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.
Creating a Blood Hunter
As you create a blood hunter, the most important aspects of your character are why you were driven to this lifestyle, and why do you seek to give up everything to wallow in the dark with the evils you hunt? Did you lose a loved one to a fiendish beast and now wish to prevent others from suffering the same fate? Do you seek a sense of purpose and security, and found this among the order that has taken you in? Have you always carried a seed of darkness within you, and seek kin to watch over you and prevent you succumbing to it? Were you once a holy warrior who strayed from his faith and was cast out, but still seek to give yourself to the cause of protecting the innocent? Or are you a criminal with a dark past seeking to make amends, taking this life as a path of penance?
What is your relationship with the powers of hemocraft and the abilities it promises to grant you as you step closer to its mastery? Do you respect and fear the ancient power that surges through your veins, using them only when necessary? Do you relish in the strength it offers you, embracing your gifts and using them freely? Are you worried the superstitions are right, and this power will eventually turn you into one of the monsters you hunt? Or has your study instilled you with the confident control of mind over matter, certain you can bend these gifts to bring a brighter dawn?
Consider too that while a blood hunter belongs to an order, many strike out on their own to do their best work. What made you leave the comfort of your order? Do you intend to return, or have you decided you have more to learn in the world beyond? What do you seek in other adventurers that can help you meet your goals?
While most blood hunters follow a path of good or neutrality in their pursuits, some have fallen to the dark, seductive side of hemocraft and use their abilities for selfish and evil purposes. These deviants are always thrown from the order, and often hunted along with the creatures they once trained to fell.
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 archery (or finesse weapons). Make Intelligence or Wisdom your next highest if you plan to focus on the potency of blood curses and mystical power. Choose a higher Constitution next, as you want to have extra hit points to burn on your crimson rite or amplifying blood curses. Then, select the urchin or soldier background.
Blood Hunter Multiclassing
Should you wish to multiclass into a blood hunter, the prerequisites and proficiencies gained are listed below.
Blood Hunter
Multiclassing Prerequisites
Ability Score Minimum
Strength 13 or Dexterity 13, and Intelligence or Wisdom 13
Blood Hunter
Multiclassing Proficiencies
Proficiencies Gained
Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class’s skill list, alchemical supplies.
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, Hardened Viscera | 2 |
| 3rd | +2 | 1d4 | Blood Hunter Order, Unstopping Heart | 2 |
| 4th | +2 | 1d4 | Ability Score Improvement | 2 |
| 5th | +3 | 1d6 | Extra Attack | 3 |
| 6th | +3 | 1d6 | Brand of Castigation, Blood Maledict (3/rest) | 3 |
| 7th | +3 | 1d6 | Order Feature, Primal Rite, Rebuttal of Body | 3 |
| 8th | +3 | 1d6 | Ability Score Improvement | 3 |
| 9th | +4 | 1d8 | Hardened Soul | 4 |
| 10th | +4 | 1d8 | Dark Augmentation, Grim Psychometry | 4 |
| 11th | +4 | 1d8 | Order Feature, Crimson Manipulation | 4 |
| 12th | +4 | 1d8 | Ability Score Improvement | 4 |
| 13th | +5 | 1d8 | Brand of Tethering, Blood Maledict (4/rest) | 5 |
| 14th | +5 | 1d10 | Esoteric Rite, Ichorous Vigor | 5 |
| 15th | +5 | 1d10 | Order Feature | 5 |
| 16th | +5 | 1d10 | Ability Score Improvement | 5 |
| 17th | +6 | 1d10 | Blood Maledict (5/rest) | 6 |
| 18th | +6 | 1d10 | Order Feature | 6 |
| 19th | +6 | 1d10 | Ability Score Improvement | 6 |
| 20th | +6 | 1d12 | Sanguine Mastery | 7 |
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: Strength, Constitution
Skills: Choose three from Athletics, Acrobatics, Arcana, History, Insight, Investigation, Nature, Religion, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two simple weapons or (c) two martial 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
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
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. Choose either Intelligence or Wisdom. This is your Hemocraft modifier, which you use when setting the DC of your Hemocraft Save, and any associated blood hunter features. The saving throw DC is calculated as follows:
Hemocraft Save DC
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, as shown on the Blood Hunter table. When you gain a level in this class, you can replace any and all of your Blood Curses, substituting them with ones appropriate for your 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 twice. Beginning at 6th level, you can use your Blood Maledict feature three times, at 13th level you can use it four times between rests, and at 17th level, you can use it five times between rests. You regain all expended uses when you finish a short or long rest.
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.
Battle Vigor
Whenever you roll initiative, you gain temporary hit points equal to your level + your proficiency bonus.
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.
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.
Power Attack
When you make a melee attack, before you make the attack roll, you can choose not to add your proficiency bonus to the attack roll. If the attack hits, you deal an additional die of damage. You cannot do this if you are using the finesse property of the weapon.
Sanguine Onslaught
When you're not wearing heavy armor and you are engaged in two-weapon fighting, you can activate your Crimson Rite feature without using your bonus action, as long as you use your bonus action to make the second attack. 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 gain access to an additional Primal rite at 6th and 11th level, and an Esoteric Rite at 14th level.
Primal Rites
Choose from the following:
Rite of the Caustic. Your rite damage is acid damage.
Rite of the Claw. Your rite damage is slashing damage, and is considered silvered.
Rite of the Flame. Your rite damage is fire damage.
Rite of the Frozen. Your rite damage is cold damage.
Rite of the Bludgeon. Your rite damage is bludgeoning damage, and deals double damage to objects and structures.
Rite of the Venom. Your rite damage is poison damage.
Rite of the Spike. Your rite damage is piercing damage, and when you make an attack with this weapon, ignore shields when calculating the target’s armor class.
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.
Hardened Viscera
At 2nd level, your body takes on physical traits and aspects of the toughest people and most resolute populations. You gain the following benefits:
- While you aren’t wearing heavy armor, you can reduce any damage you take by 2.
- Your hit point maximum can’t be reduced.
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, Order of the Lycan, Order of the Scale, Order of the Inquisition, Order of the Sin-Eater, Order of the Atavist, Order of the Dark Draught, Order of the Residuum Touched, or Order of the Spirit Warden, 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.
Unstopping Heart
At 3rd level, once per turn, when losing hit points due to a blood hunter feature would reduce you to 0 hitpoints, you can choose to be instead reduced to 1. In addition, you are proficient in death saving throws, and if the result of a death saving throw you make is 18 or higher, you regain 1 hitpoint.
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 Hemocraft 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.
Rebuttal of Body
At 7th level, you can refute many attacks on your body. When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Hardened Soul
When you reach 9th level, you can no longer become frightened, and you have advantage on saving throws against the charmed condition. At 14th level, you become immune to the charmed condition.
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 Hemocraft modifier (minimum of +1).
Grim Psychometry
When you reach 10th level, you gain the ability to meditate on any object, person, creature or artifact and discern lingering evils or wicked pasts that surround them.
You can cast the legend lore spell once per day. While this spell details use on any legendary or unique item or person, your use of this spell grants you greater knowledge when specifically used on items created from evil, or for sinister and impure purposes.
Crimson Manipulation
At 11th level, you hone 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.
Brand of Tethering
Starting at 13th level, the psychic damage from your Brand of Castigation increases to twice your Hemocraft 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.
Ichorous Vigor
At 14th level, damage dealt by your Crimson Rite feature ignores resistance to that damage type. If a creature is immune to the damage dealt by your Crimson Rite feature, they instead take half damage, instead of no damage.
Sanguine Mastery
Upon becoming 20th level, your ability to harness your pain and the pain of your foes is perfected. Whenever a blood hunter feature requires you to roll a Hemocraft Die while you are below half of your current maximum hit points, you can instead take the maximum result.
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 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. The target instead loses invulnerability to the damage types of the triggering attack or spell, having vulnerability 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 is immune to blindness.
Amplify. You apply this curse to all of the creature’s attack rolls until the end of the turn. You roll a new hemocraft die for each affected attack.
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 end of your 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 end of your 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 Curse of Mutual Suffering
As a bonus action, you can link to a creature within 30 feet for up to a minute, forcing them to share in the pain they inflict upon you. The next time the cursed creature deals damage to you, they lose hit points equal to half the damage dealt. This curse then ends.
Amplify. The target loses hit points equal to the damage you initially suffered. In addition, this curse lasts for 1 minute. The target can make a Constitution saving throw at the end of each of their turns, ending this effect on a success.
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.
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 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 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.
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.
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 radiant damage and must make a Wisdom saving throw or be paralyzed until the end of your next turn.
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.
Toughened Body
At 3rd level, your hit point maximum increases by double your Blood Hunter level and increases by 2 again whenever you gain a level in this class.
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.
You can use this feature twice. You regain expended uses when you finish a short or long rest. While you are transformed, you gain the following benefits:
Hybrid Transformation Features
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 and 18th level. You also have advantage on Strength checks and Strength saving throws, and your speed increases by 10 feet.
Hunter's Sight. You gain darkvision out to 80 feet. If you already possess darkvision, the range instead increases by 40 feet.
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.
Your unarmed strikes deal 1d8 slashing damage. The damage increases to 1d10 at 11th level.
Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from non-silvered damage. While you are not wearing heavy armor, you gain a +1 bonus to your AC.
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, and you can use your Hybrid Transformation feature three times, regaining all expended uses when you finish a short or long rest.
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 four times, 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, 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, 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 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 biology to be best prepared for the coming conflict.
Alchemical Knowledge
When you adopt this order at 3rd level, you gain the following features:
- Your proficiency bonus is doubled for any ability check you make that uses alchemist's supplies.
- If you craft a magic item in the potion category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
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 one 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.
Once you use this feature to resist side effects, you can’t do so again until you finish a long rest.
Brand of Axiom
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.
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 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.
You can use this feature a number of times equal to your Hemocfraft modifier (minimum of 1). You regain all uses of this feature after you finish a long rest.
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 necrotic damage, and suffers this damage again every time it fails its Constitution saving throw to end this curse at the end of its turn.
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 of 20 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 Wisdom saving throws.
Prescient
Your Wisdom score increases by 3, as does your Wisdom 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 Fiend, or the Great Old One, each detailed in the Player’s Handbook, the Undying within the Sword Coast Adventurer’s Guide, and the Celestial or Hexblade in Xanathar’s Guide to Everything. Your choice augments some of your order features.
The Archfey
You have chosen the Archfey as your otherworldly patron.
The Celestial
You have chosen the Celestial as your otherworldly patron.
The Fiend
You have chosen the Fiend 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.
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 do not regain any pact magic spell slots upon completing a short or long rest. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. You may use this feature three times before completing a 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. Your Hemocraft modifier functions as your spellcasting ability modifier. In addition, you use your Hemocraft modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Profane Soul Spellcasting
| Blood Hunter Level | Cantrips Known | Spells Known | Spell Slots | Slot Levels |
|---|---|---|---|---|
| 3rd | 2 | 3 | 2 | 1st |
| 4th | 2 | 4 | 2 | 1st |
| 5th | 2 | 4 | 2 | 1st |
| 6th | 2 | 4 | 2 | 1st |
| 7th | 2 | 5 | 2 | 2nd |
| 8th | 2 | 6 | 2 | 2nd |
| 9th | 2 | 6 | 2 | 2nd |
| 10th | 3 | 7 | 3 | 2nd |
| 11th | 3 | 8 | 3 | 2nd |
| 12th | 3 | 8 | 3 | 3rd |
| 13th | 3 | 9 | 3 | 3rd |
| 14th | 3 | 10 | 3 | 3rd |
| 15th | 3 | 10 | 3 | 3rd |
| 16th | 3 | 11 | 3 | 3rd |
| 17th | 3 | 11 | 3 | 3rd |
| 18th | 3 | 11 | 3 | 3rd |
| 19th | 3 | 12 | 3 | 4th |
| 20th | 3 | 13 | 3 | 4th |
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 equal to one roll of your hemocraft die + your Hemocraft modifier (minimum of +1).
The Fiend. Whenever you roll damage for a weapon empowered by your Crimson Rite feature, you can reroll the die and choose which roll to use.
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.
Profane Scars
Also at 3rd level, you learn how to invoke blood rites into spellcasting, if only for a while. On your turn, you can choose to lose hit points equal to your Hemocraft die to empower your spellcasting with one of your rites. Until the end of your next turn, when you would cast a spell that would deal damage, the damage type of that spell becomes your rite's damage type, and you deal extra damage equal to your Crimson Rite die.
Mystic Frenzy
Starting at 7th level, when you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action.
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 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 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.
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 Fiend You can cast fireball 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 hunger of hadar once without expending a spell slot. You can’t do so again until you finish a long rest.
The Hexblade You can cast haste 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.
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, 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 Scale
The Chroma Conclave. One of the greatest disasters that Exandria has endured post-Calamity. Following their attack 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 3rd level, you consume a version of the Hunter's Bane made from dragon's blood. The benefits of your Hunter's Bane feature apply to Dragons in addition to the usual creature types, and you can speak, read, and write Draconic.
In addition, choose the type of dragon your Dragon's Bane is brewed from, and reference the Draconic Features table below for your Order of the Scale features.
Draconic Features
| Dragon | Damage Type | Primal Rite | Saving Throw |
|---|---|---|---|
| Black | Acid | Rite of the Caustic | Dexterity |
| Blue | Lightning | Rite of the Storm | Dexterty |
| Brass | Fire | Rite of the Flame | Dexterity |
| Bronze | Lightning | Rite of the Storm | Dexterity |
| Copper | Acid | Rite of the Caustic | Dexterity |
| Gold | Fire | Rite of the Flame | Dexterity |
| Green | Poison | Rite of the Venom | Constitution |
| Red | Fire | Rite of the Flame | Dexterity |
| Silver | Cold | Rite of the Frozen | Constitution |
| White | Cold | Rite of the Frozen | Constitution |
Elemental Affinity
Also at 3rd level, as the draconic blood alters your body, you gain the following benefits:
Damage Resistance. You have resistance to your chosen Draconic damage type. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Draconic Rites. You learn the Primal Rite associated with that type of dragon. If you already know this rite, you may learn another Primal Rite of your choice.
Drake's Hide
At 7th level, the draconic blood in your veins has caused your skin to toughen and grow scales in patches. While you are not wearing heavy armor, you gain a +1 bonus to your AC and Constitution saving throws.
Brand of Elemental Prowess.
Beginning at 11th level, your Brand of Castigation now strengths elemental magics around it. When you damage a branded creature with that damage type, they suffer additional damage equal to your Hemocraft modifier. In addition, the branded creature's speed becomes 0, if it has one.
Great Drake's Bane
At 15th level, you consume an even more powerful version of the Dragon's Bane, further infusing yourself with draconic qualities. You gain blindsight out to a range of 30 feet.
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.
Draconic Call
When you reach 18th level, you gain the ability to call lesser dragons to your side as both ally and mount. Once per long rest, you can cast the spell find greater steed, though the form you choose can only be that of a dragon wyrmling.
The specific wyrmling is dependent on your chosen Dragon
Finally, when summoned in this way, the wyrmling is considered a Large creature.
Blood Curse of the Wyrm
Prerequisite: 15th level, Order of the Scale
As an action, you can exhale a powerful breath in a 30-foot cone. Each creature in that area must make an appropriate saving throw (shown in the draconic features table), taking 8d6 damage of your Draconic damage type on a failed save, or half as much damage on a successful one. When you activate this curse, you may exhale as an action on each of your turns. This curse lasts for 1 minute.
Amplify. The range of this breath increases to a 60-foot cone.
Order of the Inquisition
Of all the Orders of Blood Hunter's within the Dwendalian Empire, the Order of the Inquisition is the most accepted by the crown. Working closely with the Assembly, the Inquisition has been given much leeway in their fight against corruption. Most Orders specialize in hunting down different monsters, threats to humanity. However, this order understands that humanity themselves are the true monsters. The biggest threats to an orderly and peaceful society come from within, and these must be cut out of the Empire like the cancer they are.
Awakened Blood
When you join this order at 3rd level, you learn to detect the arcane and otherworldly. You can cast the detect evil and good and detect magic spells at will, without expending a spell slot. Your Hemocraft modifier is your spellcasting ability for these spells.
After you reach 7th level, you can channel this ability to effect others as well. Once per short rest you may choose to cast detect thoughts, hold person, or zone of truth with this feature.
Witch-Hunt
Also at 3rd level, you train yourself to hunt those that would abuse magic. When you deal damage with your Crimson Rite to a creature who can cast spells, you can roll the hemocraft die an additional time and add it to the total damage.
Disrupt Magic
Starting at 7th level, you can interfere with the flow of magical energies. You can spend a use of your Blood Maledict feature to cast either dispel magic or counterspell once, as a 3rd level spell. Your Hemocraft modifier is your spellcasting ability for these spells. Once you use this feature, you can't do so again until you complete a short or long rest.
The potency of this ability increases at higher levels. At 11th level, when you use this feature, the spell is cast as a 4th level spell. At 18th level, the spell is cast as a 5th level spell.
Fury of the Righteous
Starting at 11th level, the weight of all you have seen and done can be channeled into pure fury. As a reaction to you or an ally falling below half their maximum hit points, you can enter into an enhanced state for 1 minute. During this time, your speed is increased by 15 feet, you have resistance to non-magical bludgeoning, piercing and slashing damage, and your crimson rite deals one additional hemocraft die of damage. This state ends early if you fall unconscious.
Once you use this ability, you can’t use it again until you finish a long rest.
Additionally, you have advantage on saving throws against spells and magical effects.
Brand of Unfocused Thought
Beginning at 15th level, your Brand of Castigation now disrupts the focus of creatures effected by it. The branded creature cannot take reactions, they suffer damage whenever they cast a spell, and if they are concentrating on a spell at the start of their turn, they take psychic damage equal to one roll of your hemocraft die.
Blood Curse of the Burning Witch
Once you reach 18th level, your blood curse can burn heretics where they stand. You gain the Blood Curse of the Burning Witch for your Blood Maledict feature. This does not count against your number of blood curses known.
Blood Curse of the Burning Witch
Prerequisite: 18th level, Order of the Inquisition
As a bonus action, you can direct your anger toward one creature within 30 feet of you. That creature must succeed on a Wisdom saving throw or be frightened of you for 1 minute. While frightened in this way, the cursed creature takes rite damage equal to four rolls of your hemocraft die at the start of each of its turns. At the end of each of its turns, the cursed creature can make another Wisdom saving throw. On a success, this curse ends.
Amplify. The rite damage is dealt to all creatures of your choice within 10 feet of the cursed creature.
Order of the Sin-Eater
Following the adage "a burden shared is a burden halved", these blood hunters take the pain and suffering of others onto themselves. While many blood hunters prefer to operate as part of a group, supplementting their skills with those of their allies, members of this order particularly rely on companions for successful hunts. Sin-Eaters are known for a special ritual that involves placing food on an individual, which absorbs their corruption. By then eating the food, the blood hunter takes a portion of their pain. Some members of this order use fruit and berries or other natural foods, while others employ specially prepared wafers.
Blood Curse of
Consuming Corruption
Starting at 7th level, you learn the Blood Curse of Consuming Corruption, which doesn't count against the number of blood curses you know.
In addition, you gain an additional use of your Blood Maledict feature.
Transfer Pain
When you reach 11th level, you can transfer the health and vitality from one individual to another. Over the course of a minute you perform a ritual on two humanoid creatures whom you touch for the duration of the ritual. The pain and weariness of one flows into the other, who in turn loses or gifts their vigor and energy. Upon the completion of the ritual, choose a target. They must spend a number of Hit Dice equal to your Hemocraft modifier, taking damage equal to the rolls. The other target regains hit points equal to the result. The challenge rating of a target cannot be less than 1/2.
Once you use this feature, you can't do so again until you finish a long rest.
Greater Consumption
Beginning at 15th level, you can safely allow greater sin and corruption to flow through you. When you use the Consume Corruption Blood Curse, the target can instead receive the benefits of either a greater restoration or remove curse spell, chosen when you use this ability. Once you use this feature, you can't do so again until after a long rest.
Purge Corruption
At 18th level, you can temporarily purge a being of all negative drives and emotions, leaving them devoid of motivation. As an action you touch a creature, attempting to pull their emotions into yourself. The target must succeed on a Charisma saving throw or become stunned for 1 minute. At the end of each of the creature's turns it can repeat the saving throw, ending the effect on a success.
While the creature is stunned, you experience a surge of powerful emotions, granting the following benefits:
- Once per turn, you can deal an additional 1d8 damage when you hit with a weapon attack.
- You have advantage on Constitution and Charisma saving throws. Your movement speed increases by 10 feet.
You can use this ability once, regaining the ability to do so at the end of a long rest,
Blood Curse of Consuming Corruption
Prerequisite: Order of the Sin-Eater, 7th level
You focus the energy of your curse upon yourself, becoming a vessel for sin. Over the course of 1 minute, you perform a ritual, where you transfer negative energies affecting one creature into food placed on their body. By consuming the food as apart of the ritual, you take a portion of their sins, infections, and other harmful influences into yourself. This acts as a lesser restoration spell, cast upon the target of the ritual. Upon completion of the ritual, you are affected by any effect removed from the target until the end of your next turn.
Amplify. By tapping into your own essence and life force, you can perform the ritual as an action.
Order of the Atavist
While all blood hunters use their lifeblood to fuel rites and curses, the Order of the Atavist has made the practice into an art. Atavist blood hunters coax every drop of vitality from their blood and channel it towards slaying their foes. While this burns through their lifeforce at a terrifyingly fast rate, an atavist blood hunter only becomes stronger as their life wanes — and as the blood hunter races towards the edge of death, their foes are pulled along as well.
Blood for Blood
When you choose this order at 3rd level, you can spill your own blood to drain that of your foes. When you deal damage with a weapon that bears your crimson rite, you can choose to roll your hemocraft die one more time, losing half that number of hit points (rounded down), and adding that number as extra damage dealt.
Starting at 11th level, you can roll two dice instead of one when you use this feature.
Additionally, when you deal damage to a creature, you learn if its current hit points are greater than, less than, or equal to your own.
Wounded Nature
At 3rd level, you gain two benefits, which strengthen as you become weaker, and your innate reflexes take over. Choose one of the following features, which remain active as long as you are below your maximum hit points:
-
Alacrity. You hover in and out of a foe’s reach, stepping between it as easily as a flick of a blade. Choose either the Disengage or Dash action. You can take this action as a bonus action. You choose the action when you gain this feature.
-
Beating Reflexes. Your agility and bulk are unparalleled. Whenever you make a Strength or Dexterity ability check or saving throw, you can roll your hemocraft die, lose hit points equal to half the result (rounded down), and add the result to the roll. You make this choice after you see the roll, but before the DM says whether the check or saving throw succeeds.
-
Control. You finely manipulate your blood. Whenever you make an attack roll or a Constitution saving throw, you can roll your hemocraft die, lose hit points equal to half the result (rounded down), and add the result to the roll. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fails.
In addition, choose one of the following features. When you fall below half your hit-point maximum (rounded up), your chosen feature activates for you, remaining active as long as you are under that threshold:
-
Serrated Strike. Your blade’s edge coats and sharpens in spilled blood. When you roll the maximum number on a damage die or hemocraft die, you can add an additional 1d8 to the result for the next 3 hits with that weapon. The amount of damage, and hits you deal increases as you reach higher levels: it becomes 2d8 at level 6 (4 hits), 3d8 at 10th (5 hits), and 4d8 at 18th (6 hits).
-
Thickening Humors. Once on your turn, you can activate a crimson rite, amplify a blood curse, or use your Blood for Blood feature without losing hit points.
-
Unceasing Flow. Your blood runs like water. When you lose hit points due to your Blood for Blood feature, you can double the result. You lose hit points equal to half the result (rounded down) and apply double the result.
Draining Rite
At 7th level, your wounds call out to be matched. You gain the following benefits
-
When you kill a creature with a weapon empowered by your crimson rite feature, you can roll one of its Hit Dice + its Constitution modifier, gaining hit points equal to double the result.
-
When an attack hits you, you fail a saving throw, or you fail an ability check that requires an attack or an action, you can make a weapon attack against any creature within range as a reaction.
Brand of Siphoning
Beginning at 11th level, your brand leeches vitality from your enemies. Once on your turn when you deal damage to a branded creature whilst beneath your hit point maximum, you can store a death saving throw success. Whenever you make a death saving throw and fail, you can expend a stored success to pass the saving throw. You can store a maximum of 4 death saving throw successes. Additionally, when you fall to 0 hit points, you do not fall unconscious until you gain a second death save failure.
Bleeding Wounds
At 15th level, you can keep a creature in a damaged state, forcing wounds to open and blood to flow. You gain the Blood Curse of the Wounded for your Blood Maledict feature. This does not count against your number of blood curses known.
Call Godslayer
Beginning at 18th level, you are capable of creating a blood weapon that rivals the most powerful weapons in the multiverse. As a bonus action, you can choose one weapon you are currently wielding, that is empowered by your crimson rite feature. Roll your hemocraft die 10 times, lose hit points equal to half the amount rolled (rounded down), and add the result to damage dealt with the chosen weapon for three hits. After three hits, this effect fades.
Once you use this feature, you can’t use it again until you finish a long rest.
Blood Curse of the Wounded
Prerequisite: 15th level, Order of the Atavist
As a bonus action, you choose one creature you can see within 30 feet of you. Its hit point maximum is reduced to its current hit point total until it finishes a long rest.
Amplify. Until the end of your turn, damage you deal to the chosen creature reduces its hit point maximum by the damage dealt.
Order of the Dark Draught
The original purpose of this strain of Hunter's Bane was to help abate the affliction of those cursed with vampirism. Many of these victims chose to combat the scourge that had cursed them as well as those of their ilk, and the Order of the Dark Draught was formed. Soon other blood hunters who were not cursed began to drink the specialized concoction, willing to gain a mild form of the vampiric disease for the cause. Given the Order's history, many of these blood hunters specialize solely with the fight against vampires, looking to prevent others from going through the pain they suffered. But others of the Order see the similar oppression and violation of vampires in the many forms of evil infiltrating the land all of which must be stopped.
Blood-Soaked Strikes
When you join this order at 3rd level, you learn the Rite of Dead esoteric rite. While active, you gain the following benefits:
- You have resistance to necrotic damage
- You can see normally in dim-light and non-magical darkness out to 120 feet.
- Your speed increases by 5 feet. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Cloak of Shadows
At 3rd level, you have learned how to access some of the transformative powers afforded to you by the Dark Draught. As a reaction when you take damage, you can cause your body to dissolve into biting darkness. Every creature of your choice within 10 feet of you must make a Dexterity saving throw. A target takes necrotic or piercing damage (your choice) equal to three rolls of your hemocraft die plus your hemocraft modifier on a failed save, or half as much on a success. You can then immediately teleport up to half your movement speed to an unoccupied space that you can see. You can use this reaction a number of times equal to your hemocraft modifier, replenishing all expended uses at the end of a long rest.
Cruor-fed Body
At 3rd level, you gain the following traits, a result of the darkness rising within you.
- Scent of Blood. You can smell any creature within 60 feet of you that is below its maximum hit points. This does not apply to creatures that do not have blood their body, and as such you can instantly identify such creatures by their distinct lack of the smell of blood.
- Sanguine Dependency. You no longer require food, water, or air. You do, however, require blood to sustain yourself. You must drink the blood of a living humanoid every day. Each day you do not, you gain a level of exhaustion which cannot be reduced by finishing a long rest or by magical means. You can only reduce this exhaustion by drinking blood, reducing one level of exhaustion each time you drink.
- Vampiric Curse. Whenever you amplify a Blood Curse, you do not lose hit points if you roll a 1 or 2 on your hemocraft die.
- Honeyed Words. You gain proficiency with the Persuasion and Deception skills. If you already have proficiency with these skills, you instead add double your proficiency bonus to checks made with them.
Darkened Nature
Beginning at 7th level, your body is transformed even further, the Dark Draught changing your very physicality. You gain the following features:
- Prolonged Life. Your lifeforce is extended and your body regenerates more easily. If you start a turn with less than half of your maximum hit points, you regain hit points equal to a roll of your hemocraft die. This does not heal you beyond half your hit point maximum. Additionally, For every 10 years that pass, your body ages only 1 year. In addition to that, you are immune to disease.
- Silver Tongue. Your words are naturally graced with seductive magic. Whenever you make a Persuasion or Deception check, you treat any roll of 9 or lower on the d20 as a 10.
Brand of Stolen Vitality
At 11th level, your Brand of Castigation can draw the strength of your opponent into yourself. Whenever you hit a branded creature with a weapon empowered by your Crimson Rite, you regain hit points equal to the damage dealt by your Crimson Rite.
Blood Curse of Enflamed Passions
Beginning at 15th level, you learn to emanate a hypnotic gaze, the Dark Draught shrouding your eyes with arcane charm. You gain the Blood Curse of Enflamed Passions for your Blood Maledict feature. This does not count against your number of blood curses known.
Legendary Vampirism
At 18th level, the Dark Draught has completed transforming you, granting you the following benefits:
Resilience of the Damned. You have resistance to non-magical bludgeoning, piercing and slashing damage.
Legendary Predation. You can now take one of the following Legendary Actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. You regain spent legendary actions at the start of your turn.
-
Move. You move up to your speed without provoking opportunity attacks.
-
Strike. You make one weapon attack.
-
Curse. You activate a Blood Maledict
Blood Curse of Enflamed Passions
Prerequisite: Order of the Dark Draught, 15th level
As a bonus action, you manipulate the blood borne hormones of a creature you can see within 30 feet, flooding them with emotions. The target must succeed on a Charisma saving throw or be charmed by you until the end of its next turn. This effect ends early if it takes damage from you or an ally. While charmed, the target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can.
Amplify. The effect doesn't end early if it takes damage from an ally or you.
Order of the Residuum Touched
The result of destructive experimentation and terrible arcane rituals, a Volstrucker imbued with residuum-infused blood is a dangerous thing indeed. Blood Hunters of this Order often do not make the choice to imbibe the Hunter's Bane. Forged by pain, magic and fear, these Blood Hunters are fueled by the tragedy of their awakening, infusing their attacks with raw spell energy.
Rite of the Arcane
When you join this order at 3rd level, you learn the Rite of the Arcane esoteric rite (detailed below).
Rite of the Arcane. Your rite damage is force damage. While the rite is active, you gain the following benefits:
- You add a +1 bonus to attack rolls and damage rolls with that weapon. If the weapon already grants a magical bonus to attack and damage, use whichever bonus is higher. These bonuses to hit and damage increase to +2 when you reach 9th level and +3 when you reach 13th.
- You can use this weapon as a spellcasting focus.
- You can channel spells into your weapon strikes. Choose a spell you know with a casting time of one action, and expend a spell slot as if you were casting it as normal. The spell must be capable of targeting a hostile creature. As part of the action, you then make a single weapon attack with the chosen weapon. If the attack hits, the target suffers the attack's normal effects and the effects of the spell. The target has disadvantage on all saving throws made against the spell (if any), and automatically fails Dexterity saving throws. If the spell has an area of effect, it instead only affects the target. If the spell has an area of effect, it instead only affects the target. If the attack does not hit, the spell slot is not expended.
Residuum Touched Spellcasting
| Blood Hunter Level | Spells Known | ―Spell 1st |
Slots 2nd |
per |
Spell 3rd |
Level― 4th |
|
|---|---|---|---|---|---|---|---|
| 3rd | 3 | 2 | ― | ― | ― | ||
| 4th | 4 | 3 | ― | ― | ― | ||
| 5th | 4 | 3 | ― | ― | ― | ||
| 6th | 4 | 3 | ― | ― | ― | ||
| 7th | 5 | 4 | 2 | ― | ― | ||
| 8th | 6 | 4 | 2 | ― | ― | ||
| 9th | 6 | 4 | 2 | ― | ― | ||
| 10th | 7 | 4 | 3 | ― | ― | ||
| 11th | 8 | 4 | 3 | ― | ― | ||
| 12th | 8 | 4 | 3 | ― | ― | ||
| 13th | 9 | 4 | 3 | 2 | ― | ||
| 14th | 10 | 4 | 3 | 2 | ― | ||
| 15th | 10 | 4 | 3 | 2 | ― | ||
| 16th | 11 | 4 | 3 | 3 | ― | ||
| 17th | 11 | 4 | 3 | 3 | ― | ||
| 18th | 11 | 4 | 3 | 3 | ― | ||
| 19th | 12 | 4 | 3 | 3 | 1 | ||
| 20th | 13 | 4 | 3 | 3 | 1 |
Spellcasting
Also at 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting.
Cantrips. You learn three cantrips of your choice from the wizard, sorcerer or dunamancy spell lists. You learn another wizard, sorcerer or dunamancy cantrip of your choice at 10th level.
Spell Slots. The Residuum Touched Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher. Choose two schools of magic (detailed in the Player's Handbook, Chapter 10: Spellcasting, page 203, The Schools of Magic sidebar) which become your arcane specialties. You know three 1st-level wizard, sorcerer or dunamancy spells of your choice, two of which must be spells of the same school as either of your arcane specialties.
The Spells Known column of the Residuum Touched Spellcasting table shows when you learn more wizard spells of your choice of 1st level or higher. Each of these must be spells of the same school as either of your arcane specialties, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard, sorcerer or dunamancy spells you know with another spell of your choice from the wizard, sorcerer or dunamancy spell lists. The new spell must be of a level for which you have spell slots, and it must be a spell of the same school as either of your arcane specialties, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability. Your Hemocraft modifier functions as your spellcasting ability modifier. In addition, you use your Hemocraft modifier when setting the saving throw DC for a wizard, sorcerer or dunamancy spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Magical Intuition
At 3rd level, you gain the following features:
-
You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
-
Choose either detect magic or identify. You can cast the chosen spell without expending a spell slot, or requiring material components, a number of times equal to 1 plus your Hemocraft modifier. Your Hemocraft modifier is your spellcasting ability for this spell.
Combat Mage
At 7th level, you have the ability to weave weapon strikes between spell casting seamlessly.
When you cast a cantrip with your action, you can make one weapon attack as a bonus action.
Brand of Magical Destruction
Beginning at 11th level, your brand of castigation strips away magical defences. Whenever you hit a branded creature with a weapon infused with a spell, they suffer additional damage equal to your Hemocraft modifier. Additionally, the creature has disadvantage on saving throws against spells you cast until the end of your next turn.
Blood Curse of Spell Vulnerability
Beginning at 15th level, you learn to strip away all defences against spells. You gain the Blood Curse of Spell Vulnerability for your Blood Maledict feature. This does not count against your number of blood curses known.
Spell Surge
Starting at 18th level, choose one 5th-level spell from the wizard, sorcerer or dunamancy spell lists. You can cast this spell once without expending a spell slot. Once you use this feature, you must finish a long rest before you can use it again. Additionally, as an action, you can imbue your weapon with this spell, then make a single attack with that weapon. If the attack misses, the spell has no effect. If the attack hits, the target takes weapon damage, is subject to the effects of the spell. The target automatically fails on all saving throws made against the spell (if any). If this spell effects an area, the area originates from the target of the weapon attack.
Once you successfully use this ability, you cannot do so again until you finish a long rest You can use this feature twice between long rests starting at 20th level.
Blood Curse of Spell Vulnerability
Prerequisite: 15th level, Order of the Residuum Touched
As an action, you curse a creature you can see within 80 feet of you. The target must make a Charisma saving throw against your Hemocraft DC. On a failed save, until the end of your next turn, the next time you or an ally deals damage to the target with a spell, the target has vulnerability to all of that spell's damage.
Amplify. The target has disadvantage on their saving throw.
Order of the
Spirit Warden
The process of the Hunter's Bane is painful and often deadly. This near death experience grants some of the Hunters the ability to peer in the veil beyond death. But a few have gone further, linking the spirits of the dead to their body. Through zealous practice with masters, they learn to enhance their ability by sacrificing the ghostly essence. This power is a dangerous one, and many have lost their sanity to the voice from beyond the grave.
Bound spirits
When you first choose this subclass you master control over the spirits of the dead, using them to amplify your powers. You have control over a number of spirits. Each spirit gives you gives you one dice, dice that are used to fuel your abilities.
Using Spirit dice
At 3rd level, you have access to a number of spirit dice equal to your 1 + Hemocraft Modifier (minimum of one). A spirit dice is expended when you use it. Spirit dice are equal to your hemocraft dice.
At the end of every short or long rest you can focus and peer in the veil beyond death to reform your spirits.
Spectral Guidance
As a reaction you can expend one of your spirits to guide your attack, to do so expend one spirit dice and add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
Phantasmal resilience
As a reaction you can expend one of your spirits to strengthen your mind. When you make an Intelligence, a Wisdom, or a Charisma saving throw, you can expend one spirit dice to add it to the roll. You can use this feature only before you learn if the save succeeded or failed.
Supernatural Sight
As a reaction, when you make a Wisdom (Perception) check, or an Intelligence (Investigation) check, you can expend one spirit die to add it to the roll.
Ghostly protection
As a reaction, when an attack is made against you, you can use one of your spirits to protect you, expending one spirit die and reducing the opponent’s attack roll by the result. You can use this ability after the attack is rolled.
Eyes of the Spirits
At 3rd level, if you still have a spirit dice, you can project your consciousness in one of the spirits bound to you. As an action, you can see through your spirit's eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses. While in this form you have a flying speed of 15ft and can pass through solid objects as if they were difficult terrain.
When you start using this ability make a wisdom saving throw (DC = 20 - your Blood Hunter level), on a failure, the spirit takes control of you and attacks any creature in sight, until your body falls unconscious. On a success you maintain control. Repeat this save every minute you are using this ability.
Spirit Sage
At level 7, Once per long rest you can use an amplified blood maledict without taking damage or expending its use, sacrificing one of your spirits instead. Expend a spirit dice as a reaction to do so.
In addition, your blood curses can now target any creature, whether it has blood or not.
Brand of disruption
Upon reaching 11th level, your Brand of Castigation now carves deep ethereal tendrils in your foes, ripping out a part of the target's spirit, leaving them vulnerable to your power. Their first attack roll on a turn, if it’s made on a creature other than you, is at disadvantage.
In addition if they attempt to teleport by any means (misty step, teleportation circle,...) they must succeed a Wisdom saving throw or fail and be stunned until the end of your next turn.
Blood Curse of
the Shackled Spirits
At 15th level you gain access to the blood curse of the shackled spirits. This doesn’t count against your number of blood curses known.
Unyielding Blizzard
At 18th level, you gain the ability to become one with the spirits you control. As a reaction you can trigger this fusion, expending 3 spirit dice. Your form becomes spectral, you gain a flying speed equal to your movement speed, resistance to piercing, slashing and bludgeoning damage, as well as necrotic damage. If you took the attack action during your turn while transformed, you can make a single extra melee weapon attack as part of this action.
This transformation lasts for one minute and you can’t use it again until your next long rest.
Blood Curse of the Shackled Spirits
Prerequisite: 15th level, order of the spirit warden
As bonus action, you can send the spirits bound to you to shatter the mind of your enemies. A creature withing 30ft of you must make a Wisdom saving throw or be paralyzed for one minute, the creature can repeat the save at the end of each of its turns.
Amplify. The cursed creature is stunned instead and take an extra 2d6 necrotic damage, and suffer this damage every time it fails the save
Changelog
- Saving throws changed from Dexterity and Intelligence, to Strength and Constitution.
- Grim Psychometry revised and placed at level 10.
- Number of Blood Curses known increased by 1 overall
- Number of Blood Maledicts per rest increased by 1
- No longer limited to Intelligence - Choose Hemocraft Modifier at 1st level, either Wisdom or Intelligence.
- Great Weapon Fighting Style, Two-Weapon Fighting Style, and Dual Wielder Feat all revised or replaced
- Rite of the Caustic and Venom added
- Number of Primal Rites gained increased and spaced out.
- Rebuttal of Body added at 7th level.
- Hardened Soul revised and replaced. No longer at 14th level, now at 9th.
- Crimson Manipulation added
- Ichorous Vigor added
- Sanguine Mastery revised
- Alchemical Knowledge added to Order of the Mutant
- Pact Magic revised for Profane Soul
- Profane Scars added for Profane Soul. Allows for some focus on spellcasting.
- Changed the spell gained from Unsealed Arcana for Hexblade and Great Old One.
- Order of the Scale, Inquisition, Sin-Eater, and Atavist added.
- Order of the Dark Draught added
- Hardened Viscera and Unstopping Heart added.
- Order of the Residuum Touched added
Credits
- u/matthewmercer, for creating the Blood Hunter
- Joma Cueto and Matthew Mercer for the art of Elias, used as the front cover.
- u/Cixal, for their wonderful Blood Hunter revision, which aided me greatly (The increase in Primal Rites plus progression, Grim Psychometry, Alchemical Knowledge, Profane Scars, and the increase in Blood Maledict and Curses is from their brew)
- u/Ashtonium for Ichorous Vigor
- Vorpal Dice Press for their Fighting Maneuver replacement for Fighting Styles
- u/cyberhawk94 for Orders of the Scale and Inquisition
- u/MobiusFlip and u/SwordMeow for Order of the Atavist (a mix of the Atavist Class by u/SwordMeow and the Order of the Deathbound by u/MobiusFlip)
- Blood Hunter Expanded, by Dave Gibson, for Order of the Sin-Eater (Found on DMsGuild).
- Apostol Apostolov and GMBinder for this theme
- Travis Legge, for his Blood Hunter subclass, Order of the Dark Draught
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