BD 2

by CaptainInvictus

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Blood Dancer Rogue

A Blood Dancer is a fearsome killer, using hemocraft magic to hunt down their targets and eliminate them. Unlike bloodhunters, their purpose isn't to strike down undead or monstrosities. Rather, they are trained to kill the monsters among men.

Blood for Blood

Beginning at the 3rd level, you can sacrifice a portion of your vitality to gain an advantage against your opponents. As a bonus action you can take damage equal to one roll of your hemocraft die to gain one of the following effects. The size of your hemocraft die is shown in the table below.

  • Life for Life. You gain advantage on the next attack roll you make this turn.
  • Bloodshot Eyes. You can add one roll of your hemocraft dice to the next Wisdom (Perception or Insight) or Intelligence (Investigation) check you make this turn.
  • Tendon Flare. Your walking speed increases by 10 feet for 1 minute. This ability does not stack.
  • Bloody Retribution Until the beginning of your next turn, the next time a creature makes a melee attack against you, the creature has disadvantage. If that attack misses, the creature falls prone if they are large or smaller and you can use your reaction to move up to half your speed away from the creature.
Level Hemocraft Die Size
3-5 1d6
6-9 1d8
10-14 1d10
15-20 1d12

Blood Maledicts

At 3rd level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to manipulate creatures through hemocraft magic. You learn two blood curses of your choice, detailed in the “Blood Curses” section for the Blood Hunter Class or from the additional blood curses described at the end of this subclass. Intelligence is your ability for these curses.

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 and 14th levels.

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. 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 amplify the curse.

You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice and at 14th level you can use it three times between rests. You regain all expended uses when you finish a short or long rest.


Blood Dancer is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Brew by: NevernotDM

Art by: Marie Magny, Anna Steinbauer

Sanguine Divination

Beginning at the 9th level, you have gained the ability to use blood magic to track your targets. You can take damage equal one roll of your hemocraft die to cast the locate person spell using your blood as the material component. Beginning at the 13th level, you can take damage equal to twice the roll of your hemocraft die to cast the scrying spell, using your blood as the material components.

Once you cast either spell, you cannot cast that spell again this way until you finish a short or long rest. Intelligence is your spellcasting ability for these spells.

Mortal Wound

When you reach the 13th level, you have learned to leave lasting wounds. Whenever you hit a creature that is missing any of its hit points with a Sneak Attack, you can can force the creature to make a Constitution saving throw (DC 8 + your proficiency bonus + your Intelligence modifier). If the creature fails, at beginning of each of the creatures turns, it takes damage equal twice the roll of your Hemocraft die. A creature can end this effect if it uses an action to staunch the wound or receives any magical healing. This effect can stack.

You can this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.

Fountain of Youth

When you reach the 17th level, you have learned to use the blood of enemies to restore yourself. Whenever you deal damage to creature with your Sneak Attack, you may gain 1d12 temporary hit points. A creature must have blood for you use this feature.

Additional Blood Curses

Blood Curse of Wicked Thirst

Whenever you hit a creature with a melee weapon attack, you can invoke this blood curse to gain hit points equal to twice the roll of your hemocraft die.

Amplify. You can use this curse when you hit a creature with ranged weapon attack.

Blood Curse of the Breathless

As a bonus action, you can target one creature you can see within 30 feet. That creature must succeed on a Constitution saving throw against your hemocraft DC or be unable to speak for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Amplify. The range of the curse increases by 30 feet.

Blood Curse of the Thrill

As an action, you can target one creature you can see within 30 feet. That creature must succeed on a Wisdom saving throw against your hemocraft DC or be filled with lust for battle until the end of its next turn. While cursed, the creature cannot willing move away from hostile creatures, must use its movement to get as close to nearest hostile creature possible, and must take the Attack action.

Amplify The creature has disadvantage on attack rolls while afflicted by this blood curse.


Special thanks to Matthew Mercer for the creation of the Blood Hunter class. It's a fantastic addition to DnD. I truly appreciate the work you have put into updating and revising the class and still offering it for free.

Sincerely,

NevernotDM