The Blood Hunter, Perfected

by HaliwaaraGMBinder

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The Blood Hunter, Perfected

Introduction

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.

A Monster to Fight Monsters

Whether driven by the wish to make a difference in a dangerous world, the need to take vengeance for a great wrong they have suffered, being inspired by witnessing the strange and powerful techniques of another blood hunter in person, or just seeking a place to belong in an uncaring world, the reasons one may take up the Hunter’s Bane and choose this life are many and varied. In joining an order of blood hunters, one is also joining a tight family bound by service to each other and the common cause. For many, this is the only family they have known or have left, so the kinship felt between members of an order is a bond neigh unbreakable.

Beyond the boundaries of the order, however, the life of a blood hunter is often not an easy one. The rituals of the Hunter’s Bane regularly leave one visibly changed and prone to unsettle common folk, and the witnessing of hemocraft can invoke a superstitious fear from even the most learned scholar. While some societies have come to accept the good deeds of the orders, many blood hunters publicly hide their nature unless absolutely necessary, feeling more comfortable in the wilds and wastes of the world where the Orders commonly train. Even so, the best work a blood hunter can do usually involves the poor and defenseless on the outskirts of society, those prone to the corrupting touch of fiends and dark intension. Braving the threat of vilification, these dark protectors wade through civilization, earning coin as mercenaries or bounty hunters, ever watching for the signs of something more nefarious beneath the surface.

In choosing this path, a blood hunter has irrevocably given a part of themselves to their cause, physically, emotionally, and sometimes morally. The orders of blood hunters practice their own unique ideals and methods, often employing techniques with dark origins that test the strength and will of these guardians. Many wrestle with the fear of losing this struggle, so a life of discipline and vigilance drives their travels as they wander the countryside in search of like-minded adventurers and whispers of dark deeds afoot.

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 1
3rd +2 1d4 Blood Hunter Order 1
4th +2 1d4 Ability Score Improvement 1
5th +3 1d6 Extra Attack 1
6th +3 1d6 Brand of Castigation, Blood Maledict (2/rest) 2
7th +3 1d6 Order Feature, Primal Rite 2
8th +3 1d6 Ability Score Improvement 2
9th +4 1d6 Grim Psychometry 2
10th +4 1d6 Dark Augmentation 3
11th +4 1d8 Order Feature 3
12th +4 1d8 Ability Score Improvement 3
13th +4 1d8 Brand of Tethering, Blood Maledict (3/rest), Bonus Feat 3
14th +5 1d8 Hardened Soul, Esoteric Rite 4
15th +5 1d8 Order Feature 4
16th +5 1d8 Ability Score Improvement 4
17th +6 1d10 Blood Maledict (4/rest) 4
18th +6 1d10 Order Feature 5
19th +6 1d10 Ability Score Improvement 5
20th +6 1d10 Sanguine Mastery 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: Dexterity, Intelligence
  • 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 martial weapon or (b) two simple weapons
  • (a) a light crossbow and 20 bolts or (b) hand crossbow and 20 bolts
  • (a) studded leather armor or (b) scale mail armor
  • an explorer’s pack

Hunter's Bane

Beginning at 1st level, you have survived the 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. The saving throw DC is calculated as follows:

Hemocraft Save DC = 8 + your proficiency bonus +

your Intelligence modifier

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, and you can choose one of the blood curses you know and replace it with another blood curse, at 6th, 10th, 14th, and 18th 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 once. Beginning at 6th level, you can use your Blood Maledict feature twice, at 13th level you can use it three times between rests, and at 17th level, you can use it four times between rests. You regain all expended uses when you finish a short or long rest.

Fighting Styles

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

You are trained in making ranged attacks at close quarters. 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. Finally, 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.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, 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 one rite from the Primal Rites list below to learn.

As a bonus action, you can activate a crimson rite on a single weapon with the elemental 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.

For the duration, attacks from this weapon deal an additional 1d4 damage of the chosen rite’s type. This 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 learn an additional Primal Rite at 7th level, and access to an Esoteric Rite at 14th level.

Primal Rites

Choose from the following:

  • Rite of the Flame. Your rite damage is fire damage.

  • Rite of the Frozen. Your rite damage is cold damage.

  • Rite of the Storm. Your rite damage is lightning damage.

Esoteric Rites

Choose from the following:

  • Rite of the Dead. Your rite damage is necrotic damage.

  • Rite of the Oracle. Your rite damage is psychic damage.

  • Rite of the Roar. Your rite damage is thunder 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, or Order of the Lycan, all detailed at the end of the class description. The order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th 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.

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 psychic damage equal to your Intelligence 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.

Grim Psychometry

When you reach 9th level, you have a supernatural talent for discerning the history of surrounding creatures, mysterious objects or places affected by evil. When making an Intelligence ability check to recall information about a darker past surrounding a creature's corpse, an object you are touching, or a location you are present in, you have advantage on the roll.

The information gleaned often leans towards the more sinister influences of the past, and sometimes conveys visions of things previously unknown to the character on higher rolls.

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 Intelligence modifier (minimum of +1).

In addition, once per turn, whenever a blood hunter feature requires you to roll a hemocraft die, you can choose to reroll the die and use the new result.

Brand of Tethering

Starting at 13th level, the psychic damage from your Brand of Castigation increases to twice your Intelligence modifier (minimum of 2 damage).

In addition, a branded creature can’t 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 psychic damage and must make a Wisdom saving throw. On a failure, the teleport or plane shift fails.

Bonus Feat

When you reach 13th level, you may select yourself a Bonus Feat. Bonus Feat Pool is pinned in #ordo-patch-notes. If a Bonus Feat includes and ASI, you do not gain that ASI.

Hardened Soul

When you reach 14th level, you have advantage on saving throws against being charmed and frightened.

Sanguine Mastery

Upon becoming 20th level, you hone your control over blood magic, mitigating your sacrifice and empowering your capability. 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.

In addition, you no longer take damage from using your Crimson Rite 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. 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. You gain resistance to the damage type that has been removed from the creature for 1 minute.

Blood Cure of the Eyeless

When a creature you can see within 30 feet of you makes an attack roll, you can use your reaction to cause disadvantage on the 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.

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 Marked

As a bonus action, you can mark a creature that you can see within 30 feet of you. Until the start of your next 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 start of your next 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 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.

Blood Hunter Orders
Name Source Page
Order of the Ghostslayer Matthew Mercer 8
Order of the Lycan Matthew Mercer 9
Order of the Medusa Matthew Mercer 10
Order of the Mutant Matthew Mercer 11-12
Order of the Profane Soul Matthew Mercer 13
Order of the Sacred Blood Nociel 14
Order of the Scale H14T 15

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 esoteric 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. Your weapon deals an 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 1d10 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.

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.

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 psychic damage and must make a Wisdom saving throw or be stunned until the end of your next turn.

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.

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.

The Onus of Lycanthropy

Those inducted into the Order of the Lycan choose this path with conviction, understanding the terrible burden it is and the challenges it brings. Where most who embrace this curse grow wicked, mad, even murderous, these blood hunters accept the gifts of the beast while maintaining control through intense training and blood magic. These factors enable a member of the Order of the Lycan to prevent the spread of their curse through blood, should they wish to. One of the most sacred oaths of this order is to never infect another without the order’s sanction.

Should a member of the Order of the Lycan be cured of the lycanthropic curse, it is a terrible shame on their name, the order, and those who carry the curse still. There have been passages written about members being cleansed against their will, but those brothers and sisters 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. Each version of the curse is bound to a specific beast: wolf, bear, tiger, boar, and rat are a few of the more well-known variations. The strain of the curse defines the beast a hybrid form will share, but the features the curse bestows remain relatively uniform across strains.

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. In addition, you can't be surprised while you are conscious.

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.

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 can use your Strength modifier in place of your Dexterity modifier when making Dexterity checks and Dexterity saving throws, also you have advantage on Strength checks and Strength saving throws. When used in this way, you do not gain any benefit from Dark Augmentation feature on Dexterity saving throws.

Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silver weapons. While you are not wearing heavy armor, you gain a +1 bonus to your AC.

Predatory Strikes. You can apply your Crimson Rite feature to your unarmed strikes as a single weapon. You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action.

Your unarmed strikes deal 1d6 slashing damage. The damage increases to 1d8 at 11th level.

Bloodlust. If you begin your turn with no more than half of your maximum hit points, you must succeed on an Intelligence saving throw (DC 8 + Proficiency Bonus) or move directly towards the nearest creature to you and use the Attack action against that creature. You can choose whether or not to use your Extra Attack feature for this frenzied attack. If there is more than one possible target, roll to randomly determine the target. You then regain control for the remainder of your turn.

If you are under an effect that prevents you from concentrating (like the barbarian’s Rage feature), you automatically fail this saving throw.

Stalker's Prowess

At 7th level, your speed increases by 10 feet. You also can add 10 feet to your long jump distance and 3 feet to your high jump distance. In addition, your hybrid form gains the Improved Predatory Strikes feature.

Improved Predatory Strikes. You gain a +1 bonus to attack rolls made with your unarmed strikes. This bonus increases by 1 at 11th level (+2) and 18th level (+3). In addition, when you have an active Crimson Rite while in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Advanced Transformation

Starting at 11th level, you learn to unleash and control more of the beast within. You can use your Hybrid Transformation feature twice, 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, before you roll for bloodlust, you regain hit points equal to 1 + your Constitution modifier (minimum of one) if you have at least 1 hit point and no more than half of your hit points left.

Brand of the Voracious

At 15th level, you have advantage on your Intelligence saving throws to maintain control of your bloodlust in hybrid form. In addition, 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.

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 5 or more, 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.

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 Medusa

With the long time it takes to train new members and a high mortality rate, the blood hunter numbers have never been at a healthy level. The mentors were growing old and very few rookies lived long enough to join the ranks of the masters. The elders feared that the day would come that the ways of the hunt would flicker out and they reached out in desperation.

They sought out the help and magics of powerful mages to search for long forgotten rituals to grant them eternal youth. Little did the hunters know, the mages knew not what they uncovered or the reason the ritual was sealed away in the first place. These rituals were used in the past by vain people to retain their beauty forever, but this magic would always turn disastrous resulting in the transformation of a Medusa.

The curse was already implanted into the elders, but with alterations to the Hunter's Bane they found that the effects could be harnessed. They were gifted with sight that cursed others with stone petrifying abilities. With their new power under their control these hunters went on to make a new order offering the the same gift to anyone that would take on the curse.

On Haliwaara, these Blood Hunters are a specialized fighting force of the Pje'sarian Sultanate, under direct control of the two rulers, but with their powers originating from queen Katharine herself.

Rite of the Viper

When you join this order at 3rd level, you learn the esoteric rite, Rite of the Viper (detailed below).

  • Rite of the Viper. Your rite damage is poison type.

When you invoke the Rite of the Viper you can choose to instead sprout a head full of snakes instead of powering your weapon.

As an action, the snakes can be used to attack a single target at a range of 5ft, adding your Intelligence modifier to the attack roll. You are considered proficient and it counts as natural and finesse attack. (Damage: 1d4 + Intelligence modifier + Hemocraft die)

If you take the attack action with a melee weapon attack, as a bonus action you can make a snake hair attack, but, this attack doesn't benefit from your Intelligence modifier to it's damage. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die.

Upon reaching 11 level, when using your Rite of the Viper snake hair attack, you get to add your Intelligence modifier to your damage when using this attack as a bonus action. The range of your snake hair attack now reaches 10ft.

Venom Snap

Upon reaching 7th level, when you damage a target with your Rite of the Viper poison the target must make a Constitution saving throw against your Hemocraft save DC or suffer the poisoned condition until the end of their next turn.

Brand of the Stone Cold Stare

At 11th level, your gaze can cause stony growth patches to sprout across your foes. If the creature is branded by you, you can use an action to make a powerful glare at that creature. The creature must make a Constitution saving throw against your Hemocraft save DC or be restrained by the partial stone growths, also it can't use their reaction for 1 minute.

The target can choose to end these effects early at the end of their turn, but by doing so the target immediately takes bludgeoning damage equal to your Blood Hunter level + Constitution modifier (minimum of 1).

The user can also trigger this damage as an action, doing so will end the other effects of this feature. You can't do this again until you finish a short rest or long rest.

Blood Curse of the Reflection

Starting at 15th level, you gain the Blood Curse of Reflection for your Blood Maledict feature. This does not count against your number of blood curses known.

Blood curse of the Reflection

Prerequisite: 15th level, Order of the Medusa

As an action you can inflict the medusa sight on yourself causing your skin to become stone like for 1 minute or until you dimsiss this form as a bonus action. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks and +1 bonus to AC.

Amplified. You also gain resistance to bludgeoning, piercing, and slashing damage from magical attacks, additional +1 bonus to AC, but, your speed is halved and you can't benefit from any bonus to your speed.

You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die. You can't do so again until a long rest.

Cursed Youth

Starting at 18th level, the cursed magic that first created the order activates and slows your aging. For every 10 years that pass, your body ages only 1 year. You can no longer be aged by spells and magical effects.

Petrifying Gaze

At 18th level, as an action you can force a creature within 60ft to make a Constitution saving throw against your Hemocraft save DC. If the saving throw is failed by 5 or more, the creature is instantly petrified. On a failed save, creature begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success.

If the creature under half its hit point maximum, they make the saving throws with disadvantage. The petrified creature reverts back if you are Blinded or otherwise unable to see the creature at the start of your turn.

Once used you can't use this feature again until you finish a long rest.

Order of the Mutant

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 a single 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.

You can use this feature number of times equal to your Proficiency bonus.

Brand of Axion

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.

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 acid damage, and suffers this damage again every time it fails its Constitution saving throw to end this curse at the end of its turn.

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 spend one use of your Blood Maledict feature. 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.

Mutagens

These mutagens are presented in alphabetical order. You can learn a mutagen at the same time you meet its prerequisites.

Ather

Prerequisite: 11th level.

You gain a flying speed of 30 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 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 Celestial, the Fantomless, the Fiend, the Genie, the Great Old One, the Hexblade, the Undying, the Undead, the Junsuim the Raven Queen, the Seeker or the Leviathan.

The Archfey

You have chosen the Archfey as your otherworldly patron.

The Celestial

You have chosen the Celestial as your otherworldly patron.

The Fantomless

You have chosen the Fantomless as your otherworldly patron.

The Fiend

You have chosen the Fiend as your otherworldly patron.

The Genie

You have chosen the Genie as your otherworldly patron.

The Great Old One

You have chosen the Great Old One as your otherworldly patron.

The Hexblade

You have chosen the Hexblade as your otherworldly patron.

The Undying

You have chosen the Undying as your otherworldly patron.

The Undead

You have chosen the Undead as your otherworldly patron.

The Junsui

You have chosen the Junsui as your otherworldly patron.

The Raven Queen

You have chosen the Raven Queen as your otherworldly patron.

The Seeker

You have chosen the Seeker as your otherworldly patron.

The Leviathan

You have chosen the Leviathan as your otherworldly patron.

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 regain all expended spell slots when you finish a short or long rest.

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

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

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

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

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

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence 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, 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 hit points equal to two rolls of your hemocraft die + your Intelligence modifier (minimum of +1).

The Fantomless

You gain a swimming speed of 40 feet, and you can breathe underwater.

The Fiend

While using the Rite of the Flame, if you roll a 1 or 2 on your rite damage die, you can reroll the die and choose which roll to use.

The Genie

You now have resistance to a damage type determined by your patron's kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).

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.

The Undead

When a creature you can see within 30 feet of you deals damage to you, you can use your reaction to force it to make a Wisdom saving throw. On a failure, the creature is frightened of you until the end of your next turn.

The Junsui

When you cast a warlock spell that is a cantrip or casted from a spell slot, you have roll a d20. If you roll a 1 or a 20, roll on the Arcane Chaos Sweep table to create a random magical effect. If you roll a 1 you roll a negative effect, but if you roll a 20 you roll a positive effect.

The Raven Queen

You gain advantage on death saving throws.

The Seeker

You gain proficiency in one Intelligence skill of your choice.

The Leviathan

While using the Rite of the Storm, when you deal damage to a creature, the target's speed is reduced by 10 feet, and if they are prone, standing up uses all of their movement.

Mystic Frenzy

Starting at 7th level, when you use your action to cast a cantrip or take Attack action on your turn, you can change one spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action, if you spend 1 Blood Maledict slot.

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 using a pact magic spell slot. You can’t do so again until you finish a long rest.

The Celestial

You can cast lesser restoration once using a pact magic spell slot. You can’t do so again until you finish a long rest.

The Fantomless

You can cast gust of wind once using a pact magic spell slot. You can’t do so again until you finish a long rest.

The Fiend

You can cast scorching ray once using a pact magic spell slot. You can’t do so again until you finish a long rest.

The Genie

You can cast spike growth once using a pact magic spell slot. You can’t do so again until you finish a long rest.

The Great Old One

You can cast detect thoughts once using a pact magic spell slot. You can’t do so again until you finish a long rest.

The Hexblade

You can cast branding smite once using a pact magic spell slot. You can’t do so again until you finish a long rest.

The Undying

You can cast blindness/deafness once using a pact magic spell slot. You can’t do so again until you finish a long rest.

The Undead

You can cast phantasmal force once using a pact magic spell slot. You can’t do so again until you finish a long rest.

The Junsui

You can cast Nystul's magic aura once using a pact magic spell slot. You can’t do so again until you finish a long rest.

The Raven Queen

You can cast spiritual weapon once using a pact magic spell slot. You can’t do so again until you finish a long rest.

The Seeker

You can cast locate object once using a pact magic spell slot. You can’t do so again until you finish a long rest.

The Leviathan

You can cast darkness once using a pact magic 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 Fantomless

You can cast sleet storm 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 Genie

You can cast wind wall 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 haste once without expending a spell slot. You can’t do so again until you finish a long rest.

The Hexblade

You can cast blink 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.

The Undead

You can cast phantom steed once without expending a spell slot. You can’t do so again until you finish a long rest.

The Junsui

You can cast protection from energy once without expending a spell slot. You can’t do so again until you finish a long rest.

The Raven Queen

You can cast speak with dead once without expending a spell slot. You can’t do so again until you finish a long rest.

The Seeker

You can cast sending once without expending a spell slot. You can’t do so again until you finish a long rest.

The Leviathan

You can cast call lighting 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 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, creature suffers 1 point of exhaustion, also 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 Sacred Blood

Those who pledge themselves to The Order of the Sacred Blood undergo a ritual to learn the art of blood magic. They are no longer people they once were as blood magic needs a terribly high cost to maintain. Those who master this art use their blood or the blood of others as fuel for this foul and powerful magic.

Child of the Night

Starting at level 3, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.

Arrogant King's Alcohol

Starting at level 3, when a creature hits you with a melee attack, you can use your reaction and force it to make a Constitution saving throw against your Hemocraft DC, caused by your own blood spraying from your wounds. On a failed save, it is poisoned for 1 minute and takes poison damage equal to one roll of your Hemocraft die + your Intelligence modifier (minimum of 1) at the start of each of its turns.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success and becoming unaffected by it for the next 24 hours.

Creatures with immunity to poison damage or poisoned condition are unaffected by this effect.

Crimson Plague

Beginning at level 7, when you use your Blood Maledict feature, you can take damage equal to one roll of your Hemocraft die to target an additional creature with the same Blood Maledict.

When you reach level 18 in this class, you can take an additional amount of damage equal to your Hemocraft die to use the feature on a third target.

Brand of the Bloodied Earth

Beginning at 11th level, your Brand of Castigation now draws more blood with each hit. Your weapon attacks made against the branded creature are a critical hit on a roll of 19 or 20 on the d20. If the branded creature dies, you regain hit points equal to your Blood Hunter level + your Intelligence modifier (minimum of 1).

Blood Curse of the Hemorrage

Starting at 15th level, You gain the Blood Curse of Hemorrhage for your Blood Maledict feature. This does not count against your number of blood curses known.

Blood Curse of Hemorrhage

As a bonus action, you inflict your target with excessive bleeding, rupturing their skin with every attack. Until the start of their next turn, whenever the target takes damage from a weapon attack, it must make a Constitution saving throw, or take 1d6 necrotic damage, as it's blood gushes from its body.

Amplify. The target is inflicted for 1 minute instead. It can make a Constitution saving throw at the end of each of its turns to end the effect.

Einherjar

At 18th level, your mastery of blood lets you make a living clone of yourself.

As an action, you create a blood clone of yourself that lasts for 1 minute. You can only have one such clone active at a time. The clone has the same ability scores, features, feats, along with a copy of your currently equipped weapon and armour. The clone's hitpoints are equal to half of your hitpoint maximum and your hitpoint maximum is halved for 1 minute or until your clone vanishes.

In combat, the clone acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be any action you can take. The clone and yourself gain the following feature:

  • Regeneration. At the start of each of your turns, your clone and yourself regain hit points equal to your 5 + your Constitution modifier. The clone cannot regain hit points except with Regeneration. The clone vanishes if you die or are knocked unconscious. If the clone drops to 0 hit points or you dismiss the clone as a bonus action, your hit point maximum is restored to its original value and you regain hit points equal to your Blood Hunter level + your proficiency bonus.

Order of the Scale

The Chroma Conclave. One of the greatest disasters that Exandria has endured post Calamity. Following their aAttack 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 level 3, you consume the version of the Hunter's bane made out of dragon's blood. The benifits of this feature apply to Dragons in addition to the usual creature types, also you can spreak, read, and write Draconic.

In addition, choose the type of dragon your Dragon's Bane is brewed from, and reference the Draconic Feature's Table below for your Order of the Scale features.

DRACONIC FEATURES
Dragon Damage Type Rite
Black Acid Rite of the Corrosive
Blue Lighting Rite of the Storm
Brass Fire Rite of the Flame
Bronze Lightning Rite of the Storm
Copper Acid Rite of the Corrosive
Gold Fire Rite of the Flame
Green Poison Rite of the Virulent
Red Fire Rite of the Flame
Silver Cold Rite of the Frozen
White Cold Rite of the Frozen

Some of the Draconic Rites are unique to the Order of the Scale - The Rite of the Corrosive and Virulent are detailed bellow:

Rite of the Corrosive. Your rite damage is acid type. Rite of the Virulent. Your rite damage is poison type.

Elemental Affinity

Also at 3rd level, as the draconic blood alters your body, you gain the additional following benefits:

Damage resistance. You gain damage resistance to you chosen Draconic damage type.

Draconic Rites. You learn the primal rite assosiated with that type of dragon, and when you damage a creature with this rite, you can choose to reroll that Hemocraft die and you must use new result.

If you already know this rite, you may learn another Primal Rite of your choice.

Drake's Hide

Your dragonic hide strengthens and improves its elemental absorption. While you are not wearing heavy armor, you gain a +1 bonus to your AC. At the start of your turn, if you have taken damage that you have Resistance to since the end of your last turn, you don't lose HP when using Blood Hunter class features this round as you funnel the energy you absorbed into your rites and curses.

Brand of Elemental Prowess

Begining at 11th level, your Brand of Castigation now strengths elemental magic around it. When you hit a branded creature with a weapon attack imbued with your Primal rite, the branded creature does not benefit from resistance to your Draconic damage type, also it suffers additional damage equal to your Inteligence modifier.

In addition, the branded creature's fly speed becomes 0, if it has one.

Great Drake's Bane

When you reach level 15, as a bonus action, for 1 hour, you can morph your body to become one size larger (no greater then Large), gaining advantage on weapon attack rolls against creatures that are size Large or larger. It ends automatically when you drop to 0 hit points, fall unconscious or die. You can choose to dismiss it as a bonus action.

You cannot use this feature again until you finish a long rest.

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.

Blood curse of the Wyrm. Order of the scale: level 15

As an action, you can release a powerful aura, eminating 30ft around you. Creatures of your choice in that radius, must make a Wisdom saving throw. If they fail, they are charmed or frightened (your choice) until the end of your next turn. Those who succeed on the saving throw are immune to this effect for next 24 hours.

Amplify. It lasts for 1 minute. Creatures can repeat the saving throws at the end of each of their turns. Creatures affected by this curse, take 3d6 of your Draconic damage type each time they fail the saving throw to end the effect.

Draconic Guidance

When you reach 18th level, you are able to to physically change the appearance to the form of the dragon chosen in Dragon's Bane feature.

As an action you can gain small similarities to the dragon, to get better visual understanding of the these legendary creatures. This transformation lasts for 1 minute. You can choose to dismiss it as a bonus action.

Your size in this form does not change.

You gain following features:

Blindsight. You gain blindsight within 30 feet of you.

Flight. You gain a flying speed of 30 feet.

Bite. You gain a natural weapon, which you can use to make an unarmed strike. You can use Strength or Dexterity for the attack roll. If you hit with it, the target takes piercing damage equal to 2d6 + your Strength or Dexterity modifier + additional Draconic Rite damage equal to one roll of your Hemocraft dice, instead of the bludgeoning damage normal for an unarmed strike. It has a range of 10 feet.

Tail Swipe. As a bonus action, you can swipe your tail at creatures in a 10 foot radius around you. All creatures within the radius must succeed on a Dexterity saving throw against your Hemocraft DC, or fall prone.

You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain expended uses once you finish a long rest.

Let

blood Flow

The Blood Hunter, Perfected is a collection of both official, playtesting and homebrew material that aims to make the class into the most enjoyable experience for all who select it for their DUNGEONS & DRAGONS® game.

Use this book as a reference point for improving your campaigns and one-shots with a huge variety of gameplay options.

This book also contains playtesting material from Unearthed Arcana® which includes class features and subclasses of which some have been altered in order to not contradict with each other. Good luck and do not lose faith!

Made by and for the Haliwaara Discord® server.

****

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