The Blood Hunter

by Hexjthorn

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The Blood Hunter

The Blood Hunter Features Table

Level Proficiency Hematic Die Features
1st +2 1d4 Hematic Magic, Fighting Style, Crimson Weapons
2nd +2 1d4 Determination, Blood Brand
3rd +2 1d4 Secret Order
4th +2 1d4 Ability Score Improvement
5th +3 1d6 Extra Attack, Elemental Evolution
6th +3 1d6 Last Rites, Heartache
7th +3 1d6 Secret Order Feature
8th +3 1d6 Ability Score Improvement
9th +4 1d8 Rapid Adaptations
10th +4 1d8 Monstrous Physicality, Hemorrhage
11th +4 1d8 Secret Order Feature
12th +4 1d8 Ability Score Improvement
13th +5 1d10 Ethereal Evolution
14th +5 1d10 Monstrous Mentality, Hypertension
15th +5 1d10 Secret Order Feature
16th +5 1d10 Ability Score Improvement
17th +6 1d12 Plasmatic Flare
18th +6 1d12 Secret Order Feature
19th +6 1d12 Ability Score Improvement
20th +6 1d12 Scarlet Soul, Exsanguination

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: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: Alchemist’s supplies
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Religion, and Survival

Equipment

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

  • a martial weapon or two simple weapons
  • a light crossbow and 20 bolts
  • studded leather armor or scale mail armor
  • an explorer’s pack and alchemist’s supplies

Optional Rule: Multiclassing


If your group uses the multiclassing rules from the Player’s Handbook, here’s what you need to know if you choose blood hunter as one of your classes.


Ability Score Minimum. As a multiclass character, you must have a Constitution score of at least 13 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, you gain the following proficiencies when you take your first level as a blood hunter: light armor, medium armor, shields, simple weapons, martial weapons, and alchemist’s supplies.


Page 2 | The Blood Hunter

Hematic Magic


You have survived a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. Your body has been empowered to control and shape hematic magic, which uses your own blood and life essence to fuel your abilities.


Some of your features will require you to roll a hematic die; this die changes as you gain blood hunter levels, as shown in the Hematic Die column of the Blood Hunter features table. If a feature requires you to sacrifice HP after rolling a hematic die, you always take the full amount; this damage cannot be reduced in any way.


Additionally, if a blood hunter feature requires your target to make a saving throw to resist the feature’s effects, the saving throw DC is calculated as follows:


Hematic Save DC = 8 + your proficiency bonus + your Constitution modifier


Augmentations


Whenever you gain a level in this class, including 1st level, you can give your character a cosmetic, physical augmentation. These transformations represent your character's evolving abilities. You can roll on the table below or come up with an augmentation of your own.


d8 Body Part
1 One of your hands
2 One of your arms
3 One of your legs
4 One of your eyes
5 One of your ears
6 Your head
7 Your back
8 Your torso
d8 Development
1 has a scar
2 has a piercing
3 has a tattoo
4 is covered in moss
5 is covered in tiny spikes
6 becomes partially translucent
7 begins to faintly glow red and feels warm to the touch
8 begins to faintly glow blue and feels cool to the touch

Fighting Style


Starting at 1st 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.


Blind Fighting


You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.


Defense


While you are wearing armor, you gain a +1 bonus to AC.


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.


Interception


When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.


Protection


When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.


Two-Weapon Fighting


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


Crimson Weapons


You have mastered the basics of hematic magic, including a ritual that empowers your weapons with sacrificial energy.


Starting at 1st level, you can use your bonus action to sacrifice HP equal to one roll of your hematic die.
In exchange, a weapon of your choice that you are holding becomes a crimson weapon.


Any attack made with a crimson weapon uses your Constitution modifier, instead of Strength or Dexterity, for the attack and damage rolls. Crimson weapons also deal extra damage equal to one roll of your hematic die. This empowerment fades when you finish a rest, die, or use this feature on the same weapon.


Caution: While a creature, other than you, wields a crimson weapon, that creature will sacrifice HP equal to one roll of your hematic die every time they make an attack roll.

Page 3 | The Blood Hunter

Determination


Your augmented body amplifies your willpower,
propelling your capabilities beyond their normal means.


Starting at 2nd level, whenever you make an ability check, you can roll one hematic die and add the result to the check (no action required). You can use this feature after you see the result of the d20, but before the DM says whether the check succeeds or fails.


The first time you use this feature after a rest, you suffer no adverse effect. If you use this feature again before finishing a rest, you must sacrifice HP equal to the result of the hematic die. Each additional use before resting will increase the sacrifice by one additional roll of your hematic die.


Blood Brand


Your resolve to study, track, and slay the realms' most vile monsters intensifies your bond with them, allowing you to sear your prey with a sinister brand.


Starting at 2nd level, you can use your bonus action to sacrifice HP equal to one roll of your hematic die.
In exchange, you choose a creature you can see within a number of feet equal to 15 times your blood hunter level.


A visible design of your choice appears on the creature; the brand remains on the target for 1 hour and fades away if the creature dies, if you die, or if you choose to remove it
(no action required).


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.


Additionlly, whenever you finish a short rest and have zero uses of this feature, you can sacrifice HP equal to one roll of your hematic die. In exchange, you regain one use.


Your blood brand grants you the following abilities:

  • Hematologist. You have advantage on INT-based and WIS-based ability checks related to branded creatures.

  • Adrenaline. While at least one creature bears your brand, you can take the Dash action as a bonus action, and you don't spend extra movement when moving through nonmagical difficult terrain.

  • Transfusion. If a branded creature dies within the range of this feature, you regain HP equal to one roll of your hematic die plus your Constitution modifier.

  • Arrhythmia. When the duration of a brand ends, you can use your reaction to sacrifice HP equal to one roll of your hematic die. In exchange, the brand's duration is extended by a number of hours equal to the result. If you interrupt a rest to take this reaction, you must restart the rest.

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Secret Order


Starting at 3rd level, you devote yourself to an order of blood hunters whose philosophy will guide you throughout your life. Your choice grants you features at 3rd level and again at 7th, 11th, 15th, and 18th level.


Ability Score Improvement


Starting at 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


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


Elemental Evolution


The influence of hematic magic alters your genetic composition, allowing you to transmute your living energy into raw elemental energy.


Starting at 5th level, your crimson weapons count as magical for the purpose of overcoming resistances and immunities to nonmagical attacks and damage. Additionally, when you create a crimson weapon, you can change the damage type of the extra damage; choose one of the following: acid, cold, fire, lightning, poison, or thunder.


Last Rites


Your respect grows for the monsters you fell, wishing them a more peaceful afterlife.


Starting at 6th level, you learn the spells gentle repose and speak with dead. Constitution is your spellcasting ability for these spells.


You can use this feature to cast each of these spells once without expending a spell slot or using spell components. You must finish a short or long rest before you can do so again.


Heartache


Your hematic power begins to flourish; your brand burns brighter and takes root in the heart of your prey, improving your methods of malice.


Starting at 6th level, whenever you hit a branded creature with a crimson weapon, you can trigger a traumatic event. Choose one of the following heartaches:

  • Collapse Veins. The target must succeed on a Strength saving throw or have its speed reduced to zero.
  • Clog Arteries. The target must succeed on a Dexterity saving throw or be unable to take reactions.
  • Infect Antibodies. The target must succeed on a Constitution saving throw or be poisoned.
  • Burst Capillaries. The target must succeed on an Intelligence saving throw or be frightened by you.
  • Constrict Vessels. The target must succeed on a Wisdom saving throw or be charmed by you.
  • Decay Cells. The target must succeed on a Charisma saving throw or be deafened and unable to speak.

A branded creature can be affected by only one heartache at a time, and the effects of the heartache end at the start of your next turn, or if the brand fades.


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Rapid Adaptations


Eliminating horrific monstrosities enriches your strategic mind; you recognize when a change in tactics is most advantageous.


Starting at 9th level, you gain the following abilities:

  • Equivalent Exchange. As a bonus action, you can change the damage type of the extra damage on one crimson weapon you are holding; choose one of the damage types listed in the Elemental Evolution feature.

    Once you take this bonus action, you can't do so again until you finish a short or long rest.

  • Bloodthirsty. As a bonus action, you can liquify one crimson weapon you are holding and absorb the liquid into your body, concealing the armament. While absorbed, the weapon retains its empowerment through rests, and it stays in your body until you use another bonus action to sacrifice HP equal to one roll of your hematic die.
    The weapon then appears in your hand.

    You cannot absorb more than one crimson weapon at a time, and if you die, the weapon appears next to your body without dealing damage to you.


Monstrous Physicality


Your entanglement with the darkness compels its tendrils to soak your body in deep vermilion.


Starting at 10th level, you gain a bonus to your Strength and Dexterity saving throws equal to your Constitution modifier.


Hemorrhage


As the roots of your brand burrow into your prey, a hematic force drives your weapons toward their critical points of weakness.


Starting at 10th level, your crimson weapon attacks score a critical hit on a roll of 19 or 20 against branded creatures.


Ethereal Evolution


The influence of hematic magic transcends your spirit, allowing you to transmute your living energy into otherworldly energy.


Starting at 13th level, when you create a crimson weapon, you gain additional options for the damage type of the extra damage; choose one of the following: force, necrotic, psychic, or radiant. You can also choose one of these options when using your Equivalent Exchange feature.


Monstrous Mentality


Your entanglement with the darkness compels its tendrils to soak your mind in deep vermilion.


Starting at 14th level, you gain a bonus to your Wisdom and Charisma saving throws equal to your Constitution modifier.


Hypertension


With the roots of your brand buried deep in their heart, the pulse of your prey becomes erratic; they strain to halt your onslaught.


Starting at 14th level, whenever you hit a branded creature with a crimson weapon, you can trigger a traumatic event. Choose one of the following heartaches:

  • Collapse Veins. The target makes a Strength saving throw; on a failure, the target is restrained; on a success, the target's speed is reduced to zero.
  • Clog Arteries. The target makes a Dexterity saving throw; on a failure, the target is paralyzed; on a success, the target is unable to take reactions.
  • Infect Antibodies. The target makes a Constitution saving throw; on a failure, the target is petrified; on a success, the target is poisoned.
  • Burst Capillaries. The target makes an Intelligence saving throw; on a failure, the target is stunned; on a success, the target is frightened by you.
  • Constrict Vessels. The target makes a Wisdom saving throw; on a failure, the target is incapacitated; on a success, the target is charmed by you.
  • Decay Cells. The target makes a Charisma saving throw; on a failure, the target is blinded, deafened, and unable to speak; on a success, the target is deafened and unable to speak.

A branded creature can be affected by only one heartache at a time, and the effects of the heartache end at the start of your next turn, or if the brand fades.

Plasmatic Flare


With every strike, your weapons flash, as their ruby-tipped edges wield the power to vanquish any foe.


Starting at 17th level, whenever you attack with a crimson weapon, you can make all of the damage be the damage type of that weapon's extra damage.


Scarlet Soul


Your mastery of blood magic ascends beyond mortal comprehension, empowering your fortitude and mitigating your sacrifice.


Starting at 20th level, your Constitution score increases by 4, and the maximum value for your Constitution score is now 24. Additionally, once per turn, whenever you roll a hematic die, you can reroll the die and use either roll.


Exsanguination


The roots of your brand now envelop your prey, as your hematic might overwhelms thier resolve.


Starting at 20th level, your crimson weapon attacks score a critical hit on a roll of 18, 19, or 20 against branded creatures.


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Order of Prophets

A member of the Order of Prophets was likely plagued by nightmares and hallucinations in their youth. Prior to devoting themselves to the Order, they wandered as fortune tellers, palm readers, or grifters. The Order of Prophets provides the means to navigate one's own mind, gaining control over the horrific visions.


Order of Prophets Features


Blood Hunter Level Feature
3rd Prophetic Strikes, Forecasting
7th Grim Visions
11th Inevitable Omen
15th Omniscient Predator
18th Blood-Shot Oracle

Prophetic Strikes


3rd-level Order of Prophets feature


You have learned to magically perceive a creature's strengths and weaknesses, granting you insights on how best to slay it.


Starting at 3rd level, whenever you hit a creature with a crimson weapon, you immediately learn vital information about the target. Choose one of the following:

  • The target's true creature type (and tag, if applicable).
  • The name of the target's highest ability score.
  • The name of the target's lowest ability score.
  • Whether the target has more or less than 50% max HP.
  • One of the target's damage vulnerabilities.*
  • One of the target's damage resistances.*
  • One of the target's damage immunities.*
  • One of the target's condition immunities.*

*If the target has no information for this choice,
you learn they have none.


Forecasting


3rd-level Order of Prophets feature


Your ability to control life force extends beyond your own body; you seize dominion over the arcane, and manipulate the weave of magic to replicate the powers of a diviner.


Starting at 3rd level, you learn the guidance cantrip. You also learn all of the spells listed in the Order of Prophets Divination Spell List. Constitution is your spellcasting ability for casting divination spells with this feature.


You can cast any spell from this list so long as its level is less than or equal to half your blood hunter level (rounded up). You do not need to provide spell components, unless the spell states that a material component is consumed or has an explicit cost, in which case you must possess that specific component to cast the spell.


Platelets. You have a number of platelets equal to the maximum value of your hematic die. Whenever you cast a divination spell using this feature, you expend a number of platelets equal to the spell's level. You regain all expended platelets when you finish a long rest.


Macabre Recovery. Whenever you finish a short rest, you can roll one hematic die. You regain a number of platelets equal to the result (up to your max), and you sacrifice HP equal to the number of platelets recovered (not the die result).


Page 7 | The Blood Hunter

Grim Visions


7th-level Order of Prophets feature


You gain partial control over the visions that plague you mind; with rigorous discipline, you can solidify these visions, turning possibility into reality.


Starting at 7th level, the first time you sacrifice HP after a long rest, you can roll one d20 and record the result. Whenever a creature you can see (including yourself) begins to make an attack roll, saving throw, or ability check, you can use your reaction to replace the roll with the recorded result.


You must choose to do so before the roll is made, and taking this reaction fulfills the vision, expending the recorded result.


You retain the vision so long as you are alive, but when you use this feature again, the previous vision is lost.


Inevitable Omen


11th-level Order of Prophets feature


Your blood brand becomes a symbol of inevitable doom for your quarries, ensuring the scales of fate always tilt in your favor.


Starting at 11th level, if you drop to 0 HP while you are near a branded creature (within a number of feet equal to 15 times your blood hunter level), you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 HP instead.


Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.


Omniscient Predator


15th-level Order of Prophets feature


Your dominion over the arcane continues to flourish, as your mind's eye glimpses the infinite multiverse.


Starting at 15th level, if the target of your scrying spell is on a different plane of existence, the spell functions as if they were on the same plane as you.


Additionally, while concentrating on the scrying spell, you can use your Blood Brand feature on a creature you can see through the spell's sensor, temporarily ignoring the feature's range limitation.


Blood-Shot Oracle


18th-level Order of Prophets feature


Though they were once a point of pain in your life, your visions have become your greatest weapon; you are crowned the most powerful, prophetic, predator of the multiverse.


Starting at 18th level, you can roll two d20s for your
Grim Visions feature, retaining both visions while you're alive, and losing both visions when you use the feature again.


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Order of Prophets Divination Spell List

1st Level
  • Comprehend Languages
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Hunter's Mark
  • Identify
  • Speak with Animals
2nd Level
  • Augury
  • Beast Sense
  • Detect Thoughts
  • Find Traps
  • Locate Animals or Plants
  • Locate Object
  • See Invisibility
3rd Level
  • Clairvoyance
  • Tongues
4th Level
  • Arcane Eye
  • Divination
  • Locate Creature
5th Level
  • Commune
  • Commune with Nature
  • Contact Other Plane
  • Legend Lore
  • Scrying
  • Telepathic Bond
6th Level
  • Find the Path
  • True Seeing
9th Level
  • Foresight

The Spells listed above come from the Player's Handbook (PHB). If your DM allows sources beyond the PHB, this subclass allows you to learn the divination spells associated with that source material.


For Example:

Divination Spell Source
Beast Bond Elemental Evil Player's Companion
Mind Spike Xanathar's Guide to Everything
Fortune's Favor Explorer's Guide to Wildemount
Gift of Alacrity Explorer's Guide to Wildemount
Borrowed
Knowledge
Strixhaven: A Curriculum of Chaos
Page 9 | The Blood Hunter

Homebrew Notes and Logic

  • Proficencies: Added Heavy Armor, change save from DEX to CON, removed 1 skill choice. All of these help to rebalance the class into an "all-purpose" fighter/hunter.
  • Hematic Magic: While this feature is technically "nothing", I wanted to have a "spellcasting-like" feature that simply states "you can do blood magic". I also changed how the die increases so it upgrades with your PB (but is not based on PB, to balance multiclassing).
  • Fighting Style: Added a few styles to help with the "all-purpose" theme.
  • Crimson Weapons: Replaces Crimson Rite and is "Core Feature #1". This allows the class to have CON be its primary. Since blood hunters draw energy from the self, it made sense to me that their primary stat should be CON to help with HP; again, this allows for "all-purpose" play-style where your 2nd highest stat can be whatever you want without affecting the overall class.
  • Determination: Basically replaces Hunter's Bane and Grim Psychometry; the old features were a little too specific to be main abilities. This feature is basically the guidance spell with a twist, and it the reason for reducing number of chosen skills.
  • Blood Brand: Replacement for both Blood Curses and Brands. Just my opinion, but I've never loved the blood curses, so this is the new "Core Feature #2" allowing you to track and possibly get a little HP back (sorta a return on investment).
  • Secret Order: just new name for subclass. subclass levels are all the same.
  • Ability Score Improvement: same
  • Extra Attack: same
  • Elemental Evolution: this adds the "elemental rites" back into the weapon, but I wanted the class to have access to all elements... just not at 1st level. So I thought 5th level was a good compromise.
  • Last Rites: just some fun flavor spells for the class. While the subclass I created (below) does focus on spells, I could see most subclasses not using any. So I added these here to show the blood hunter's consistent and growing closeness to death.
  • Heartache: upgrade to the Brand. causes effects instead of damage. It is a "save or suck" but since you get 6 options (one for each save), AND its only use limitation is on branded creatures, I didn't want to overpower or over complicate this.
  • Rapid Adaptations: minor upgrades to crimson weapons. 1 per short you can change the element without needing to take damage. the other ability is more "role-play" oriented, but I think adds to the "all-purpose" "ready for anything" nature.
  • Monstrous Physicality: basically copy of Dark Augmentation but not doubling down on CON, and no speed increase. This is kinda made up by the bonus action Dash with the Blood Brand.
  • Hemorrhage: Brand upgrade. wanted something straight forward here that wasn't damage increase. I liked the idea that enough though you have a limited number of brands, when you do use it, your essentially marking the creature for death.
  • Ethereal Evolution: adds the rest of the damage types. so now, in the goal of be able to hunt anything, you can prep for all situations.
  • Monstrous Mentality: meant to be a replacement for Hardened Soul, but has its parallel with Monstrous Physicality.
  • Hypertension: next brand upgrade. makes the "suck" suck less, by having the previous effects be the success, while making the failure extremely deadly. Again, theming on "when I use this brand, you are dead"
  • Plasmatic Flare: final upgrade to crimson weapons. Now all the damage can be elemental or force or whatever depending on what you need.
  • Scarlet Soul: similar to Barbarian (since class is now CON based), but keep the reroll since it didn't work its way in earlier in the class.
  • Exsanguination: final upgrade to brand. again, just keep with theme that the brand is serious.
  • Image below: shows the general pattern the class's abilities. I considered moving or deleting the final subclass since its out of order, but naturally so is the final ASI. Plus coding this in dndbeyond is already going to be crazy, so I think leaving the sublass levels and ASI levels is the simplest method

Homebrew Notes and Logic

Subclass: Order of Prophets

This subclass is a big twist on a "type" of ranger I've always been interested in. The Ranger subclass "Monster Slayer" has a Hunter Sense that I've always thought was cool, but hard to use and hard to justify. Additionally, divination spells naturally lean toward "tracking", but I think the spells are meant to parallel a Ranger's abilities; this subclass, however, adds the divination spell power to the hunter/tracker abilities, making an extremely proficient tracker (which I've always wanted). All that to say, this subclass is a love-letter to myself, so no worries if its not your cup tea :-)

  • Prophetic Strikes: A combination of Hunter's Sense, Know Your Enemy, and Insightful Manipulator from Ranger, Fighter, and Rogue, respectively. I realize it can be hard to role-play this technical aspect of the game, but if it doesn't fit with a Blood Hunter/Diviner, then I don't where it fits.

  • Forecasting: Basically spellcasting. This feature let's you cast spells as the same level a full caster would (like locate creature at 7th level), but with extremely limited "spell slots" and is divination only. Which means these spell don't really add a ton of damage output (yes, except for Hunter's Mark), but add a boat-load of utility to this martial class, which I love to see. I'd like to see something like this for the half casters, where you can cast higher level spells (on par with full casters), but the cost is significant.

  • Grim Visions: Portent (from Wizard) with a twist. You only get 1, and it costs your reaction (and technically HP) to use, BUT you can hold on to it indefinitely if you so chose.

  • Inevitable Omen: copy from Barbarian (Relentless Rage), but changed condition to brand-focus. added to the theme of "fated to destory" or "your fate belongs to me"

  • Omniscient Predator: improves scrying spell, since there aren't any 7th or 8th level divination spells. Allows for branding across planes, which I realize is crazy powerful, but I don't think more powerful than spellcasters casting 8th level spells at this level.

  • Blood-Shot Oracle: 2 portents.

Page 11 | The Blood Hunter

Credits and Sources

Image on Page Artist Source
Cover Sam Hogg https://cdna.artstation.com/p/assets/images/images/011/952/406/large/sam-hogg-molly-death-e26-med.jpg?1532280829' class='cover-image
4 Luna Wendorf https://letdream.ap-south-1.linodeobjects.com/opendream.ori/7767364f18440035fb_0.jpg
5 Anna Steinbauer https://images.squarespace-cdn.com/content/v1/59d2469e29f187e9b5da7e32/1541085199056-I0Z3E916KOV05TPT3INH/BloodbondVampire_posting.jpg?format=1500w
7 Tyler Jacobson https://images.squarespace-cdn.com/content/v1/53048a79e4b020fe6f129508/1424129513628-4KZEQ1JLGYDJI4G9S8YV/image-asset.jpeg?format=2500w
8 Kurai Geijutsu https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/f4a9b88d-c38b-4081-94ec-7b792fb3e0a2/de7tx7h-27d98157-3220-49e3-863a-ae78ac18fadd.png/v1/fill/w_1024,h_1288,q_80,strp/blood_mage_by_kuraigeijutsu_de7tx7h-fullview.jpg?token=
[too many digits, check source code]
9 u/ellieinthesky https://pbs.twimg.com/media/Ee1bQn8XgAAhJge?format=jpg&name=medium
Back Kent Davis https://www.sideshow.com/wp/wp-content/uploads/2019/01/critrole-artgallery1-e1548356537366.jpg
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