Revised Blood Hunter
Expanded Proficiency List
1st-level Blood Hunter Feature
- Armor: Light Armor, Medium Armor, Shields
- Weapons: Simple weapons, Martial weapons
- Tools: Alchemist's Supplies
- Saving Throws: Strength, Wisdom
- Skills: Athletics, Acrobatics, Arcana, Insight, Investigation, Perception, and Survival
Quarry's Ruin
1st-level Blood Hunter Feature (Replaces Hunter's Bane)
Beginning at 1st level, you have survived the consumption of the Quarry's Ruin, a poisonous alchemical concoction that alters your life's blood, forever binding you to the eternal hunt and enhancing your blood's composition.
Choose one of the following benefits, and then choose another another at 6th level and 10th level.
Adroit
Choose one skill: Athletics, Acrobatics, Arcana, Insight, Investigation, Perception, and Survival. You gain proficicency in the choosen skill if you don't already have it, and you can double your proficiency bonus to ability checks using that skill. In addition, you are able to speak, read, and write two exotic languages of your choice.
Resolute
After taking damage from an attack while you have your Crimson Rite activated, the attacking creature becomes marked, if it has blood in its body. If you deal more damage to the target of your mark before the end of your next turn than it did since triggering the ability, you regain hit points lost during that creature's turn. The mark then fades. You can only have one creature marked at a time.
Viscous
During your first turn in combat, you may halve the damage done to you via your Crimson Rites and Blood Maledicts (minimum of 1) . This benefit immediatel ends after your first turn of combat and cannot be used again until you roll initiative to engage in combat again.
Fighting Style Options
2nd-level Blood Hunter Feature (Enhances Fighting Style)
Accursed Analyst
You learn two cantrips of your choice from the Artificer spell list. They count as Blood Hunter spells for you, and Wisdom is your spellcasting modifier for them. When you gain a level in this class, you can replace one of these cantrips with another cantrip from the Artificer spell list.
Blood Maledict
2nd-level Blood Hunter Feature (Enhances Blood Maledict) At 2nd level, you gain the knowledge to further channel, and sacrifice, a part of your vital essence to curse and manipulate your enemies. You gain one blood curse of your choice, detailed in the “blood curses” section. 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 5th, 9th, 13th, 16th, and 20th level.
When you use your Blood Maledict, you choose which curse to invoke and suffer damage equal to a roll of your crimson rite damage. While invoking a blood curse, but before it affects the target, you may choose to amplify the curse by suffering damage equal to your crimson rite damage 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 (DM’s discretion).
You can use this feature once. You regain expended uses when you finish a short or long rest. Beginning at 6th level, you can use your Blood Maledict feature twice between rests, at 11th level you can use it three times between rests, and at 17th level, you can use it four times between rests.
Blood Curses
2nd-level Blood Hunter Feature (Enhances Blood Curses)
Blood Curse of Binding
As a bonus action, you can attempt to bind a creature no more than one size larger than you within 30 feet. The target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or be Restrained until the end of your next turn.
Amplify: This curse is strengthened and becomes ongoing. At the end of each of their turns, the target can make another Strength saving throw. On a success, this curse ends. You can end the curse whenever you like (no action required).
Blood Curse of Purgation
As a bonus action, you can manipulate the vitality of a creature through touch to expunge a corruption in their blood. You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Amplify: You can manipulate the conditions afflicting the target's mind as well as their body. The conditions and diseases applicable to be cured are expanded to include the charmed and frightened conditions.
Blood Curse of Spell Scourge
When an enemy cast a spell within 30 feet, you can use your reaction to take advantage of the opening in the caster's defense. The caster takes damage equal to your Character Level + your Wisdom modifier and you have advantage on saving throws against their spells until the end of your next turn.
Amplify: The curse remains. becoming ongoing, and, as a reaction, you can cause the effects to occur again when the same person cast a spell. At the end of their next turn, the target makes a Constitution saving throw. On a success, this curse ends. You can end the curse whenever you like (no action required).
Blood Curse of the Marionette
As an action, you can attempt to seize the will from a creature equal to or smaller than your size that you can see within 30 feet. The target must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or be charmed by you until the end of your next turn. While the target is charmed in this way, strings of blood attach to each of the creature's limbs which converge to a control bar above their heads.
While the creature is charmed, you control the marionette via the control bar and force the creature to obey your commands (no action required). You can force the marionette to perform a simple and general course of action, such as "Attack that Creature,""Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
Amplify: The strings that hoist your puppet are enhanced and the curse becomes ongoing. On your subsequent turns, you must use your bonus action to maintain control over the target, or the curse ends. At the end of each of their turns, the target can make another Constitution saving throw. On a success, this curse ends. You can end this curse whenever you like (no action required).
Each time the target takes damage, the creature makes a new Constitution saving throw against the curse with advantage. If the saving throw succeeds, the curse ends.
Blood Curse of the Fending Rite
When an enemy casts a spell that requires a Strength, Dexterity, or Constitution saving throw, you can use your reaction to deflect the spell with your crimson rite. You and your allies within 5 feet of you gain a bonus to the initial saving throw against that spell equal to your Wisdom modifier (minimum of 1). This curse is invoked before the saving throw is rolled.
Amplify: The range of the curse is extended, granting all allies within 10 feet of you this bonus to their saving throw against the triggering spell as well.
Blood Curse of the Marked
As a bonus action, you can mark an enemy within 60 feet. Until the end of your turn, all crimson rite damage you deal to the target is doubled. Rite damage done during this turn ignores resistances.
Amplify: You cause the marked target to lose resistances or immunities to your rite damage type until the beginning of your next turn.
Dark Velocity
5th-level Blood Hunter Feature (Enhances Dark Velocity)
Upon reaching 5th level, you beckon the surrounding shadows to grant you unnatural swiftness on the battlefield. You gain darkvision out to 30 feet, or if you have darkvision, extend it out an additional 30 feet. While in dim light or darkness, your speed increases by 10 feet, and attacks of opportunity made against you have disadvantage.
Profane Consumption
9th-level Blood Hunter Feature (Replaces Grim Psychometry)
When you reach 9th level, when a creature within 10 feet of you is reduced to 0 hit points, you can use your reaction to gain temporary hit points equal to your Wisdom modifier (minimum 1).
Order of the Profane Soul
Expanded Profane Soul Spell List
3rd-level Order of the Profance Soul Feature (Enhances Pact Magic)
1st Level
- Grease
2nd Level
- Spike Growth
3rd Level
- Haste
- Slow
4th Level
- Faithful Hound
- Grasping Vine
- Stoneskin
Rite Focus Options
3rd-level Order of the Profance Soul Feature (Enhances Rite Focus)
Beginning at 3rd level, your weapon becomes a core to your pact with your chosen dark patron. While you have an active rite, you can use your weapon as a spellcasting focus (found in chapter 5 in the Plyaer's Handbook) for your spells. Your chosen pact also enhances your rite:
The Archfey
If you deal rite damage to a creature, that creature loses any half or three-quarters cover bonuses, as well as invisibility, until the end of your next turn.
The Celestial
You can expend a use of your Blood Maledict feature as a bonus action to heal one creature within 60 feet of you. They regain hit points equal to your crimson rite damage die rolled twice + your Wisdom modifier (minimum of 1).
The Fiend
While using the Rite of the Flame, any rite damage you deal ignores any damage resistances.
The Great Old One
Whenever you deal a critical hit to a creature, that creature must make a Wisdom saving throw against your spell save DC at disadvantage. On a failure, the creature is frightened of you until the end of your next turn.
The Hexblade
You can expend a use of your Blood Maledict feature as a bonus action to place a baleful curse on someone. The target is cursed for 1 minute. the curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, any attack roll made against the cursed target is a critical hit on a roll of a 19 or 20 on the d20.
The Undying
Whenever you reduce a hostile creature to 0 hit points with a weapon attack and kill it, you regain hit points equal to your crimson rite damage die.
Revealed Arcana
7th-level Order of the Profance Soul Feature (Enhances 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 profane soul spell slot. You can’t do so again until you finish a long rest.
The Celestial
You can cast lesser restoration once using a profane soul spell slot. You can’t do so again until you finish a long rest.
The Fiend
You can cast branding smite once using a profane soul spell slot. You can’t do so again until you finish a long rest.
The Great Old One
You can cast phantasmal force once using a profane soul spell slot. You can’t do so again until you finish a long rest.
The Hexblade
You can cast shadow blade once using a profane soul spell slot. You can’t do so again until you finish a long rest.
The Undying
You can cast ray of enfeeblement once using a profane soul spell slot. You can’t do so again until you finish a long rest.
Unsealed Arcana
15-level Order of the Profane Soul Feature (Enhances Unsealed Arcana)
At 15th level, your dark patron grants you the rare use of an additional arcane spell based on your pact.
The Archfey
You can cast fly once using a profane soul spell slot. You can’t do so again until you finish a long rest.
The Celestial
You can cast revivify once using a profane soul spell slot. You can’t do so again until you finish a long rest.
The Fiend
You can cast summon lesser demon once using a profane soul spell slot. You can’t do so again until you finish a long rest.
The Great Old One
You can cast haste once using a profane soul spell slot. You can’t do so again until you finish a long rest.
The Hexblade
You can cast blink once using a profane soul spell slot. You can’t do so again until you finish a long rest.
The Undying
You can cast vampiric touch once using a profane soul spell slot. You can’t do so again until you finish a long rest.
Order of the Mutant
Formulas
3rd-level Order of the Mutant Feature (Enhances Formulas)
You begin to uncover forbidden alchemical formulas that temporarily alter your mental and physical abilities. Beginning at 3rd level, you choose to learn 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, whenever you gain a level in this class you can choose one of the formulas you already know and replace it with another mutagen formula.
Mutagens
3rd-level Order of the Mutant Feature (Enhances Mutagens)
Aether
Prerequisite: 7th Level
You gain a flying speed equal to your movement speed.
Side-Effect: You have disadvantage on all Strength checks.
Cruelty
Prerequisite: 11th Level
You can attack three times, instead of twice, whenever you take the Attack action on your turn.
Side-Effect: You have disadvantage on all Wisdom and Charisma saving throws.
Rapidity
Prerequisite: 3rd Level
You speed increases by 20 feet. At 15th level, your speed increases by 30 feet instead.
Side-Effect: You have disadvantage on Dexterity saving throws.
Strange Metabolism
11th-level Order of the Mutant Feature (Enhacnes Strange Metabolism)
Beginning at 11th level, you’ve learned how to adjust your mutagenic formulas to diminish some of the side-effects while maintaining the benefits. Choose one of the mutagenic formulas you know. When ingesting that specific mutagen, you can ignore the negative effects. You cannot change this choice of formula after this feature is acquired.
Order of the Ghostslayer
Hallowed Veins
7th-level Order of the Ghostslayer Feature (Enhances Hallowed Veins)
Beginning at 7th level, your blood curses become honed to the fabric of a creature’s essence. Your blood curses can now affect any creature, regardless of their lack of form or blood.
In addition, when you amplify a use of your Blood Maledict feature, you may roll your Crimson Rite damage die to determine how much damage you’d sustain.
Order of the Lycan
Hybrid Transformation
3rd-level Order of the Lycan Feature (Enhances Hybrid Transformation)
Upon choosing this archetype at 3rd level, you begin to learn to control the lycanthropic curse that now lives within your blood. As an action, you can transform into your Hybrid Form. This form lasts 1 minute. You can speak, use equipment, and wear armor in this form, and wear armor in this form. You can revert to your form earlier by using an action on your turn. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die.
The benefits of this form replace the rules of Lycanthropy within the Monster’s Manual.
You can use this feature twice. You regain the expended uses when you finish a short or long rest. While you are transformed, you gain the following benefits:
Feral Might
You gain a bonus to melee damage rolls equal to half your proficiency bonus (rounded down). You also have advantage on Strength checks and Strength saving throws.
Resilient Hide
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered. While you are not wearing medium armor or heavy armor, you gain a +1 to your AC.
Predatory Strikes
Your unarmed strikes are considered a single weapon in regards to your Crimson Rite feature. When you use the Attack action with an unarmed strike, you can make another unarmed strike as a bonus action.
Your unarmed strikes deal 1d6 slashing damage. This die increases to 1d8 at 11th level, and 1d10 at 18th level.
Lycan Haste
Your movement speed increases by 10 feet.
Advanced Transformation
11th-level Order of the Lycan Feature (Enhances Advanced Transformation)
Starting at 11th level, you learn to unleash and control more of the beast within. You can now transform into your Hybrid Form as a bonus action, and your Hybrid Transformation now lasts up to 10 minutes.
In addition, your Hybrid Form gains an improvement to the Lycan Haste feature.
Improved Lycan Haste
While transformed, your speed increases by 20 feet.
- Class created by Matthew Mercer
- Various changes and features inspired by Indestructoboy's Homebrew of the Blood Hunter. [https://youtu.be/dd9Iqp3kTGM]