Epic Blood Hunter

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Epic Blood Hunter

The Epic Blood Hunter

Level Proficiency Bonus Hemocraft Die Blood Curses Class Features
21st +7 1d10 6 Ability Score Improvement, Dark Hunter (1)
22nd +7 1d10 6 Blood Augmentation
23rd +7 1d10 6 Mystic Blood (1)
24th +7 1d10 7 Formless Blood
25th +8 1d12 7 Ability Score Improvement, Dark Hunter (2)
26th +8 1d12 7 Master of Rites and Curses
27th +8 1d12 7 Blood Hunter Order Feature
28th +8 1d12 8 Hard to Kill, Mystic Blood (2), Dark Hunter (3)
29th +9 1d12 8 Ability Score Improvement, Stigmatizing Brands
30th +9 2d12 8 Nefarious Predator
Page 1 | Introduction

Ability Score Improvement

When you reach 21st level, and again at 25th and 29th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Contrary to earlier levels, you can now improve your ability scores up to 24 using this feature.

Dark Hunter

You can use your Blood Maledict feature five times between rests and you gain darkvision for up to 30 feet. If you already have darkvision, this increases its range by 30 additional feet.


Once you reach 25th level you can use your Blood Maledict feature six times between rests and the radius of your darkvision increases by 30 additional feet.


At 28th level, you gain blindsight up to 30 feet.

Blood Augmentation

When you amplify a blood curse, you can choose to amplify it even further with a Blood Augmentation by losing a number of hit points equal to an additional roll of your hemocraft die. A blood augmented curse gains its amplified effect, as well as the effect noted below.

Blood Curse of the Anxious. All Wisdom saving throws the target makes before this curse ends have disadvantage.

Blood Curse of Binding. On a failed saving throw, the creature is also restricted.

Blood Curse of Bloated Agony. The cursed target takes 1d8 necrotic damage at the start of each of its turns and whenever it makes an attack or casts a spell.

Blood Curse of Corrosion. If the creature succeeds on its saving throw to end the curse, it must succeed another Constitution saving throw or become stunned until the end of its next turn.

Blood Curse of the Exorcist. The creature that charmed, frightened, or possessed the target of your curse becomes charmed or frightened by you for 1 minute, or takes 5d6 psychic damage if it had possessed the target. At the end of each of its turns, the creature can make a Wisdom saving throw, ending the effect on a successful save.

Blood Curse of Exposure. The target instead loses invulnerability and resistance to the damage types of the triggering attack or spell until the end of the turn.

Blood Curse of the Eyeless. On a failed saving throw, the creature also becomes blinded until the end of its next turn.

Blood Curse of the Fallen Puppet. On a failed saving throw, the creature attacks with advantage and also adds half your blood hunter level to its damage roll.

Blood Curse of the Howl. Affected creatures have disadvantage on the saving throw.

Blood Curse of the Marked. Until the end of your turn, whenever you deal rite damage to the target, you roll two additional hemocraft die of rite damage instead of one.

Blood Curse of the Muddled Mind. Whenever the target succeeds on a Constitution saving throw made to maintain concentration on a spell, the target takes psychic damage equal to your Hemocraft modifier.

Blood Curse of the Souleater. As part of the same reaction you use to usher a soul to your patron, you can immediately expend the spell slot you regain to cast a spell with a casting time of 1 action.

Mystic Blood

Beginning at 23rd level, the first time you would lose life from your hemocraft die whenever you finish a short or long rest, you instead lose no life. At 28th level, you will only take half the damage rolled on your hemocraft die at all times.


In addition, your hit point maximum can never be reduced below 1.

Formless Blood

The power of your blood makes it flow almost formlessly, even seamlessly. You gain advantage to saving throws against being Paralyzed, Stunned, or Petrified, or any effects that might alter your form.

Master of Rites and Curses

At 26th level, the range of your blood curses is doubled. In addition, you learn an additional Esoteric Rite.

Blood Hunter Order Feature

You gain a feature from your chosen order, detailed at the end of the class description or one from another source.

Hard to Kill

Your battle hardened physicality has made you very difficult to kill. You make death saving throws with advantage.

Stigmatizing Brands

You can use your Brand of Castigation twice between rests and the psychic damage from your Brand of Castigation increases to three times your Hemocraft modifier (minimum of 3 damage).


At 29th level, you can use your Brand of Castigation three times between rests and the psychic damage from your Brand of Castigation increases to four times your Hemocraft modifier (minimum of 4 damage).

Nefarious Predator

When a hostile creature is affected by one of your blood curses, your very being becomes focused on slaying that creature. You gain a number of benefits as described below. Some benefits work only if your curse was amplified, while you gain all benefits if your curse was augmented.

- You ignore difficult terrain while moving the most direct route towards the affected creature.

- When you hit the affected creature with a melee attack on your turn, you gain temporary hit points equal to half the rite damage you deal to the target. These temporary hit points can only absorb damage caused by the affected creature.

- Once on a turn, if the affected creature is damaged by you whilst having hit points less than or equal to five times your Blood Hunter level, it must succeed on a Constitution saving throw or die. If it has above 100 hit points, the saving throw is made at advantage. This feature does not work on creatures without blood.

- Amplified. When the affected creature attacks you with a melee weapon attack while within 5 feet of you, you can use your reaction to make a melee attack against it.

- Augmented. Your attacks ignore any damage resistances the affected creature has.

Page 2 | Class Features

Blood Hunter Order Feature

Order of the Ghostslayer

Brand of Discorporation

27th-Level Epic Order of the Ghostslayer Feature


Whenever you damage a branded creature with your Crimson Rite, your weapon deals two additional hemocraft die of rite damage rather than one.

Order of the Lycan

Brand of the Elder Lycan

27th-Level Epic Order of the Lycan Feature


Your unarmed strikes deal 1d12 slashing damage against a branded creature. In addition, you have advantage on Wisdom saving throws against spells and effects from a branded creature, and you no longer automatically fail saving throws from concentrating on spells.

Order of the Mutant

Brand of Aphorism

27th-Level Epic Order of the Mutant Feature


When you use your Brand of Castigation, the target must succeed on a Wisdom saving throw or be stunned until the end of its next turn. In addition, your attacks against a stunned creature deal additional weapon damage equal to your Hemocraft modifier.

Order of the Profane Soul

Brand of Blasphemy

27th-Level Epic Order of the Profane Soul Feature


Your warlock spells count as one level higher than the level they are cast at, or two levels higher than the level they are cast at if they target a branded creature.


In addition, roll a d6 the first time you cast a warlock spell that targets a branded creature after it was branded. On a roll of 5 or higher, the spell doesn’t consume a spell slot.

Page 3 | Primal Path Features