Blood Hunter (2020), Revised - By SpaceWestern

by SpaceWestern

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Blood Hunter

In a landscape tormented by all manner of beasts, devils, and abominations from beyond the veil, most live in fear of the dark, of superstition, and of the unknown. Some grow hardened by this experience, instead choosing to stand up and fight against the tide of shadow. These folk are called ‘heroes.’

Some, however, are so fanatical and bent on destroying the anathema that plagues the countryside that they embrace dark, forbidden knowledge. They sacrifice some of their own vital force in dubious, forgotten blood rituals to better understand their enemies. Their methods sometimes blur the line between themselves and the evils they hunt, calling their own humanity into question.

Become the Enemy to Understand the Enemy

These warriors have chosen to merge the martial pursuit of deadly weapon play with elements of vicious blood magic to create impressively effective combat techniques. They surrender their own vitality to form a bond with their weapon, allowing them to harness the elements in a whirlwind of dangerous strikes. Their deep knowledge and unnatural connection with wicked creatures allows them an advantage in tracking, hunting, and destroying even the most resilient of abhorrent fiends. By mastering control over their own lifeblood and the lifeblood of others, they gain insight into their foes and the ability to manipulate them from the inside. Some brew crude, poisonous alchemical tonics from the harvested organs of felled monsters, mutating their blood and bodies to be even further in tune with their quarry, becoming something other than human themselves. Others go further, reaching out and making a pact with lesser dark entities in hopes of using their grim gifts against greater evils. Many blood hunters push too far for their goals, falling to their own hubris and becoming the monsters they’ve chosen to hunt. This is the greatest fear of a blood hunter, and of the societies at large that shun them.

Almost as Feared as their Prey

The nature of their abilities and training has bred many rumors across the lands, some of which aren’t too far from the truth. Common folk consider them cursed, often turning them away at the door. Nobles see them as occasionally convenient, but a generally reviled nuisance. Mages find them useful allies if kept at arm’s length, while pious clerics and paladins keep their distance with a watchful eye. To be a blood hunter is to accept a life of solitude until proven trustworthy and dependable.

Creating a Blood Hunter

As you create your blood hunter, keep in mind how your character relates to society and why they have taken to a life of monster hunting. Do they wish to protect society and as such have paid the ultimate price? Do they have a family they wish to protect at all costs? Did they make a mistake that cost them greatly, and they wish to make amends for their folly? Or are they bent on vengeance for some past wound or loss that drove them to choose this dark warrior’s path?

While a blood hunter begins their journey alone, they also acknowledge the strength in numbers and the benefits of trusted companions. Many blood hunters keep allies to both ensure that they succeed at their hunts, and to keep a watchful eye to prevent them from losing touch with their humanity. A blood hunter without conviction is lost, and often an honest friend is enough to keep them from straying.

Quick Build

You can make a blood hunter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons, or ranged and finesse weapons. Make Constitution your next highest if you plan to focus on the potency of blood curses and mystical power. Choose a higher Charisma next if you wish to use the Order of the Profane Soul. Then, select the Haunted One or Acolyte background.

Blood Hunter Multiclassing

Should you wish to multiclass with a blood hunter, the prerequisites and proficiencies gained are listed below.

Blood Hunter Multiclass Prerequisites

Ability Score Minimum: Strength 13 or Dexterity 13, and Constitution 13

Blood Hunter Multiclassing Proficiencies

Proficiencies Gained: Light armor, medium armor, simple weapons, martial weapons, and one of Acrobatics, Athletics, History, Insight, Investigation, Perception, Religion, and Survival

Blood Hunter Multiclassing With Warlock

If multiclassing an Order of the Profane Soul Blood Hunter with Warlock levels, add a third of your Blood Hunter levels (rounded down) to your Warlock level and consult the Warlock progression table for total Spell Slots, and Spell Slot Level. To decide your spellcasting ability for your warlock spells, choose that of the class with the higher level (choose between the two if levels are equal).

The Blood Hunter
Level Proficiency Bonus Hemocraft Die Blood Curses Known Features
1st +2 1d4 1 Hunter's Bane, Blood Maledict
2nd +2 1d4 1 Fighting Style, Crimson Rite
3rd +2 1d4 1 Blood Hunter Order
4th +2 1d4 1 Ability Score Improvement
5th +3 1d6 2 Extra Attack
6th +3 1d6 2 Brand of Castigation, Blood Maledict (2/rest)
7th +3 1d6 2 Order Feature, Primal Rite
8th +3 1d6 2 Ability Score Improvement
9th +4 1d6 3 Grim Psychometry
10th +4 1d6 3 Dark Augmentation
11th +4 1d8 3 Order Feature
12th +4 1d8 3 Ability Score Improvement
13th +5 1d8 4 Brand of Tethering, Blood Maledict (3/rest)
14th +5 1d8 4 Hardened Soul, Esoteric Rite
15th +5 1d8 4 Order Feature
16th +5 1d8 4 Ability Score Improvement
17th +6 1d10 5 Blood Maledict (4/rest)
18th +6 1d10 5 Order Feature
19th +6 1d10 5 Ability Score Improvement
20th +6 1d10 5 Sanguine Mastery

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
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Constitution and Charisma
  • Skills: Choose three from Acrobatics, Athletics, History, Insight, Investigation, Perception, 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) two daggers
  • (a) studded leather armor or (b) scale mail armor
  • (a) an explorer's pack or (b) a dungeoneer’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.

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. Your blood curse options are detailed at the end of the class description. You learn one additional blood curse of your choice at 5th, 9th, 13th, and 17th level, and whenever you learn a new blood curse you can also choose one of the blood curses you know and replace it with another blood curse.

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.

Some of your blood curses and other 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

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

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.

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 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.
Special: This does not apply to additional damage dice from your Crimson Rite.

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 activate a crimson rite on a single melee weapon with the elemental energy of a known rite of your choice that lasts for one hour. 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.

If you are holding multiple weapons, you may activate a crimson rite on each of them using the same bonus action, choosing the rite to apply to each weapon separately and then losing an amount of hit points for each weapon you apply a rite to.

While active, your attacks with 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, and other creatures do not gain the benefits of your rites if they pick up one of your weapons that has an active rite.

You learn an additional Primal Rite of your choice at 7th level, and choose an Esoteric Rite to learn at 14th level.

Primal Rites

Rite of the Caustic. Your rite damage is acid damage.
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.
Rite of the Venom. Your rite damage is poison damage.

Esoteric Rites

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 hunters from the list of available orders. The order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th levels.

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.

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 the first time on each of your turns that you deal damage to the branded creature with your Crimson Rite feature while it is within 60 feet of you, the branded creature takes additional psychic damage equal to your proficiency bonus.

Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand is not a spell, but is a magical effect and can be dispelled by Dispel Magic, and counts as being of a spell level equal to half of your blood hunter level (maximum of 9th level spell). If a creature attempts to dispel your brand and does not do so automatically (usually due to the level of the Dispel Magic being cast), the DC is equal to your Hemocraft save DC, instead of the normal DC for these effects.

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. When making an Intelligence (History) check to recall information about a darker past surrounding 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 or Dexterity saving throw, you gain a bonus to the saving throw equal to your Constitution modifier (minimum of one).

Brand of Tethering

Starting at 13th level, the psychic damage from your Brand of Castigation feature increases by an amount equal to your Constitution modifier (minimum 1), for a total of your proficiency bonus + your Constitution modifier.

In addition, when you strike a branded creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn, 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. If the creature was attempting to teleport to a space where it would still be within 60 feet of you, they only take 2d6 psychic damage instead.

Hardened Soul

When you reach 14th level, you have advantage on saving throws you make to avoid or end the charmed or frightened conditions on yourself.

If you fail a save against an effect that causes you to be charmed or frightened, and the effect originated from a fey, fiend, or undead, you can use your action to end the effect.

Sanguine Mastery

Upon becoming 20th level, you honed your control over blood magic, mitigating your sacrifice and empowering your capability. Once per turn, whenever a blood hunter feature requires you to roll a hemocraft die, you can choose to reroll the die and choose which result to use.

In addition, whenever you score a critical hit with a weapon attack empowered by your Crimson Rite, you regain one expended use of your Blood Maledict feature.

Blood Hunter Orders

There are a handful of secretive orders of blood hunters that guard their cryptic techniques and blasphemous 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 ability will the secrets of the order begin to be revealed. Some even wait a few years before they are sure they want to continue down this cursed path. Either or, it's within these small, enigmatic sects that the real power of a blood hunter is learned.

Order of the Ghostslayer

The Order of the Ghostslayer is the oldest of the orders, having originally rediscovered the secrets of blood magic and refined them for combat against the scourge of undeath. Ghostslayers seek out and study the moment of death, obsessing over the mysteries of the transition and how it can become corrupted by unholy powers to compel something to rise once more. Tuning their abilities to annihilate such abominations, these zealous blood hunters seek out the sources of such necromantic energies, intent on destroying 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.

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 one additional hemocraft die of rite damage when you hit an undead.

Curse Specialist

Beginning at 3rd level, your ancient order teaches advanced mastery over blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.

Ethereal Attunement

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 Constitution modifier (minimum of 1 round). Once you use this feature, you must finish a short or long rest before you can do so again. Beginning at 15th level, you can use this feature twice, and you regain all expended uses after finishing 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 Exorcism

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 Exorcism for your Blood Maledict feature. This doesn't count against your number of blood curses known.

Rite Revival

Upon reaching 18th level, you learn to protect your fading life by absorbing your blood rite. When you are reduced to 0 hit points while you have an active Crimson Rite, but not killed outright, you can use your reaction to end the rite and 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.

Heightened Senses

Starting when you choose this archetype at 3rd level, you begin to adopt the improved abilities of a natural predator. You gain advantage on Wisdom (Perception) checks that rely on hearing or smell.

Hybrid Transformation

Upon choosing this archetype at 3rd level, you begin to learn to control the lycanthropic curse that now lives in your blood. As a bonus action, you can transform into your hybrid form for up to 1 hour. You may also activate your Crimson Rite feature with the same bonus action. 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, and is a magical transformation, so effects that exclusively affect shapechangers (such as Moonbeam) do not apply to you while shifted. If you are able to cast spells, you can't cast them or concentrate on them while shifted.

Once you use this feature, you must finish a short or long rest before you can use it again. While you are transformed, you gain the following features:

Feral Might. You gain a +1 to melee damage rolls. This bonus increases by 1 at 11th level (+2) and 18th level (+3). You also have advantage on Strength checks and Strength saving throws.

Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage. Damage dealt by silvered weapons ignores this resistance. 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 rolls of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action. You cannot make this attack if you make any attacks with a weapon on your turn. Your unarmed strikes while shifted deal 1d6 slashing damage. The damage increases to 1d8 at 11th level.

Bloodlust. If you begin your turn with half of your maximum hit points or less, you must succeed on a DC 8 Wisdom saving throw 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.

Stalker's Prowess

At 7th level, your walking 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, you can use your Hybrid Transformation feature twice, regaining all expended uses when you finish a short or long rest, and 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 have advantage on your Wisdom saving throws to maintain control of your bloodlust in hybrid form, and you can use your Hybrid Transformation feature three times per 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 1) 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, your Brand of Castigation now binds your foe to your hunter’s thirst for savagery. While in your hybrid form, your attacks have advantage against a creature branded by you. Additionally, when you fail a saving throw made for Bloodlust, if you would be able to reach a creature branded by you with your movement, you may choose to move and attack that creature instead of the creature nearest to 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.

Order of the Mutant

The process of the Hunter’s Bane is a painful, scarring, and sometimes fatal experience. Those that survive find themselves irrevocably changed, enhanced. Some found this experience exalting, embracing the ability to alter one’s own physiology through a combination of hemocraft and corrupted alchemy. Over generations of experimentation, a splinter order of blood hunters began to emerge, one that focused on brewing toxic elixirs to modify their capabilities in battle, altering their blood and, over time, become something beyond what they once were. They called themselves the Order of the Mutant. Researching their targets to know their strengths and weaknesses, these blood hunters can alter their own biology to be best prepared for the coming conflict.

Bonus Proficiencies

You gain proficiency with alchemist's supplies.

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, which are detailed under "Mutagens" below. 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 you can create three mutagens at 15th level.

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 resistance to poison damage and advantage on saving throws to avoid or end the poisoned condition on yourself.

Brand of Unveiling

At 11th level, your hemocraft has altered your Brand of Castigation to enforce a foe’s true nature. When you brand a creature, you immediately learn any damage vulnerabilities and resistances it has, as well as any damage or condition immunities it has. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. Additionally, 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, has changed shape, or attempts to polymorph or change shape, they must succeed on a Wisdom saving throw or revert to their true form and be incapacitated and have their speed reduced to 0 for one round.

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.

Perfected Mutation

At 18th level, your body has adapted to produce your toxins naturally in a moment of need. As a bonus action, you can choose one mutagen currently affecting you to flush from your system and end its effects and then immediately have another mutagen you know the formula for take effect in its place.

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

In addition, you can instill a burst of adrenaline to temporarily resist the negative effects of a mutagen. As a bonus action, you can choose to ignore the side effect of a mutagen affecting you for 1 minute. Once you use this feature to resist side effects, you can’t do so again until you finish a long rest.

Mutagens

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

Aether

Prerequisite: 11th Level
You gain a flying speed equal to your walking speed for 1 hour.

Side Effect: You gain disadvantage on Strength and Dexterity ability checks for 1 hour.

Alluring

You have advantage on Charisma ability checks.

Side Effect: You gain disadvantage on initiative rolls.

Celerity

Your Dexterity score increases by 2, as does your Dexterity maximum. This bonus increases by 1 at 11th level (+3) and 18th level (+4).

Side Effect: You gain disadvantage on Constitution saving throws.

Conversant

You gain advantage on Intelligence ability checks.

Side Effect: You gain 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 gain disadvantage on Intelligence, Wisdom, and Charisma saving throws.

Deftness

You gain advantage on Dexterity ability checks

Side Effect: You gain disadvantage on Strength 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.

Mobile

You are immune to the grappled and restrained conditions. At 11th level, you also are immune to the paralyzed condition.

Side Effect: You gain 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 on page 24 in the Player’s Handbook).

Percipient

You gain advantage on Wisdom ability checks.

Side Effect: You gain disadvantage on Charisma ability checks.

Potency

Your Strength score increases by 2, as does your Strength maximum. This bonus increases by 1 at 11th level (+3) and 18th level (+4).

Side Effect: You have disadvantage on Wisdom saving throws.

Precision

Prerequisite: 11th level
Your weapon attacks score a critical hit on a roll of 19 or 20.

Side Effect: You gain 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 gain a -1 penalty to your AC.

Reconstruction

Prerequisite: 7th level
For 1 hour, at the start of each of your turns, you regain hit points equal to 1 + your Constitution modifier (minimum of 1) if you have at least 1 hit point but no more than half of your hit points left.

Side Effect: Your speed decreases by 10 ft for 1 hour.

Resilience

Your Constitution score increases by 2, as does your Constitution maximum. This bonus increases by 1 at 11th level (+3) and 18th level (+4). If your Constitution modifier increases as a result of this mutagen, increase your hit point maximum by the necessary amount for the duration, but do not increase your current hit points automatically alongside it.

Side Effect: You gain disadvantage on Dexterity 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 gain 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. They found themselves unable to pursue beings of such power and those able to vanish amongst the nobles without a trace, or to bend the mind of the most stalwart warrior with but a glance. To cover their shortcomings, 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.

Profane Soul Spellcasting
Blood Hunter Level Cantrips Known Spells Known Spell Slots Slot Level
3rd 2 2 1 1st
4th 2 2 1 1st
5th 2 3 2 1st
6th 2 3 2 1st
7th 2 4 2 2nd
8th 2 4 2 2nd
9th 2 5 2 2nd
10th 3 5 2 2nd
11th 3 6 2 2nd
12th 3 6 2 2nd
13th 3 7 2 3rd
14th 3 7 2 3rd
15th 3 8 2 3rd
16th 3 8 2 3rd
17th 3 9 2 3rd
18th 3 9 2 3rd
19th 3 10 2 4th
20th 3 10 2 4th

Otherwordly Patron

When you reach 3rd level, you strike a bargain with an otherworldly being of your choice, choosing from the list of patrons available for a Warlock. You gain the benefits of your chosen patron’s Expanded Spell List feature, adding certain spells to the Warlock spell list for you. You do not gain any other benefits from your choice of 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 Player’s Handbook 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, 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. Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma 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 Charisma modifier

Spell attack modifier = your proficiency bonus +
your Charisma modifier

Rite Focus

Beginning at 3rd level, your weapon becomes a core to your pact with your dark patron. You gain access to the Rite of the Profane esoteric rite.

Rite of the Profane. See below for the damage type.
While the rite is active, you gain the following benefits:

  • Your rite damage is the damage type of one other Crimson Rite that you know. Choose this damage type when you activate the rite, and at the start of each of your turns you may change it to the damage type of another Crimson Rite that you know.
  • You can use your weapon as a spellcasting focus (found in chapter 5 of the Player’s Handbook) for your warlock spells.
  • Whenever you target a creature with a Blood Curse, your next weapon attack against the cursed creature deals additional damage equal to your proficiency modifier.

Mystic Frenzy

Starting at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

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 spell. Once per long rest, you may cast one of the spells on your patron’s Expanded Spell List that you have learned without expending a spell slot. This spell is cast at the level of your Profane Soul spell slots.

Mystic Rampage

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

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 Curses

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. For 1 minute, all creatures have advantage on Charisma checks directed at the target creature.

Amplify. The next Wisdom saving throw the target has to make 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 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 category. 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 Corrosion

Prerequisite: 15th level, Order of the Mutant
As a bonus action, a creature within 30 feet of you must make a Constitution saving throw or become poisoned for 1 minute. 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 3d6 necrotic damage, and suffers this damage every time it fails its Constitution saving throw to end this curse at the end of its turn.

Blood Curse of Exorcism

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.

Blood Curse of Exposure

When a creature you can see within 30 feet takes damage, you can use your reaction to temporarily weaken their resilience against it. For one round, the target loses their resistance to the damage types of the triggering attack or spell. The effects of this curse apply to the triggering damage.

Amplify. The target also loses immunity to the damage types of the triggering attack or spell, treating it as having 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 has no eyes.

Amplify. You apply this curse to all of the creature’s attack rolls until the end of the turn, and you can use this curse against a creature that has no eyes. You roll a new hemocraft die for each affected attack.

Blood Curse of Fury

As a bonus action, you can choose one creature within 30 feet of you to make a Wisdom saving throw. On a failure, the target must move up to half their speed towards the nearest creature to them and make single attack against that creature if it is within their reach.

Amplify. The target must instead move up to its full speed, and if it hits and deals damage with its attack it deals additional damage equal to one roll of your hemocraft die.

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 within range to be unaffected by this howl.

Amplify. The range of this curse increases to 60 feet.

Blood Curse of the Marked

When you hit a creature with an attack, you can mark the creature until the end of your next turn (no action required). While marked the creature is marked, it takes an additional die of rite damage.

Amplify. The next attack roll you make against the target before the end of your next turn has advantage.

Blood Curse of the Muddled Mind

As a reaction, you curse a creature that you can see within 30 feet of you that begins concentrating on a spell. That creature has disadvantage on the next Constitution saving throw it must make to maintain concentration before the end of its next turn.

Amplify. The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration of spells until the end of its next turn.

Blood Curse of Purgation

As a bonus action, choose one creature within 60 feet of you. That creature can immediately attempt a saving throw against one of the following conditions affecting it: blinded, deafened, paralyzed, or poisoned.

Amplify. The creature has advantage on its saving throw.

Blood Curse of Spellrending

As a reaction, you can give yourself advantage on a saving throw against a spell or magical effect.

Amplify. You can also grant creatures of your choice within 30ft advantage on their saving throws against the same spell or magical effect.

Blood Curse of the Souleater

Prerequisite: 18th level, Order of the Profane Soul
When a creature that has a soul dies 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 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.

Blood Curse of Vengeance

When a creature within 30 feet of you that you can see deals damage to you, you can use your reaction to force that creature to make a Dexterity saving throw. On a failure, the creature takes necrotic damage equal to four rolls of your hemocraft die, and on a success the creature takes half as much.

Amplify. This curse ignores any resistance or immunity to necrotic damage that the creature has, and if the creature fails its saving throw it is also frightened for one round.

Credits

First things first, all credits to the Blood Hunter class itself go to Matthew Mercer, who originally made and published the class. You can find the original class here . I would also like to give a shout out to Tyler Machado, who I consulted for many of the changes I have made to this class.

Secondly, none of this art is my own, and I do not claim credit for any of it. If you are curious as to the original sources, here is where I found each of them. If I used your art, and found it posted by someone else, who may have posted it without your consent, I apologize.

Page 1: The Witcher by Tom Cage
Page 2: The Crow by Anato Finnstark
Page 5: Paintover Old Artwork by Trung Tin Shinji (Pinterest link used because the artstation link appears to have expired)
Page 8: Hunter Bloodborne artwork by Big Mart
Page 9: Hunter Bloodborne artwork by Big Mart
Page 10: Unknown by Kalmahul (link to Artstation account because exact image link couldn't be found)

List of Changes Made

Class Features

  • Proficiencies: Removed Shield and Alchemist’s Supplies proficiencies, changed Saving Throw proficiencies to Wisdom and Charisma, replaced Arcana with Perception in skill proficiency choices, and ordered skill proficiency choices alphabetically
  • Starting Equipment: Replaced the hand crossbow and bolts option with two daggers, added the option of a dungeoneer’s pack in place of the explorer’s pack, and added a starting wealth entry for 5d4 x 10
  • Hunter’s Bane (1st): Moved Hemocraft Save DC to Blood Maledict, Hemocraft Save ability changed from Intelligence to Wisdom (this change will also replace Intelligence with Wisdom for the following: Brand of Castigation’s additional damage, Dark Augmentation’s bonus to saving throws, the duration of Ghostslayer’s Ethereal Step, the number of uses for Mutant’s Exalted Mutation, the spellcasting ability for Profane Soul, and the bonus granted to a cursed creature’s attack roll for the amplified version of the Blood Curse of the Fallen Puppet)
  • Blood Maledict (1st): Added text about Hemocraft Save DC, changed progression of learning additional Blood Curses to be once every four levels
  • Fighting style (2nd): Added Blind Fighting and Thrown Weapon Fighting to the list of available options
  • Crimson Rite (2nd): Added additional Primal Rites (Rite of the Caustic and Rite of the Venom), allowed Rites to be applied only to melee weapons (was previously any weapon), and added the ability to apply multiple Rites with the same bonus action
  • Brand of Castigation (6th): Damage changed from "each time the branded creature deals damage to you or a creature you can see within 5 feet of you" to "each time you deal damage to the branded creature with your Crimson Rite feature while it is within 60 feet of you", DC for Dispel Magic changed from natural scaling to your Hemocraft DC
  • Brand of Tethering (13th): If the creature is attempting to teleport 60ft or less, they only take 2d6 damage rather than 4d6 (any teleportation attempts of a longer distance or to another plane would take the 4d6 as normal), and replaced “A branded creature can’t take the Dash action” with “When you strike a branded creature with an Attack of Opportunity, its speed is reduced to 0 until the end of the turn”
  • Hardened Soul (14th): Added “If you fail a save against an effect that causes you to be charmed or frightened, and the effect originated from a Fey, Fiend, or Undead, you can use your action to end the effect.”

Blood Hunter Orders

Order of the Ghostslayer
  • Ethereal Attunement (7th): Name changed from “Ethereal Attunement” to differentiate it from the Horizon Walker’s 7th level feature (Ethereal Step)
  • Rite Revival (18th): The feature now requires a reaction to use
Order of the Lycan
  • Hybrid Transformation (3rd): Changed physical resistances from nomagical to all physical, magical or not (kept silver bypass), only allows the bonus action attack from Predatory Strikes if all attacks made were with unarmed attacks (no weapon attacks), allows Crimson Rite to be activated with the same bonus action as the transformation, the DC for Bloodlust increased from 8 to 12, replaced the auto-fail condition on Bloodlust with a generic inability to cast/concentrate on spells (same as Rage), and added “This effect is a magical transformation, so effects that exclusively affect shapechangers (such as Moonbeam) do not apply to you while shifted.”
  • Advanced Transformation (11th): Gave advantage on Wisdom saves made for Bloodlust
  • Brand of the Voracious (15th): Removed advantage on Wisdom saves for Bloodlust (Moved to Advanced Transformation), and allowed attacks from Bloodlust to target a branded creature if it’s within reach of your movement, choosing between that or the nearest creature
Order of the Mutant
  • Bonus Proficiencies (3rd): Added proficiency with Alchemist’s Supplies
  • Strange Metabolism (7th): Remove the ability to suppress a mutagen’s side effect
  • Brand of Unveiling (11th): You now learn the vulnerabilities, resistances, and immunities of a creature you brand, changed name from “Brand of Axiom”
  • Perfected Mutation (18th): Add the ability to suppress a mutagen’s side effect for one minute (1/long rest), name changed from “Exalted Mutation”
Order of the Profane Soul
  • Otherworldly Patron (3rd): Allow any patron instead of only patrons up until Xanathar’s, and add “You gain your patron’s Expanded Spell List feature, adding certain spells to the warlock spell list for you. You do not gain any of your patron’s other features.”
  • Rite Focus (3rd): Changed to giving access to the Rite of the Profane (same effect as the original class with the Hexblade patron)
  • Mystic Frenzy (7th): Alter wording slightly to match features like the Eldritch Knight’s War Magic
  • Revealed Arcana (7th): Removed
  • Unsealed Arcana (15th): Changed to a free cast of a spell you know on your patron's spell list, once per long rest
  • Added: Mystic Rampage (18th): “Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.”
Blood Curses
  • Blood Curse of the Anxious: Changed the duration to one minute, and applies advantage to Charisma (Deception) checks as well
  • Blood Curse of Corrosion (15th, Order of the Mutant): Gave the curse a duration of 1 minute, rather than indefinitely until the target makes the saving throw, and changed the damage on amplification to 3d6 for both initial and subsequent failed saves
  • Blood Curse of Exposure: Corrected wording, and changed duration to one round, and added “The effects of this curse apply to the triggering damage.”
  • Blood Curse of the Fallen Puppet: Changed trigger to when a creature dies
  • Blood Curse of the Souleater (18th, Order of the Profane Soul): Changed trigger to when a creature dies
Mutagens
  • Aether (11th): Changed flying speed to be equal to your walking speed
  • Celerity: Lowered the bonus by one point at each stage (+2 at level 1, +3 at level 11, +4 at level 18)
  • Deftness: Changed side effect to disadvantage on Strength ability checks
  • Potency: Lowered the bonus by one point at each stage (+2 at level 1, +3 at level 11, +4 at level 18)
  • Rapidity: Changed side effect to a -1 penalty to your AC
  • Reconstruction (7th): Changed healing from equal to your proficiency bonus to equal to your Constitution Modifier
  • Sagacity: Changed side effect from Charisma to Constitution, Lower the bonus by one point at each stage (+2 at level 1, +3 at level 11, +4 at level 18)

Changes Made in V1.1 (3/13/21)

General Changes

  • Wisdom saving throw proficiency replaced with Constitution saving throw proficiency
  • Wisdom 13 multiclassing requirement replaced with Constitution 13
  • Hemocraft Save DC changed from Wisdom-based to Constitution-based
  • Crimson Rite duration changed from until the end of your next rest to one hour, no longer requires you to be holding the weapon to sustain the rite, and specifies that other creatures do not gain the benefits of the rite if they pick up your weapon
  • Brand of Castigation damage changed from Wisdom-based to proficiency bonus, damage changed from all hits to once per turn
  • Dark Augmentation changed from Wisdom bonus to 3 physical saving throws (Str, Dex, Con) to Constitution bonus to Strength and Dexterity saving throws
  • Brand of Tethering damage changed from doubling Brand of Castigation (Was 2 x Wisdom) to increasing it by your Constitution modifier (PB + Con total)
  • Hardened Soul wording changed to match new wording introduced by Monsters of the Multiverse
  • All base class and subclass features unified to work off of Constitution (Was previously Wisdom, though some features were still written as going off of Intelligence, from before the initial class revision had it's secondary ability score changed)

The shift from Wisdom to Constitution is the subject of a very long debate from when I was first revising the class. Of all the abilities to use, Charisma and Wisdom likely make the most sense, with Charisma implying your ability to invoke the natural power of your blood much like a sorcerer, and Wisdom implying your abilities coming from your experiences much like a ranger. Constitution is a relatively weak contender in comparison, though still has some place since many of the class features revolve around your manipulation of your own vitality and the curses placed upon you. Ultimately though, the decision to change the class's secondary ability came mostly as a result of testing builds and finding that the class was very heavily MAD (Multiple Ability Dependent). Being a class that can (and to some degree, should) deal damage to itself for various benefits, it's the only class where I would genuinely consider a good Constitution score a requirement rather than just a strong suggestion. As such, I decided to change the ability score dependence for the class to line up a little more to free up build space, especially in a system where keeping up even just a second ability is already quite difficult.

Order of the Ghostslayer

  • Blood Curse of Exorcism: Name changed from Blood Curse of the Exorcist because it sounds better

Order of the lycan

  • Bloodlust saving throw DC changed from 12 to 8 due to the class's loss of Wisdom saving throw proficiency and the secondary ability of the class shifting from Wisdom to Constitution
  • Slight change to Resilient Hide wording

Order of the Mutant

  • Brand of Unveiling: Stun changed to incapacitation and speed recuded to 0, wording cleared up a little
  • Perfected Mutation: Uses per rest changed from Wisdom modifier to Constitution (to match the rest of the class) and wording cleared up slightly
  • Resilience Mutagen: Name changed from Sagacity, ability increased changed from Wisdom to Constitution, side effect changed from Constitution saving throws to Dexterity Saving throws, and temporary hit point maximum interaction explained
  • Celerity mutagen side effect changed from Wisdom saving throws to Constitution saving throws
  • Potency Mutagen side effect changed from Dexterity saving throws to Wisdom saving throws

Order of the Profane Soul

  • Spellcasting ability changed from Wisdom to Charisma, matching Warlock rather than the rest of Blood Hunter, matching how Arcane Trickster and Eldritch Knight use the same casting ability as their "parent" class (Wizard)

Blood Curses

  • Blood Curse of the Anxious: Changed to all Charisma checks from Intimidation and Deception checks only
  • Blood Curse of Exposure: Wording changed on amplification to clarify that the immunity reduction is in addition to resistance negation, and wording changed to "treating it as having resistance" instead of "having resistance" so that there is no argument about the unamplified effect then applying to the weakened immunities
  • Blood Curse of Fury: Replaced Blood Curse of the Fallen Puppet (When a creature you can see within 30 feet dies, you can use your reaction to make that creature immediately make 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 Wisdom modifier (minimum of 1).). Fallen puppet was a very interesting concept/flavor, but it's use case was incredibly narrow. Fury was added to fill a similar niche, but without having to kill something first, and it now has the benefit of being realistically usable on allies as well.
  • Blood Curse of the Howl: Sight requirement removed from excluding creatures from the effect
  • Blood Curse of the Marked: Changed from a bonus action to a free action to help action economy on TWF builds, and altered rest of wording slightly
  • Blood Curse of the Muddled Mind: Changed from a bonus action to a reaction when a creature begins concentrating on a spell, and duration changed from until the end of your next turn to the end of the targets next turn
  • Blood Curse of the Souleater: Changed from "a creature that isn’t a construct or undead" to "a creature that has a soul"

New Blood Curses

Shoutouts to this blood hunter revision , which I took Blood Curse of Purgation from and took inspiration from for Blood Curse of Vengeance and Blood Curse of Spellrending. If you know the author of this document, please let me know so I can credit them properly!

Changes Made in V1.2 (3/27/22)

Order of the Mutant

  • Strange Metabolism changed from immunity to poison damage and poisoned to resistance to poison and advantage on/against poisoned.

Changes Made in V1.2.1 (6/24/22)

Order of the Lycan

  • Added an additional use of Hybrid Transformation per short rest at 7th level (cumulative with the increase at 11th level, for 3 total per short rest at that point)

Blood Curses

  • 1/long rest restriction removed from Curse of the Anxious
  • Curse of the Eyeless last line changed from "The creature is immune if it is immune to blindness" to "The creature is immune if it has no eyes" (ignored when amplified)