Alternate Blood Hunter

by Nehucythu

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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.

Mercer's Blood Hunter

Remember this is just an alternate version of the popular Blood Hunter class, by Matthew Mercer. Although you don't need to reed it to understand any of this version, please consider checking it out before continuing, if you haven't already done it. It's available at the DMs Guild.

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 take 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.

Blood Hunter
Level Proficiency
Bonus
Hemocraft
Dice
Blood Curses
Known
Blood Curse
Uses
Features
1st +2 Blood Hunter Order, Crimson Rite
2nd +2 1 2 1 Fighting Style, Blood Maledict
3rd +2 1 2 1 Order Feature
4th +2 1 2 1 Ability Score Improvement
5th +3 2 2 1 Extra Attack
6th +3 2 3 2 Hardened Curse
7th +3 2 3 2 Order Feature
8th +3 2 3 2 Ability Score Improvement
9th +4 3 3 2 Thirst
10th +4 3 3 2 Order Feature
11th +4 3 4 3
12th +4 3 4 3 Ability Score Improvement
13th +5 4 4 3 Grim Senses
14th +5 4 4 3 Thirst improvement
15th +5 4 4 3 Order Feature
16th +5 4 4 3 Ability Score Improvement
17th +6 5 5 4
18th +6 5 5 4 Predilect Malediction
19th +6 5 5 4 Ability Score Improvement
20th +6 5 5 4 Sanguine Mastery

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 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 blood curses. Then, select the urchin or soldier background.

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 + Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per blood hunter level after 1st.

Proficiencies


  • Armor: Light armor, medium armor
  • Weapons: Simple weapons, martial weapons
  • Tools: Choose one from Alchemy supplies, Calligrapher's supplies, Painter's supplies or Tattooist's tools

  • Saving Throws: Strenght, Wisdom
  • Skills: Choose two from Athletics, Acrobatics, Arcana, History, Insight, Intimidation, Investigation, Medicine, Perception, Religion, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a priest's pack or (b) an explorar's pack
  • two martial weapons

Alternatively, you could begin with starting wealth of 4d4 x 10 gp and purchase starting items of your choice.

Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose the blood hunter as one of your classes.

    Ability Score Minimum. As a multiclass character, you must have at least a 13 in both Strength (or Dexterity), and Wisdom to take a level in this class, or to take a level in another class if you are already a Blood Hunter.

Proficiencies Gained. If blood hunter isn't your initial class, here are the proficiencies you gain when you take your first level as a blood hunter: light armor, medium armor, simple weapons, martial weapons.

Pact Magic. If multiclassing Order of the Profane Soul with warlock levels, add a third of your blood hunter levels (rounded down) to your warlock levels and consult the spell progression on the Warlock class table in the Player’s Handbook for total spell slots, cantrips known, and spell slot level.

Blood Hunter Order

Choose an order of blood hunters, which reflects your relation with the hemocraft magic: Order of the Ghostslayer, Order of the Profane Soul, Order of the Mutant, or Order of the Lycan, all detailed at the end of the class description. The order you choose grants you features at 1st level, and again at 3rd, 7th, 10th, and 15th level.

Crimson Rite

You learn to invoke a rite of hemocraft to draw blood within yourself to recover some vitality. On your turn, you can use your bonus action to spend a Hit Die to regain hit points equal to one roll of your Hit Die + your Constitution modifier (with a minimum bonus of +1).

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

Fighting Style

At 2nd level, you adopt a particular 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.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2 . The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Blood Maledict

You have survived a dangerous, long-guarded ritual that alters your life's blood, known as the Hunter's Bane, forever binding you to the darkness and honing your strength against it. This bane empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities

Blood Curses

At 2nd level, you gain the ability to channel a part of your vital essence to curse and manipulate creatures through hemocraft magic. You can use your blood curse once, and gain more uses of this feature as shown in the Blood Curse Uses of the Blood Hunter table. You regain all expended uses when you finish a short or long rest.

Blood curses last for 1 minute and you must maintain concentration during that time, as if you were casting a spell.

Blood Curses Known

You learn two blood curses of your choice, detailed in the "Blood Curses" section at the end of the class description. The Blood Curses Known column of the Blood Hunter table shows when you learn more Blood Curses of your choice.

Additionally, when you gain a level in this class, you can choose one of the blood curses you know and replace it with another blood curse of your choice.

Hemocraft Die

When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, you lose a number of hit points equal to one roll of your hemocraft die, which is a d4.

At 5th level, you gain the ability to empower your curses. When you invoke a blood curse, you may lose a number of hit points equal to two rolls of your hemocraft die instead of one. This extra hemocraft die is used to fuel additional effects for your curse, detailed in each curse in the "Blood Curses" section.

You may spend more hemocraft dice in this manner as shown in the Hemocraft Dice column of the Blood Hunter table. Hit points you lose by spending hemocraft dice can't provoke you to lose concentration, except it incapacitates you. Hit points lost by spending hemocraft dice ignore immunity, resistance and temporary hit points. Creatures that do not have blood in their bodies are immune to blood curses.

Hemocraft Ability

Wisdom is your hemocraft ability for your blood curses, since your control over blood draws upon your raw attunment to the primal creatures essence. You use your Wisdom whenever a curse refers to your hemocraft ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a curse you invoke.

Hemocraft Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Hardened Curse

Beginning at 6th level, you learn to harden your connection to your blood curses. Whenever you make a saving throw to maintain your concentration on a blood curse, you can lose a number of hit points equal to one roll of your hemocraft die to reroll it and take the second result.

You also learn to use your own blood to affect bloodless creatures. When you invoke a blood curse, you may spend an additional hemocraft die to target any creature, whether it has blood or not. This die does not count against your hemocraft dice limit.

Thirst

At 9th level, the wounds of your enemies awakes a primal instinct within you. Once per turn, you can place a thirst mark to each hostile creature within 30 feet that has half or less of its hit points maximum or that is bleeding. This mark last until the end of your next turn, and you can place this mark to an already marked creature to reset the duration, but for a creature to be eligible, it needs to have functional blood in its body. You can effectively see any marked creature even if you are blinded, in magical darkness, or the creature is invisible, and your speed is increased by 5 feet for each active mark, up to a maximum of 30 feet.

At 14th level, the range of this instinct is increased to 60 feet.

Grim Senses

By 13th level, your awareness of the living creatures are always exalted. You can't be surprised by creatures with blood, and you may give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

Additionally, you can track any creature which blood you have access to, as long as you are in the same plane of existence. To get the amount and the conditions for the blood to be suitable, it requires you to receive it willingly from the creature. Alternatively, if a creature is unconscious, you can expend 1 minute retrieving blood you can use for this feature. You need a separate empty vial for each creature's blood.

Predilect Malediction

At 18th level, you uncover the secrets of one of your blood curses increasing your hemocraft dice limit for that blood curse to 8. In addition, you may use the chosen blood curse once without counting for your blood curse uses. You regain the ability to do so when you finish a short or long rest.

You may spend a workweek of downtime to research another blood curse. When you finish this period, you gain the benefits of this feature for the new chosen curse in place of the previous one.

Sanguine Mastery

While you are concentrating on a blood curse, you may invoke another one while maintaining concentration on the first by spending one additional hemocraft die. This die counts for your limit. At the beginning of your turn, if you are concentrating on two blood curses, you must spend one hemocraft die or lose concentration on both curses. Whenever you are forced to make a saving throw for maintaining concentration, you make only one and on a failure, you lose concentration on both.

Once you use this feature, you can't use it again until you finish a long rest.

Custom properties and conditions

In this document there are new weapon properties and conditions that help to capture some of the flavor for this class. You can found the description of those at the end of the class. Most of them are from /u/ApostolApostolov's great compendium, Grit and Glory.

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.

Order of the Ghostslayer Features

Level Feature
1st Bonus Proficiency
3rd Shelter from the Unholy
7th Ethereal Step
10th Hardened Spirit
15th Rites of the Exorcist

Bonus Proficiency

When you choose this order at 1st level, you gain proficiency with heavy armor and shields.

Shelter from the Unholy

Beginning at 3rd level, your order teaches advanced protection against those who you seek. You have resistance to necrotic damage, and you can cast protection from evil and good a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest, and while you have no uses available, you can spend one use of your Blood Maledict feature to use this feature again.

Additionally, undead creatures count as having blood for the purposes of affecting them with your blood curses.

Ethereal Step

At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

Hardened Spirit

Beginning at 10th level, you can't be possesed by any means and you gain the benefits of your Thirst feature with undead creatures, whether a creature of this type is below half its hit points maximum or not.

In addition, whenever you use your Crimson Rite feature, you gain a number of temporary hit points equal to the amount of hit points regained.

Rites of the Exorcist

At 15th level, you've honed your hemocraft to tear wicked influence from your allies. You learn the Protective Curse for your Blood Maledict feature. If you already know this curse, you learn a different blood curse of your choice. This doesn’t count against your number of blood curses known. Additionally, the Protective Curse gains the following modifiers:


Resilient (1 hemocraft die): For the duration, the first time the target would drop to 0 hit points as a result of taking damage, the target drops to 1 hit point instead.


Cleansing (4 hemocraft dice): You cast the greater restoration spell on the target, without needing to provide the material component for the spell. Alternatively, you may end one effect that possesed the target.

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, 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.

Order of the Profane Soul Features

Level Feature
1st Bonus Cantrip, Bonus Proficiency
3rd Otherwordly Patron, Pact Magic, Eldritch Hunter
7th Revealed Arcana
10th Mystic Protection
15th Rites of the Beneficiary

Bonus Cantrip

When you choose this order at 1st level, you gain the eldritch blast cantrip if you don't already know it. This cantrip doesn't count against the number of cantrips known on later levels, when you get the Pact Magic feature.

Bonus Proficiency

Also at 1st level, you learn one language of your choice. You also become proficient in your choice of one of the following skills: Arcana, History, Investigation or Religion.

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, the Celestial and Hexblade Curse in Xanathar’s Guide to Everything, and the Fathomless and the Genie in Tasha's Cauldron of Everything. Your choice augments some of your order features.

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

Pact Magic

When you reach 3rd level, you can augment your combat techniques with the ability to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the Warlock spell list.

Cantrips. You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.

Spell Slots. The Profane Soul Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher. At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Profane Soul table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 11th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class 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. Wisdom is your spellcasting ability for your warlock spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Eldritch Hunter

Beginning at 3rd level, your weapon becomes a core to your pact with your chosen dark patron. You can perform a 1 minute rite to bond with a weapon within 5 feet of your choice. Weapons created by the Cursed Weapon curse, are already bonded and you don't need to perform the rite to get the benefits with it. You can use your bonded weapon as a spellcasting focus (found in chapter 5 of the Player's Handbook) for your warlock spells, and you gain advantage on attacks against a specific type of creature based on your chosen pact as shown in the Creature Type, if its challenge rating is at or below a threshold equal to half your blood hunter level.

Creature Type

Otherwordly Patron Creature Type
The Archfey Feys
The Fiend Fiends
The Great Old One Aberrations
The Undying Undeads
The Celestial Celestials
Hexblade Curse Humanoids
The Fathomless Creatures with natural swimming speed
The Genie Elementals

Revealed Arcana

At 7th level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the Warlock class description, and you count half your blood hunter levels as class levels for prerequisite purposes. When you gain certain blood hunter levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Profane Soul Spellcasting table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

Mystic Protection

At 10th level, your patron hones your defenses against related dangers, based on the pact you posses.

The Archfey. You have advantage on saving throws against being charmed or frightened.

The Fiend. You have resistance to fire and poison damage.

The Great Old One. You have resistance to psychic damage, and you are immune to magic that allows other creatures to read your thoughts or determine whether you are lying.

The Undying. You have resistance to necrotic damage, and spells and other magical sources can't prevent you from regaining hit points.

The Celestial. You have resistance against radiant damage. Also, when you are forced to make a saving throw, you can use your reaction to roll a d6, and add the number rolled to the result. You can choose to do so after you roll the die for the saving throw, but before the DM tells you whether you succeed or fail. Once you use this ability you must complete a short or long rest before you can use it again.

Hexblade Curse. Strength (Athletics) checks made to grapple you are made at disadvantage. Also you can use a bonus action on your turn to turn invisible, along with any equipment you are wearing or carrying, until the beginning of your next turn. Once you use this ability you must complete a short or long rest before you can use it again.

The Fathomless. You have resistance to cold damage. In addition, you gain a swimming speed of 40 feet, and you can breathe underwater.

The Genie. You have resistance to a damage type determined by your patron’s kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid). In addition, as a bonus action, you can give yourself a flying speed of 60 feet that lasts until the end of your turn, during which, opportunity attacks against you are made at disadvantage. Once you use this ability you must complete a short or long rest before you can use it again.

Rites of the Beneficiary

At 15th level, you receive the secret to summon with your hemocraft weapons that reflects the raw power of your patron. You learn the Cursed Weapon curse for your Blood Maledict feature. If you already know this curse, you learn a different blood curse of your choice. This doesn’t count against your number of blood curses known. Additionally, the Curse Weapon gains the following modifiers:


Frenzied (1 hemocraft die): When you use your action to cast a cantrip, you can immediately make one weapon attack with the Cursed Weapon as a bonus action.


Scarring (4 hemocraft dice): Whenever you hit a creature with the cursed weapon, that creature has disadvantage on the next saving throw it makes against a blood curse or spell you cast before the end of your next turn.

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.

Order of the Mutant Features

Level Feature
1st Life Threating, Communal Rite
3rd Mutagencraft
7th Exalted Mutation
10th Strange Metabolism
15th Rites of the Scientist

Life Threating

When you choose this order at 1st level, you become proficient in your choice of the Intimidation or Medicine skill.

Your proficiency bonus is doubled for any ability check you make that uses that skill.

Communal Rite

Also starting at 1st level, you learn deeper knowledge of your Crimson Rite, amplifying your own recovery and how to use the blood to accelerate others natural healing. As an action, you can spend one Hit Die and one use of your Crimson Rite feature on another creature of your choice within 5 feet. When you do so, the target regains hit points equal to one roll of your Hit Die + its Constitution modifier (with a minimum bonus of +1).

Additionally, whenever you use the Crimson Rite feature on yourself, you may add your Wisdom modifier to the amount of hit points you regain (with a minimum bonus of +1).

Mutagencraft

Beginning at 3rd level, you learn forbidden alchemical formulas that temporarily alter abilities. At the end of a short or long rest, you can concoct a single mutagen. The number of mutagens you can create between rests increases by one at 7th level, and again at 15th level.

As a bonus action you can consume a single mutagen, and the effects and side effects last for 1 minute, unless otherwise specified. 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.

Formulas. At 3rd level, you learn three mutagen formulas of your choice. Your formula options are detailed at the end of this order description. You gain an additional formula at 7th level, 10th level and 15th level.

Additionally, when you gain a level in this class, you can choose one of the formulas you already know and replace it with a new mutagen formula.

Exalted Mutation

At 7th level, your body has adapted to the point it can eliminate, maintain and produce your toxins at your will. The duration of the effects and side effects now last for 1 hour, unless otherwise specified.

Moreover, while one or more mutagens are affecting you, you can use a bonus action to focus and flush specific toxins from your system, ending the effects and side effects of one mutagen of your choice. Once per long rest, when you end the effects of a mutagen, you may have another mutagen you know the formula for take the effect in its place, without needing to concoct it in advance.

Strange Metabolism

When you reach 10th level, your body has begun to adapt to toxins and venoms, ignoring their corroding effects. You gain immunity to poison.

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 it again until you finish a long rest.

Rites of the Scientist

Starting at 15th level, your blood curse can wrack a creature's body with terrible toxins. You learn the Sickening Curse for your Blood Maledict feature. If you already know this curse, you learn a different blood curse of your choice. This doesn't count against your number of blood curses known.

Additionally, the Sickening Curse gains the following modifiers:


Modified (1+ hemocraft die): You change the initial damage type to one of the following types: acid, necrotic, radiant. The curse also deals an additional 2d10 damage of the chosen type for each die spent.


Stunning (4 hemocraft dice): The target is stunned for the duration. A shapechanger or creature polymorphed makes its saving throw with disadvantage. On a failure, it also instantly reverts to its original form and can't assume a different form until the end of the curse.

Mutagens

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

Aether. (11th Level Required) You gain a flying speed of 40 feet. As a side effect, you gain disadvantage on Strength and Dexterity ability checks.

Alluring. Your skin and voice become malleable, allowing you to slightly enhance your appearance and presence. You have advantage on Charisma ability checks. As a side effect, you gain disadvantage on initiative rolls.

Celerity. Your Dexterity score increases by 1, as does your Dexterity maximum. This bonus increases by 1 at 7th level (+2) and 15th level (+3). As a side effect, your Constitution score decreases by the same amount.

Cruelty. (11th level required) When you use the Attack action, you can make an additional weapon attack as a bonus action. As a side effect, you gain disadvantage on Intelligence, Wisdom, and Charisma saving throws.

Defensive. You gain advantage on Constitution ability checks and saving throws. As a side effect, you gain disadvantage on Dexterity ability checks and saving throws.

Deftness. You gain advantage on Dexterity ability checks and saving throws. As a side effect, you gain disadvantage on Wisdom ability checks and saving throws.

Embers. You gain resistance to fire damage. As a side effect, you gain vulnerability to cold damage.

Gelid. You gain resistance to cold damage. As a side effect, you gain vulnerability to fire damage.

Impermeable. You gain resistance to piercing damage. As a side effect, you gain vulnerability to slashing damage.

Mobile. You are immune to the grappled condition. At 11th level, you also are immune to the restrained condition. As a side effect, you gain disadvantage on attack rolls.

Nighteye. You gain darkvision for up to 120 feet. If you already have darkvision, this increases its range by 30 additional feet. As a side effect, you gain sunlight sensitivity (detailed in the Dark Elf section on page 24 in the Player’s Handbook).

Percipient. You gain advantage on Wisdom ability checks and saving throws. As a side effect, you gain disadvantage on Constitution ability checks and saving throws.

Potency. Your Strength score increases by 1, as does your Strength maximum. This bonus increases by 1 at 7th level (+2) and 15th level (+3). As a side effect, your Wisdom score decreases by the same amount.

Precision. (7th level required) Your weapon attacks score a critical hit on a roll of 19-20. As a side effect, critical hits against you deal one additional damage die.

   Rapidity. Your speed increases by 10 feet. As a side effect, opportunity attacks against you are made at advantage.

Reconstruction. (10th level required) 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 left. As a side effect, your speed decreases by 10 ft.

Sagacity. Your Wisdom score increases by 1, as does your Intelligence maximum. This bonus increases by 1 at 7th level (+2) and 15th level (+3). As a side effect, your Dexterity score decreases by the same amount.

Shielded. You gain resistance to slashing damage. As a side effect, you gain vulnerability to bludgeoning damage.

Unbreakable. You gain resistance to bludgeoning damage. As a side effect, you gain vulnerability to piercing damage.

Vermillion. You gain an additional use of your Blood Maledict feature. As a side effect, you gain disadvantage on death saving throws.

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.

Order of the Lycan Features

Level Feature
1st Bestial Attunement, Primal Senses
3rd Hybrid Transformation, Primal Senses improvement
7th Shapechanger Fortitude
10th Advanced Transformation
15th Rites of the Beast

Bestial Attunement

When you choose this order at 1st level, you choose a bestial attunement and gain its feature. You start showing minor physical attributes that reflects your attunement. You must choose between the following options: Feral, Predator or Swift. You also gain advantage on Wisdom and Charisma checks on social interactions with beasts and other lycanthropes in hybrid or animal form.

Primal Senses

Also starting at 1st level, you begin to adopt the improved abilities of a natural hunter. You gain advantage on Wisdom (Perception) checks depending on your bestial attunement. At 3rd level, your senses get heightened, gaining additional benefits.

Feral. You gain advantage on Wisdom (Perception) checks that rely on hearing. At 3rd level, you can't be surprised by creatures within 10 feet of you, provided it can be sound in the radius.

Predator. You gain advantage on Wisdom (Perception) checks that rely on smelling. At 3rd level, you gain advantage on Wisdom (Survival) checks made to track other creatures, provided they can leave a feint track of smell.

Swift. You gain advantage on Wisdom (Perception) checks that rely on sight. At 3rd level, you can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you.

Hybrid Transformation

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.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend one use of your Blood Maledict feature to use this feature again. While you are transformed, you gain the following features:

Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silver weapons. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.

Predatory Strikes. 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 an unarmed bite attack as a bonus action.

Your unarmed strikes deal 1d6 slashing damage, and your bite attack deals 1d8 piercing damage. The damage increases to 1d8 and 1d10 at 11th level, respectively.

The Onus of Lycanthropy

Those inducted into the Order of the Lycan choose this path with conviction, understanding the terrible burden it is and the challenges it brings. Where most who embrace this curse grow wicked, mad, even murderous, these blood hunters accept the gifts of the beast while maintaining control through intense training and blood magic. These factors enable a member of the Order of the Lycan to prevent the spread of their curse through blood, should they wish to. One of the most sacred oaths of this order is to never infect another without the order’s sanction.

Should a member of the Order of the Lycan be cured of the lycanthropic curse, it is a terrible shame on their name, the order, and those who carry the curse still. There have been passages written about members being cleansed against their will, but those brothers and sisters readily return to the order to undergo a renewed initiation of The Taming, reintroducing the curse to their bodies and restoring their honor.

Lycanthropy comes in many forms. Each version of the curse is bound to a specific beast: wolf, bear, tiger, boar, and rat are a few of the more well-known variations. The strain of the curse defines the beast a hybrid form will share, and the bestial attunement features are the reflection of that form.

   Bloodlust. If you begin your turn with no more than half of your maximum hit points, you must succeed on a Wisdom saving throw DC 10 or move directly towards the nearest creature to you and use the Attack action against that creature. You can choose whether or not to use your Extra Attack feature for this frenzied attack. If there is more than one possible target, you choose the target of your attacks. You then regain control for the remainder of your turn.

If you are under an effect that prevents you from concentrating (like the barbarian’s Rage feature), you automatically fail this saving throw.

Shapechanger Fortitude

Starting at 7th level, you learn to unleash and control more of the beast within. While in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

In addition, you gain the following benefit depending on your bestial attunement:

Feral. While you are not wearing heavy armor, you gain a +1 bonus to your AC.

Predator. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Swift. You can take the Dash or Disengage action as a bonus action on each of your turns.

Advanced Transformation

At 10th level, if you know the Cursed Weapon curse, or if you learn it on later levels, while in hybrid form it gains the following modifier:


Unarmed. (1 hemocraft die): Your claws are the only weapon you need. You have a +1 bonus to the attack and damage rolls made using them, and you have advantage on Strength (Athletics) checks made to grapple a creature.


In addition, you are adept at moving through different environments, depending on your bestial attunement.

Feral. You gain swimming speed equal to your walking speed.

Predator. Your walking speed increases by 10 feet and you ignore difficult terrain.

Swift. You gain climbing speed equal to you walking speed.

Rites of the Beast

At 15th level, you've honed your hemocraft to tear wicked influence from your allies. You learn the Marking Curse for your Blood Maledict feature. If you already know this curse, you learn a different blood curse of your choice. This doesn’t count against your number of blood curses known. Additionally, the Marking Curse gains the following modifiers:


Persistent (1 hemocraft die): If the target drops to 0 hit points before this curse ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.


Vicious (4 hemocraft dice): Each time you hit the marked creature with an unarmed attack, you decrease the number you need to roll on the d20 to score a critical hit by 1. Whenever you score a critical hit, you regain hit points equal to half the amount of damage dealt and revert the number needed to get the critical hit to the original.

Blood Curses

Binding Curse

Blood Curse


  • Casting Time: 1 action
  • Range: 30 feet

Crimson veins appear below your enemy, binding a creature of your choice within range. These bloody tendrils then lash out to another target you choose, which must be within 10 feet of the first target. Both creatures must succeed on a Strength saving throw, or be binded. At the beginning of its turn, if a binded creature is more than 30 feet apart of the other, it can repeat the saving throw, ending the effect on a success. If one of the targets saves, the curse ends immediately.

On your turn, after you deal damage to a binded creature, you may use a bonus action to deal the same amount of damage to the other creature binded by this curse. The damage type dealt with this effect is necrotic, regardless of the triggering damage type.

When you invoke this curse, you can spend hemocraft dice up to your limit to add the following modifiers to Binding Curse (you may add multiple modifiers). Take into account, invoking the curse already spends one of your dice.


Remote (1+ hemocraft die): The distance needed to repeat the save and the casting range of the curse, increases by 10 feet for each die spent.


Hindering (1 hemocraft die): Binded creatures speeds are halved for the duration of the curse.


Shackled (2 hemocraft dice): When you invoke this curse, binded creatures are restrained until the end of their next turn.


Spontaneous (3 hemocraft dice): Whenever a binded creature you can see takes damage, you can use you reaction to deal the same amount to the other affected creature.

Cursed Augmentation

Blood Curse


  • Casting Time: 1 bonus action
  • Range: Self

You focus on the control of your own blood vessels, achieving stronger physical capabilities. For the duration, whenever you make a Strength or Dexterity check, you may add your Wisdom modifier (with a minimum bonus of +1) to the roll.

When you invoke this curse, you can spend hemocraft dice up to your limit to add the following modifiers to Cursed Augmentation (you may add multiple modifiers). Take into account, invoking the curse already spends one of your dice.


Potent (1+ hemocraft die): Once before the curse ends, you can give yourself advantage on weapon attack rolls on your turn. For that turn, one attack you hit deals an extra 1d12 necrotic damage for each die spent. You may choose which attack you add damage to after hit.


Weightless (1 hemocraft die): Your jump distance is tripled until the curse ends. In addition, whenever you receive falling damage, you may reduce it by an amount equal to twice you blood hunter level.


Quickened (2 hemocraft dice): You cast the haste spell on yourself.


Safety (3 hemocraft dice): For the duration, you may add your Wisdom modifier (with a minimum bonus of +1) to all saving throws.

Cursed Aura

Blood Curse


  • Casting Time: 1 action
  • Range: Self

You invoke a cursed zone of crimson mist 10 feet around you. Creatures of your choice are unaffected by it. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 1d10 slashing damage. On a successful save, the creature takes half as much damage.

When you invoke this curse, you can spend hemocraft dice up to your limit to add the following modifiers to Cursed Aura (you may add multiple modifiers). Take into account, invoking the curse already spends one of your dice.


Expanded (1-4 hemocraft die): The range of the zone increases by 5 feet for each die spent.


Savage (1+ hemocraft die): The curse deals an additional 1d10 damage for each die spent.


Baneful (1 hemocraft die): Whenever a creature that fails the saving throw, makes an attack roll or saving throw before the beginning of its next turn, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.


Tripping (3 hemocraft dice): You can use your bonus action to force affected creatures within range that are no more than one size larger than you, to make a Strength saving throw. On a failure, the creature retakes the curse damage and falls prone.

Cursed Weapon

Blood Curse


  • Casting Time: 1 bonus action
  • Range: Self

You conjure a weapon in your hand, formed from the same blood you sacrificed. The weapon can take any form from the Weapons table in the Player's Handbook. It deals the same amount and type of its mundane counterpart, but it counts as magical for purposes of overcoming resistance and immunity to nonmagical attacks and damage. Once per turn, you may add an extra 1d4 damage to one attack you make with it.

If you create a weapon with the ammunition property, it produces it's own. When you drop the weapon or throw it, as well as when the ammunition impacts, it dissipates at the end of your turn, leaving a small blood stain.

When you invoke this curse or as a bonus action, you can morph the weapon into different forms, spending the hemocraft dice cost (1 in case of basic weapons when changing form). While the spell persists, you can use a bonus action to cause the weapon to reappear in your hand. You can do both effects using the same bonus action.


Defensive (1 hemocraft die): You create a melee weapon without the two-handed property and a shield. You are proficient with this shield.


Paired (1 hemocraft die): You create two melee weapons of the same type. You may deal the extra 1d4 damage once per turn with each weapon.


Serrated (2 hemocraft dice): You create a sharp great weapon that counts as a martial melee weapon, it deals 1d10 damage and has the cruel, reach and two-handed properties.

On your turn, when you hit a creature with this weapon, you may choose another creature within 5 feet of the target and within your reach. If you would hit that creature with the attack roll, you may deal the weapon's damage. You don't add your ability modifier to this damage, unless that modifier is negative. Additionally, when you score a critical hit to a creature with this weapon, the target must succeed on a Constitution saving throw or it starts bleeding.

About Melee Cover

Keep in mind that an attack does not have to be a range attack to be affected by cover. If any of the creatures targeted by your Serrated Cursed Weapon is behind a source that normally would grant cover, take it into account when calculating if your attack does hit.


Chained (3 hemocraft dice): You create two blades connected to each other by a blood dripping chain. The weapon counts as two martial melee weapons, they deal 1d8 slashing damage, and has the brutal, finesse, light and thrown (range 20/60) properties.

Immediately after you hit a creature with this weapon, you may use a bonus action to grapple the target with it. If you hit the target twice this turn, you have advantage in your Strength (Athletics) check. If you succeed, you may pull the grappled creature up to 15 feet in a straight line towards you. You can't have more than one creature grappled in this way.

Entangling Curse

Blood Curse


  • Casting Time: 1 bonus action
  • Range: 30 feet

You entangle a creature to yourself, creating an invisible force that binds it to you. Choose a creature within range that is no more than one size larger than you. For the duration, if the target attempts to move away from you, it must make a Wisdom saving throw, or be unable to move further than 20 feet away until the start of its next turn.

If the target starts its turn more than 20 feet from you, it must make a Strength saving throw, or be dragged 10 feet towards you. If the target succeeds in this saving throw for two turns in a row, the curse ends immediately.

When you invoke this curse, you can spend hemocraft dice up to your limit to add the following modifiers to Entangling Curse (you may add multiple modifiers). Take into account, invoking the curse already spends one of your dice.


Reaching (1 hemocraft die): You can use your bonus action to force the entangled creature to make a Strength saving throw. On a failure, the target receives 1d4 necrotic damage for each hemocraft die spent in total when you invoke this curse, and its pulled up to 10 feet in a straight line towards you.


Tighten (1-2 hemocraft die): The maximum range the target can move when failing the saving throw, and the range from which is dragged at the beginning of its turns, are reduced by 10 feet for each die spent, up to a minimum of 5 feet.


Magnified (1 or 3 hemocraft die): You can target creatures two sizes larger than you. Spending 3 hemocraft dice in this modifier makes you able to target creatures three sizes larger instead.


Tethering (2 hemocraft dice): If the entangled creature attempts to teleport or cross planar boundaries, it must make a Charisma saving throw. On a failure, the teleport or plane shift fails.

Fearful Curse

Blood Curse


  • Casting Time: 1 action
  • Range: 30 feet

You understand the fragility of the creatures sanity, and you are able to touch whatever breaks it. Up to three creatures of your choice that you can see within range must succeed on a Wisdom saving throw or be shaken until the end of the curse.

When you invoke this curse, you can spend hemocraft dice up to your limit to add the following modifiers to Fearful Curse (you may add multiple modifiers). Take into account, invoking the curse already spends one of your dice.


Extended (1+ hemocraft die): You can target one additional creature for each die spent.


Disturbing (1-2 hemocraft die): An affected creature suffers one additional instance of the shaken condition for each die spent, applying frightened and panicked conditions respectively.


Disrupting (2 hemocraft dice): When you invoke this curse, a creature that fails its saving throw also loses 5 temporary hit points for each hemocraft die spent in total.


Vulnerable (3 hemocraft dice): Attacks you make against affected creatures deal an additional 2d4 psychic damage.

Marking Curse

Blood Curse


  • Casting Time: 1 bonus action
  • Range: 120 feet

You place a curse on a creature that you can see within range. Until the curse ends, you deal an extra ld6 slashing damage to the target whenever you hit it with an attack.

When you invoke this curse, you can spend hemocraft dice up to your limit to add the following modifiers to Marking Curse (you may add multiple modifiers). Take into account, invoking the curse already spends one of your dice.


Grabbing (1 hemocraft die): The target must succeed on a Strength saving throw, or be restrained by hardened veins that lock it in place. At the end of its turn, the target can repeat the saving throw, ending this effect on a success.


Blinding (1 hemocraft die): The target must succeed on a Constitution saving throw, or it becomes blinded. At the end of its turn, the target can repeat the saving throw, ending this effect on a success.


Tracking (2 hemocraft dice): For the duration, you know the location of the marked creature provided you are in the same plane of existence. Also, you can't have disadvantage on attack rolls against the target.


Punishing (3 hemocraft dice): For the duration and once per turn, after you hit a marked creature you can increase the size of the damage die dealt by this curse to 1d8 the first time, to 1d10 the second and up to a maximum of 1d12 after the third time you use this effect.

Protective Curse

Blood Curse


  • Casting Time: 1 action
  • Range: 10 feet

Choose a willing creature within range to surround it with defensive blood magic. Until the curse ends, the creature gains 1d4 temporary hit points at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

When you invoke this curse, you can spend hemocraft dice up to your limit to add the following modifiers to Protective Curse (you may add multiple modifiers). Take into account, invoking the curse already spends one of your dice.


Fortifying (1+ hemocraft die): The target gains an additional 1d4 temporary hit points for each die spent.


Removing (1 hemocraft die): You cast the remove curse spell on the target.


Resistive (2 hemocraft die): Once before the curse ends, the target can roll a d10 and add the number rolled to one saving throw of its choice.


Explosive (3 hemocraft dice): Whenever the target loses the remaining temporary hit points granted by this curse, every creature within 5 feet of the target must succeed on a Dexterity saving throw, or they take 1d6 fire damage. The amount of damage increases by 1d6 for each hemocraft die spent in total when you invoke this curse.

Puppeting Curse

Blood Curse


  • Casting Time: 1 action
  • Range: 30 feet

Choose one creature within range to affect it with a silent mind parasite. The target must succeed on a Wisdom saving throw or be affected by the curse. For the duration, you can you a bonus action to force an affected creature to use its reaction to make a melee attack against a creature other than itself that you mentally choose. The target can repeat its saving throw at the end of each of its turns, ending the effect on a success.

When you invoke this curse, you can spend hemocraft dice up to your limit to add the following modifiers to Puppeting Curse (you may add multiple modifiers). Take into account, invoking the curse already spends one of your dice.


Distant (1+ hemocraft die): The range of the curse is increased by 30 feet for each die spent.


Surprising (1 hemocraft die): The target makes its first forced attack at advantage. It doesn't gain advantage on attacks against creatures that can't be surprised.


Twinned (2 hemocraft dice): When you invoke this curse, choose two creatures within range. If both targets are affected, you choose which one you force to attack. The curse ends when both creatures made their save, or the curse reaches its full duration.


Expeditious (3 hemocraft dice): You can use your reaction to force an affected creature to use its action to make a melee attack against a creature other than itself that you mentally choose.

Rupturing Curse

Blood Curse


  • Casting Time: 1 action
  • Range: 5 feet

You create a wave of necromantic energy from your blood. Each creature within range, other than you, must make a Constitution saving throw. On a failed save, a creature's skin rupture. Whenever the creature willingly moves 10 feet, it takes 1d6 necrotic damage. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

When you invoke this curse, you can spend hemocraft dice up to your limit to add the following modifiers to Rupturing Curse (you may add multiple modifiers). Take into account, invoking the curse already spends one of your dice.


Enlarged (1+ hemocraft die): The range of the curse is increased by 5 feet for each die spent.


Pushing (1 hemocraft die): When you invoke this curse, a creature that fails its saving throw is pushed 10 feet away from you. This effect doesn't repeats on subsequent turns.


Lacerating (2 hemocraft dice): An affected creature is bleeding for the duration.


Contagious (3 hemocraft dice): If a ruptured creature you can see, fails the saving throw at the end of its turn, you can use your reaction to invoke this curse as though you were in the creature's space. This invocation doesn't require concentration, ends when the original curse does, it doesn't count against your blood curse uses and only has the Contagious modifier.

Sickening Curse

Blood Curse


  • Casting Time: 1 action
  • Range: 120 feet

Choose one creature within range. The target must succeed on a Constitution saving throw, or it takes 2d8 poison damage and it is sickened for the duration of the curse. On a successful save, the creature takes half as much damage and isn't sickened. At the end of each of its turns, the target can repeat the save ending the curse on a success. An affected creature may spend an action to self inflict 1d8 slashing damage to do the save with advantage.

When you invoke this curse, you can spend hemocraft dice up to your limit to add the following modifiers to Sickening Curse (you may add multiple modifiers). Take into account, invoking the curse already spends one of your dice.


Amplified (1+ hemocraft die): The curse deals an additional 2d8 poison damage for each die spent, and affected creatures need to self inflict 1d8 additional slashing for each die spent to gain advantage on the save.


Debilitating (1 hemocraft die): The affected creature deals only half damage with weapon attacks that use Strength.


Empowered (2 hemocraft dice): The affected creature is poisoned and slowed for the duration.


Silent (3 hemocraft dice): The affected creature can't talk or cast spells with the verbal component.

Feats

Curse Adept

You are an outsider to the blood hunter orders, but through intense research you went beyond others could, delving into the forbidden lore of maledictions. You learn one of the blood curses of the Blood Hunter class, gaining the attached blood maledict feature.

You can use this curse once and you can use up to 2 hemocraft dice when you invoke it. You regain this blood curse use when you complete a short or long rest.

Equipment

In this section you can find optional new weapons and magic items for your campaigns.

Weapons

The Weapons table shows some new weapons used more frequently in dark settings, their price and weight, the damage they deal when they hit, and any special properties they possess.

Weapon Properties

The following definitions details new special properties used by some weapons in this document.

Brutal. Weapons with the Brutal property deal devastating critical hits. When you score a critical hit, you add one additional weapon die to the damage total.

Weapons
Name Cost Damage Weight Properties
Martial Melee Weapons
Scythe 20 gp 2d4 slashing 5 lb. Versatile (brutal)
Serrated Dagger 5 gp 1d4 piercing 2 lb. Brutal, finesse, light, thrown (range 20/60)
Spiked Whip 15 gp 1d6 piercing 4 lb. Cruel, finesse, reach

   Cruel. If a weapon with the Cruel property deals damage, you may reroll any of the weapon dice if it rolls a value of 1. You must use the new value even if it is also a 1. If you have the Great Weapon Fighting style, the two rerolls stack to 1-3 instead.

Magic Items

Magic items are presented in alphabetical order. A magic item’s description gives the item’s name, its category, its rarity, and its magical properties.

Cuirass of the Crimson Resilience

Armor (half plate), very rare (requires attunement by a blood hunter)

This dark half plate armor its filled with arcane stones that resonate with blood based magic. While wearing this armor, you gain a +1 bonus to AC, and on your turn, you can use an action to regain all expended uses of your crimson rite feature. Once this special action is used, it can't be used again until the next dawn.

In addition, you can use an action to roll a d4 and lose a number of hit points equal to the number rolled. If you do so, you ignore the disadvantage on Dexterity (Stealth) checks imposed by the armor for 1 hour.

Blood Stealing Scythe

Weapon (scythe), rare (requires attunement by a blood hunter)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you attack a creature with this weapon and roll a 20 on the attack roll, that target loses an unexpended Hit Die. A hit die lost in this way is then stored within this weapon, up to a maximum of 3 dice. You may use a hit die stored in this weapon as if it were yours. The weapon loses all stored hit dice at dawn.

In addition, you can use a bonus action to roll a d4 and lose a number of hit points equal to the number rolled. If you do so, you can morph the weapon into a different weapon of your choice for 1 minute. If you create a weapon with the ammunition property, it produces it's own. When you drop the weapon or throw it, as well as when the ammunition impacts, it dissipates at the end of your turn, leaving a small blood stain.

Conditions

The following definitions specify what happens to a creature while it is subjected to one of the new conditions.

Bleeding

  • A bleeding creature has disadvantage on Constitution saving throws.
  • Whenever a bleeding creature would regain hit points, it only regains half the amount it would normally do. (minimum of 1 hit point).
  • At the start of its turn, a bleeding creature takes 1d4 slashing damage. If the creature has already been affected by the bleeding condition after its last long rest, the damage is increased to 1d8 instead. This damage is not considered magical, except stated by the source.
  • As an action, a creature may attempt to seal the wound, by spending one use of a healer's kit and with a successful DC 10 Wisdom (Medicine) check. If the creature has already been affected by the bleeding condition after its last long rest, the DC of this check is increased to 15 instead.
  • Creatures with no functional blood or immune to nonmagical slashing damage are immune to the bleeding condition.

Nauseated

  • A nauseated creatures has disadvantage on its first attack roll or ability check on its turn.
  • If a nauseated creature is subjected to an effect that causes it to become nauseated again, it becomes poisoned.
  • A nauseated creature can spend its action to wretch to remove the nauseated condition.
  • Creatures immune to the poisoned condition are immune to the nauseated condition.
  • The shaken condition is affected by spell like protection from poison and similar effects, as a poisoned condition.

Panicked

  • A panicked creature remains panicked as long as it is frightened. If it is no longer frightened, it stops panicking.
  • The creature must Disengage or Dash with all its movement speed from the source of its fear, as well as any other dangers it encounters, along a random path. The creature uses the Dodge action anytime it can, and will attack or interact with obstacles, use special abilities including spells as a means of escape. If cornered, a panicked creature cowers and does not attack.
  • A panicked creature can't use its reaction, except it directly enables to move away from the source of its fear.
  • Unless a duration is stated, at the start of its turn, a panicking creature can attempt a Wisdom saving throw at save DC of the source of the fear. If it succeeds, it is no longer panicked. It may continue to feign panicking to surprise any pursuers.
  • Creatures immune to the frightened condition are immune to the panicked condition.

Shaken

  • A shaken creature has disadvantage on its first attack roll or ability check on its turn.
  • If a shaken creature is subjected to an effect that causes it to become shaken again, it becomes frightened.
  • If a frightened creature is subjected to an effect that causes it to become shaken again, it becomes panicked.
  • Creatures immune to the frightened condition are immune to the shaken condition.
  • The shaken condition is affected by spell like protection from evil and good and similar effects, as a frightened condition.

Slowed

  • A slowed creature's speed is halved.
  • The creature has a -2 penalty to its AC and Dexterity saving throws.
  • The creature can't take reactions.
  • On its turn, a slowed creature can use either an action or a bonus action, not both, and regardless of the creature's abilities or magic items, it can't make more than one attack during its turn.
  • If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.

Credits

Version created by /u/BskTurrop

Artist Credit

  • Cover. Pale Caesar - Dragon II: Red Lounge
  • Page 2 (background). WotC - Haunted Fengraf
  • Page 2 (symbol). Lorc - Bleeding Eye icon
  • Page 2. Joma Cueto - Blood Hunter Elias
  • Page 3 (background). WotC - Forest
  • Page 3 (scythe). Reaper Scythe - Jokers' Masquerade
  • Page 3 (hat). Svetliy Sudar Leather Arts Workshop - Bloodborne Hunter Hat
  • Page 4. Bloodborne - Vileblood Register
  • Page 6. Gao Haotong - Bloodborne fanart
  • Page 9. Bloodborne - Iosefka's Blood Vial, Sedative, Frenzied Coldblood
  • Page 10. Bloodborne - Beast Roar
  • Page 13. WotC - Blood Mist
  • Page 15. Ewa Skuza - Blood Mage
  • Page 17 (weapon). Fortnite - Crimson Axe
  • Page 17 (armor). The Elder Scrolls V: Dragonborn - Nordic Carved Armor

Changelog

v 1.1

  • Created.

v 1.2

  • Updated tools proficiency for future changes.
  • Removed alchemy supplies from multiclassing bonus proficiencies.
  • Updated thirst to be more useful.
  • Changed detect evil and good, for protection from evil and good from Shelter from the Unholy.
  • Added an improvement to Crimson Rite to the Hardened Spirit feature.
  • Added Investigation to the list of potential proficiencies learn from Bonus Proficiency Oath of the Profane Soul feature.
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