VERSION 1.1
The Blood Hunter Revisited
Marred but resolute, his grimacing face dripping with sweat, a half-orc reddens a finger in the blood of his own wounds, then draws a glowing ruby glyph in the air between him and the bloody behemoth facing him. He grips the weightless sigil, twisting it to unleash streams of dark energy that curse the blood of the monster’s own veins to even the odds.
A mysterious half-elf swathed in a worn cloak and rugged leather armor carefully investigates the site of a roadway massacre, her eyes flashing with recognition as she meditates on the remnants of the grisly scene. Suddenly, she jumps to her feet, certain in the knowledge of what creature was responsible, where it can be found—and how little time she has before it kills again.
Stepping into lightless chambers filled with ancient dust and lingering whispers, the halfling picks up the warning of imminent danger from the scraping of bone and claw on nearby stone. She winces as she runs her blade across her palm, the steel transmuting blood and essence into glowing runes of powerful magic, eager to brand and burn the flesh of her enemies.
Blood hunters are clever warriors driven by an unending determination to destroy evils old and new. Armed with rites of secretive blood magic and a willingness to sacrifice their own vitality and humanity for their cause, they protect the realms from the shadows—even as they remain ever vigilant against being drawn to the darkness that consumes the monsters they hunt.
Sacrifice to Preserve Life
Far from the judging eyes of society, blood hunters have mastered the secretive techniques of hemocraft, finding blood magic’s esoteric nature effective against evils that resist divine rebuke or arcane bindings. Through careful study and practice, blood hunters hone the rites of hemocraft into unique combat techniques, forfeiting a portion of their own health to call blood curses down upon their enemies or summon the elements to aid their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force dedicated to protecting the innocent.
A Monster to Fight Monsters
Whether driven by the wish to make a difference, the need to take vengeance, or the hope of finding a place to belong in an uncaring world, every blood hunter has their own reasons for undertaking the ritual of the Hunter’s Bane that starts them on this path. In joining an order of blood hunters, one also joins a family bound by service to each other and a common cause. For many, this might be the only family they have left—or have ever known—making the kinship felt between blood hunters an all-but-unbreakable bond.
Outside the camaraderie of their orders, however, the life of a blood hunter is not an easy one. The ritual of the Hunter’s Bane can leave a character visibly changed, and prone to unsettling the people around them. Likewise, witnessing hemocraft can invoke superstitious fears from even the most learned scholars. While some cultures have come to accept the good deeds of many blood hunter orders, many blood hunters hide their calling unless absolutely necessary. They feel more comfortable in the wilds and wastes of the world, or drift through the outskirts of society, protecting the poor and defenseless from dark intention and the corrupting touch of fiends.
In choosing this path, every blood hunter irrevocably gives a part of themself to their cause—physically, emotionally, and sometimes morally. Each order of blood hunters practices its own ideals and methods, often employing techniques with dark origins that test the strength and will of those who employ them. Many wrestle with the fear of losing this struggle. And so a life of discipline and vigilance drives a blood hunter’s travels as they wander the countryside, in search of like-minded adventurers and whispers of dark deeds afoot.
Creating a Blood Hunter
As you create your blood hunter character, think about why you were driven to this lifestyle—and why you strive to give up everything to dwell in the darkness with the evils you hunt. Do you seek a sense of purpose and security, which you found among the order that has taken you in? Have you always carried a seed of darkness within you, so that you look for compatriots who can watch over and prevent you from succumbing to it? Were you once a holy warrior who strayed from your faith and was cast out, even as you yearn to give yourself over to the cause of protecting the innocent?
What is your relationship with the powers of hemocraft and the abilities it promises? Do you respect and fear the ancient power that surges through your veins, embracing your gifts and using them freely? Are you worried that this power will eventually turn you into one of the monsters you hunt? Or has your study instilled you with the confident clarity that makes you certain you can control these gifts for the greater good?
As well, what made you leave the comfort of your order to strike out on your own? Do you intend to return, or have you decided you have more to learn in the world? What strengths or assets do you seek in other adventurers that can help you meet your goals?
Though most blood hunters follow a path of good or neutrality in their pursuits, some have fallen to the dark, seductive side of hemocraft. These blood hunters use their abilities for selfish and evil purposes, often leading to their expulsion from the orders that trained them.
Quick Build
You can make a blood hunter quickly by following these suggestions.
First, put your highest ability score in Constitution, to increase the potency of blood curses and to have additional hit points to empower your abilities through sacrifice.
Your next-highest score should be Strength or Dexterity, depending on whether you want to focus on melee weapons or on archery (or finesse weapons).
Finally, choose the soldier or urchin background.
Table Of Contents
Topic | Page |
---|---|
Class Table | 2 |
Class Features | 3 |
Blood Curses | 5 |
Blood Hunter Orders | 7 |
Order of the Gravewalker | 7 |
Order of the Lycan | 8 |
Order of the Mutant | 9 |
Mutagens | 10 |
Order of the Profane Soul | 11 |
The Blood Hunter
Level | Proficiency Bonus | Features | Hemocraft Die | Blood Curses known |
---|---|---|---|---|
1st | +2 | Hunter's Bane, Blood Maledict | d4 | 1 |
2nd | +2 | Crimson Rite, Fighting Style | d4 | 1 |
3rd | +2 | Blood Hunter Order | d4 | 1 |
4th | +2 | Ability Score Improvement | d4 | 1 |
5th | +3 | Extra Attack | d6 | 2 |
6th | +3 | Brand of Castigation, Blood Maledict (2/rest) | d6 | 2 |
7th | +3 | Blood Hunter Order Feature, Crimson Rite | d6 | 2 |
8th | +3 | Ability Score Improvement | d6 | 2 |
9th | +4 | Grim Psychometry | d8 | 3 |
10th | +4 | Dark Augmentation | d8 | 3 |
11th | +4 | Blood Hunter Order Feature | d8 | 3 |
12th | +4 | Ability Score Improvement, Blood Maledict (3/rest) | d8 | 3 |
13th | +5 | Brand of Tethering | d10 | 4 |
14th | +5 | Esoteric Rite, Impervious Soul | d10 | 4 |
15th | +5 | Blood Hunter Order Feature | d10 | 4 |
16th | +5 | Ability Score Improvement | d10 | 4 |
17th | +6 | Crimson Rite Improvement | d12 | 5 |
18th | +6 | Blood Maledict (4/rest) | d12 | 5 |
19th | +6 | Ability Score Improvement | d12 | 5 |
20th | +6 | Sanguine Mastery | d12 | 5 |
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, shields
- Weapons: Simple weapons, martial weapons
- Tools: Alchemist's supplies
- Saving Throws: Wisdom, Charisma
- Skills: Choose three from Athletics, Acrobatics, Arcana, History, Insight, Investigation, Religion, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a two-handed melee weapon or (b) two one-handed melee weapons
- (a) a shield or (b) ranged weapon and a fitting container with 20 pieces of ammunition
- (a) leather armor, (b) chain shirt, or (c) scale mail
- A simple melee weapon and an explorer's pack
Hunter's Bane
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 gain darkvision out to a range of 60 feet. If you already possess darkvision, its range increases by 30 feet instead.
In addition, you have advantage on Wisdom (Survival) checks to track aberrations, fey, fiends, monstrosities, or undead, as well as on Intelligence 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. The saving throw DC is calculated as follows:
Hemocraft save DC = 8 + your proficiency bonus +
your Constitution modifier
Blood Maledict
As part of mastering the Hunter's Bane, 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, and you can also choose one of the blood curses you know and replace it with another blood curse, at 5th, 9th, 13th, and 17th level.
Each time you use your Blood Maledict feature, you choose which curse to invoke from the curses you know. 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. This damage can’t be reduced in any way. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood are immune to blood curses unless you have amplified the curse.
You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice, at 12th level you can use it three times between rests, and at 18th level, you can use it four times between rests. You regain all expended uses when you finish a short or long rest.
Crimson Rite
Also at 2nd level, you learn to invoke a rite of hemocraft that infuses your weapon strikes with elemental energy.
As a bonus action, you can activate any rite you know on one weapon you're holding. The effect of the rite lasts for 1 hour. When you activate a rite, you lose a number of hit points equal to one roll of your hemocraft die. This damage can’t be reduced in any way.
While the rite is in effect, attacks you make with this weapon are magical, and deal extra damage equal to your hemocraft die of the type determined by the chosen rite. A weapon can hold only one active rite at a time. Other creatures can’t gain the benefit of your rite.
You choose one rite from the crimson rites below when you first gain this feature. You learn an additional crimson rite at 7th level, and again at 14th level.
Beginning at 17th level, you no longer lose hit points when you activate a rite.
Rite of the Flame. The extra damage dealt by your rite is fire damage.
Rite of the Frozen. The extra damage dealt by your rite is cold damage.
Rite of the Storm. The extra damage dealt by your rite is lightning damage.
Rite of the Roar. The extra damage dealt by your rite is thunder damage.
Rite of the Corrosion. The extra damage dealt by your rite is acid damage. (Prerequisite: 14th level)
Rite of the Dawn. The extra damage dealt by your rite is radiant damage. (Prerequisite: 14th level)
Rite of the Dead. The extra damage dealt by your rite is necrotic damage. (Prerequisite: 14th level)
Rite of the Oracle. The extra damage dealt by your rite is psychic damage. (Prerequisite: 14th level)
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.
Revised Fighting Styles are optional but recommended.
Archery (revised)
Your ranged attacks ignore half cover and treat three-quarters cover as half cover instead.
Blind (new)
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defensive (revised)
While you aren't incapacitated, you gain a +1 bonus to AC.
Dueling (revised)
When you are wielding a melee weapon in one hand and no other weapons, you gain a +1 bonus to attack and damage rolls with that weapon.
Great Weapons (revised)
former Great Weapon Fighting
Whenever you roll damage for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the weapon's damage dice, but you must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Blood Hunter Order
At 3rd level, you commit to an order of blood hunter martial focus. Choose Order of the Gravewalker, Order of the Lycan, Order of the Mutant, or Order of the Profane Soul, all detailed at the end of the class description. The order you choose grants you features at 3rd level, and again at 7th, 11th, and 15th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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 (no action required).
You always know the direction and rough distance to the branded creature as long as it’s on the same plane as you, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the branded creature takes psychic damage equal to your proficiency bonus.
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 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.
Grim Psychometry
When you reach 9th level, you have a supernatural talent for discerning the history surrounding mysterious objects or places touched by evil.
You can meditate for 1 minute to gain visions of an object's darker past you are touching, or a location you are present in. The information gleaned often come in fragments and in the form of memories by the creatures interacting with the object or location in question, making it difficult to decipher their true meaning.
Dark Augmentation
Starting at 10th level, you can draw upon the blood magic that suffuses your body in order to reinforce your physical and mental resilience.
Whenever you make a saving throw against an effect you are aware of, you can choose to roll your hemocraft die and add it to the result. However if you do, you also lose an equal amount of hit points. This damage can’t be reduced in any way.
You can choose to use this feature after seeing the initial roll but before any of the roll's effects occur.
Brand of Tethering
Starting at 13th level, the psychic damage from your Brand of Castigation increases to twice your proficiency bonus.
In addition, it costs double its movement for a branded creature you can see to move further away from you, and if a creature branded by you attempts to teleport or leave their current plane via ability, spell, or portal, they take 4d6 psychic damage and must make a Wisdom saving throw against your hemocraft save DC. On a failure, the teleport or plane shift fails.
Impervious Soul
At 14th level, the blood magic within you has steeled your mind and soul.
You can no longer be charmed, frightened, and possessed.
Sanguine Mastery
Upon becoming 20th 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 reroll the die and use either 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 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.
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 against your hemocraft save DC 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, the 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 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 against your hemocraft save DC. On a success, the curse ends.
Blood Curse of the Exorcist
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 psychic damage and must make a Wisdom saving throw against your hemocraft save DC or be stunned until the end of your next turn.
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, but gains resistance to them until the end of the turn.
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 proficiency bonus.
Blood Curse of the Howl
As an action, you unleash a blood-curdling howl. Each creature of your choice within 30 feet of you that can hear you must succeed on a Wisdom saving throw against your hemocraft save DC or become frightened of you until the end of your next turn. On a roll of 5 or lower, they are stunned while frightened in this way. A creature that succeeds on this saving throw is immune to this blood curse for the next 24 hours.
Amplify. This curse lasts for 1 minute. At the end of each of its turns, a cursed creature can make a Wisdom saving throw against your hemocraft save DC, ending the curse on itself on a success.
Blood Curse of the Iron Shackles
As a bonus action, you can mark a creature you can see within 30 feet of you. If the creature is polymorphed or has otherwise changed its shape, they must succeed on a Wisdom saving throw against your hemocraft save DC or revert to their true form. If the creature attempts to change its shape before the end of your next turn, it must succeed on a Wisdom saving throw against your hemocraft save DC or the attempt fails.
Amplify. When the creature fails its Wisdom saving throw, it is also stunned until the end of your next turn.
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 must make a Constitution saving throw against your hemocraft save DC in order to maintain concentration on the spell.
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 the Sickening
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 against your hemocraft save DC. 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.
Blood Curse of the Souleater
When a creature that isn't a construct or undead is reduced to 0 hit points within 30 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 gain a number of temporary hit points equal to the creature's maximum hit dice plus it's Charisma modifier (minimum 1 hit point).
Blood Curse of Torn Veil
As a bonus action, you can mark a creature within 30 feet of you. Any illusions disguising or making the creature invisible end, and they can't benefit from such illusions 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 Charisma saving throw against your hemocraft save DC, ending the curse on itself on a success.
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 Gravewalker
The Order of the Gravewalker is the oldest of the orders and maybe one of the darkest, having originally rediscovered the secrets of blood magic and refined them for combat against the scourge of undeath. Gravewalker 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.
The ritual of the deathless is a dangerous process that puts the recipient in between the land of the living and the land of the dead. Their bodies neither undead nor truly alive, they possess various benefits that especially help them battle the undead creatures they have sworn to destroy.
Ritual of the Deathless
When you join this order at 3rd level, you under go the ritual of the deathless, gaining the following benefits:
- You gain Darkvision up to a range of 60 feet.
- You have advantage on saving throws against being charmed, frightened, and possessed.
- You have advantage on death saving throws.
- You only need to eat and drink half the usual amount, and you can hold your breath for up to an hour.
- When you take a long rest, you only need to spend four hours sleeping and can spend the remaining four hours doing light activity, such as keeping watch.
At 11th level, you also gain the following benefits:
- You have resistance to necrotic damage, but you also have vulnerability to radiant damage.
- You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
- You are immune to ability damage and your hit point maximum can't be reduced.
- You no longer need to eat, drink, or breathe.
- You no longer need to sleep and can spend all 8 hours of a long rest doing light activity. Magic can't put you to sleep.
Deathless Side Effects
Removing a part of your mortality also removes part of your humanity. As such, many gravewalkers suffer from one or multiple side effects, such as:
- Your emotions become more and more shallow; you still care about the people you hold dear, but more so out of duty than love.
- You often unsettle people around when you forget to blink and breathe, or sleep with open eyes.
- You become sensible to bright light and find yourself drawn to dark places.
- Food and drink have lost all taste and the sight of it often makes you nauseous.
- Your dreams are filled with visions of death and darkness, and you often jolt awake.
- Your heart only beats once per minute and your skin is always ice cold to the touch.
Curse Specialist
Beginning at 3rd level, your ancient order teaches advanced mastery over blood curses and how to connect to a creature's true essence.
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. (You no longer need to amplify it.)
Eyes of the Grave
Also at 3rd level, you gain the ability to occasionally sense the presence of the undead, whose destruction your order has sworn to fulfill.
As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Ethereal Step
Upon reaching 7th level, you can magically step into the veil between the planes.
As a bonus action, 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 until the end of your next turn.
You take 1d10 force damage if you end your turn inside an object, and 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 were moved.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest.
Brand of the Exorcist
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.
Rite Revival
Upon reaching 15th level, you learn to protect your fading life by absorbing your blood rite.
When you are reduced to 0 hit points, but not dead, you are automatically stabilized at the beginning of your turn.
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.
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.
(The features of this subclass replace the rules for Lycanthropy within the Monster Manual.)
Lycan Mark
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.
In addition, regardless of your form, your natural Armor Class equals 10 + your Dexterity modifier + your Constitution 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.
The Burden of Lycanthropy
Those inducted into the Order of the Lycan choose this path with conviction, understanding the terrible weight it imposes on them and the challenges it brings. Where most afflicted by the curse of lycanthropy grow wicked, deranged, and even murderous, Lycan blood hunters accept the gifts of the beast while maintaining control through intense training and the power of their blood magic. A member of the Order of the Lycan cannot spread their curse through blood unless they wish to, and one of the most sacred oaths of this order is to never infect another creature without the order’s sanction.
If a member of the Order of the Lycan is ever cured of their lycanthropic curse, it brings terrible shame to their name and the order. Members who have been cleansed against their will readily return to the order to undergo a renewed initiation of the Taming, reintroducing the curse to their bodies and restoring their honor.
Lycanthropy comes in many forms bound to specific beasts, with wolf, bear, tiger, boar, and rat the best-known variations. The particular strain of the lycanthropic curse defines the physical traits that manifest in a Lycan blood hunter’s hybrid transformation, even as the benefits the curse bestows remain relatively uniform.
Hybrid Transformation
Also at 3rd level, you begin to learn to control the lycanthropic curse that now lives in your blood.
If you aren't wearing heavy armor, you can use a bonus action to 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, or die.
Once you use this feature, you must finish a short or long rest before you can use it again.
Hybrid Transformation Features
While you are transformed, you gain the following features:
Feral Might. You have advantage on Strength checks and Strength saving throws, and you gain a +1 bonus to your melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 17th level.
Predatory Strikes. Your unarmed strikes count as light finesse melee weapons that deal piercing damage equal to your hemocraft die. In addition, when you use the Attack action, you can make one additional unarmed strike as a bonus action.
Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silver weapons.
Bloodlust. You must succeed on a DC 10 Intelligence saving throw at the start of your turn. If you fail, you must use your turn to get as close to your nearest enemy as possible and attack it. If there are multiple enemies equally far away, you can choose which enemy to attack.
If you begin your turn with no more than half of your maximum hit points, you have disadvantage on the Intelligence saving throw.
If you’re concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian’s Rage feature), you automatically fail this saving throw.
Stalker's Prowess
At 7th level, the influence of your lycan mark deepens.
Regardless of your current form, your speed increases by 10 feet and your jump distance is doubled.
In addition, while in your hybrid form, you gain a +1 bonus to attack rolls made with your unarmed strikes. This bonus increases to +2 at 11th level and to +3 at 17th level.
Brand of the Voracious
At 11th 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.
Transformation Mastery
Starting at 15h level, you learn to unleash and control more of the beast within.
You can use your Hybrid Transformation feature an unlimited number of times, and your hybrid form lasts until you revert to your normal form, fall unconscious, or die.
In addition, at the start of each of your turns while in your hybrid form and before you roll for bloodlust, you regain hit points equal to 1 + your Constitution modifier (minimum 1) if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Order of the Mutant
The process of undertaking the Hunter’s Bane ritual is a painful, scarring, and sometimes fatal experience. Those who survive are irrevocably changed — and not always for the better. Over generations of experimentation, a splinter order of blood hunters honed the way in which hemocraft alters the body, using corrupted alchemy and toxic elixirs to alter their blood even further. Over time, they have modified their capabilities in battle, becoming something beyond what they once were. Calling themselves the Order of the Mutant, these blood hunters now specialize in assessing the strengths and weaknesses of their foes, altering their biology to be best prepared for any conflict.
Mutagencraft
At 3rd level, you begin to uncover forbidden alchemical formulas that temporarily alter your mental and physical abilities.
Whenever you finish a short or long rest, you can concoct two mutagens you know the formula for (see below).
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.
The number of mutagens you can concoct when you finish a rest, and the number of formulas you know, increases as you gain levels in the blood hunter class, as shown on the Mutagencraft table below.
Formulas
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 two additional formulas at 7th level, 11th level, and 15th level.
Additionally, when you gain a level in this class, you can choose one of the formulas you already know and replace it with a new mutagen formula.
Mutagencraft
Blood Hunter Level |
Formulas Known |
Mutagens Created |
---|---|---|
3rd | 4 | 2 |
7th | 6 | 3 |
11th | 8 | 4 |
15th | 10 | 5 |
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 short or long rest.
Brand of Sundering
At 11th level, your hemocraft has altered your Brand of Castigation to break up a creature's resistances.
When you brand a creature, choose one of its damage resistances. While the creature is branded, it loses the chosen resistance. Alternatively, choose one of its damage immunities. While the creature is branded, the chosen immunity is reduced to damage resistance instead.
Exalted Mutation
At 15th 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 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 proficiency bonus. You regain all expended uses when you finish a long rest.
Mutagen Formulas
You can choose your mutagen formulas from among the following list.
Aether
You gain a flying speed of 20 feet and can hover.
Side effect. You have disadvantage on Strength checks and saving throws.
Alluring
You have advantage on Charisma checks and saving throws.
Side effect. You have disadvantage on initiative rolls.
Celerity
Your speed increases by 10 feet.
Side effect. You have disadvantage on Intelligence checks.
Conversant
You gain advantage on Intelligence checks and saving throws.
Side effect. You have disadvantage on Wisdom checks and saving throws.
Cruelty
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 checks and saving throws.
Deftness
You gain advantage on Dexterity checks and saving throws.
Side effect. You have disadvantage on Wisdom checks and saving throws.
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 checks and saving throws.
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 have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Percipient
You gain advantage on Wisdom checks.
Side effect. You have disadvantage on Charisma checks.
Potency
You have advantage on Strength checks and saving throws.
Side effect. You have disadvantage on Dexterity checks and saving throws.
Precision
Your weapon attacks score a critical hit on a roll of 19-20.
Side effect. You have disadvantage on Strength checks and saving throws.
Reconstruction
At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you regain hit points equal to your proficiency bonus.
Side effect. Your speed decreases by 10 ft for 1 hour.
Sagacity
You have advantage on Intelligence checks and saving throws.
Side effect. You have disadvantage on Charisma checks and saving throws.
Shielded
You gain resistance to slashing damage.
Side effect. You gain vulnerability to bludgeoning damage.
Swiftness
You have advantage on initiative rolls.
Side effect. You have disadvantage on Wisdom saving throws.
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 choose this archetype at 3rd level, you strike a bargain with an otherworldly being.
Choose one Patron from the list of Warlock Patrons. You gain additional features as described by the Pact Boons feature.
Pact Boons
You gain the patron's listed features normally granted at 1st level — excluding the Expanded Spell List.
You use your blood hunter level in place of the warlock level, your proficiency bonus in place of your Charisma modifier, and your hemocraft save DC as your warlock spell save DC for your Patron's features.
You gain additional patron features at 7th, 11th, and 15th level, normally gained by a warlock at 6th, 10th, and 14th level.
If you enrage or openly defy your patron's wishes, you risk temporary losing these patron features until you have reconciled with your patron.
Use the Soulmonger Patron instead of the Hexblade Patron when playing with this subclass.
From a Fan
For Fans
I hope you will feel empowered when playing
The Blood Hunter Revisited.
Created by Critical Role's Matt Mercer
Revised by DracoDruid [@GMBinder | @Reddit]
Cover Art: 'Blood Hunter' by Joma Cueto
Format: DIN A4
Additional Brews
The Focused Ranger
Always loved to play Rangers but were utterly disappointed by the way 5e treated them?
The Indomitable Fighter
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The Spellblade
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The Promised Warlock
Always thought the pact choice should have a bigger impact on your warlock and that the pact blade should work without the Hexblade Patron?
The Sorcerer Revisited
Always thought that the pact magic and invocation mechanics would work perfectly for a sorcerer?
The Zealous Paladin
Always thought that Smite shouldn't use spell slots, but rather have you choose between healing the brave or smiting the wicked?
The Soulmonger
Always thought the Hexblade was just an obvious patch for the pact blade and rather wished for a less on the nose Patron from the Shadowfell?
Circle of Primal Might
Always dreamed of turning into giant dinosaurs and devour your enemies?
Path of the Stormbringer
Always wished you could become Thor - God of Thunder and Lightning?
Way of the Radiant Soul
Always wanted to live out your Super Saiyan fantasy?
Untamed Orcs
Always loved Orcs and wished they were portrayed as a more complex race?
Dragonborn Reborn
Always loved the Dragonborn but felt a little disappointed?
Humans
Always felt that Humans got the short end of the creative stick in 5e?
Warforged Reforged
Always loved the Warforged but felt a little disappointed?