature with a melee weapon attack, you can deal an additional 1d10 necrotic damage to the target.

Sanguine Mastery

The dark magic of your Huntsman's Rite manifests its full potential. Beginning at 15th level, you have advantage on saving throws to resist the charmed and frightened conditions, and you are always under the effects of the protection from good and evil spell while conscious.

Blood Hunter, Dissected

The Blood Hunter class contains many risk/reward mechanics that are difficult to manage. The Grim Huntsman here, is an attempt to adapt the themes of the Blood Hunter class while staying in line with the design philosophy of Dungeons & Dragons 5e.

Blood Hunter:

Dissected

A blasphemous experiment to bring the beloved homebrew class into the fold of official classes. The Blood Hunter and Ghostslayer Archetypes for the Ranger, the Profane Soul Archetype for the Fighter, and the Paths of the Lycan and Mutant for the Barbarian.

Version 1.0.0
Created by /u/laserllama

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