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## Blood Hunter Gaunt but determined, his grimacing face drenched in sweat, a half-orc reddens a finger over his wounds to draw a glyph of glowing ruby in the air. He performs a seal, twisting it to release dark magical energies that shoot forward, cursing the lurking giant from within his own veins. A mysterious half-elf cloaked in a worn cloak and tough leather armor carefully investigates a drab off-road scene, her eyes alight with determination as she ponders the remains of the massacre. The survivor who cautiously hired her glimpses the half-elf leaping to her feet, certain of the culprit's knowledge, where she calls home, and how little time there is to find him. Often feared or misunderstood, and driven by a relentless urge to destroy the wicked, hunters are intelligent, arcane warriors who have bonded their essence to the dark creatures they have sworn to hunt. Armed with the rites of forbidden blood magic and the willingness to sacrifice their own vitality and humanity for the cause, they protect the realms of the living from lurking shadows, ever vigilant to avoid becoming the very monsters they choose to hunt.
##### Class Name | Level | Proficiency Bonus | Features | Blood Die | Blood Curses | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Hunter's Bane, Blood Maledict | 1d4 | 2 | | 2nd | +2 | Fighting Style, Crimson Rite | 1d4 | 2 | | 3rd | +2 | Blood Hunter Order | 1d4 | 2 | | 4th | +2 | Ability Score Improvement | 1d4 | 2 | | 5th | +3 | Extra Attack | 1d6 | 2 | | 6th | +3 | Brand of Castigation, Ability Score Improvement | 1d6 | 3 | | 7th | +3 | Order Feature, Crimson Rite Improvement | 1d6 | 3 | | 8th | +3 | Ability Score Improvement | 1d6 | 3 | | 9th | +4 | Grim Psychometry | 1d8 | 3 | | 10th | +4 | Dark Augmentation | 1d8 | 4 | | 11th | +4 | Order Feature | 1d8 | 4 | | 12th | +4 | Ability Score Improvement | 1d8 | 4 | | 13th | +5 | Brand of Tethering | 1d10 | 5 | | 14th | +5 | Hardened Soul, Crimson Rite Improvement | 1d10 | 5 | | 15th | +5 | Order Feature | 1d10 | 5 | | 16th | +5 | Ability Score Improvement | 1d10 | 5 | | 17th | +6 | Lifelink | 1d12 | 5 | | 18th | +6 | Order Feature | 1d12 | 5 | | 19th | +6 | Ability Score Improvement | 1d12 | 5 | | 20th | +6 | Sanguine Mastery | 1d12 | 5 |
### Class Features You gain the following class features: #### Hit Points Regarding 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 for each Blood Hunter level above 1st. #### Proficiencies As for the tools you are proficient in: **Armor:** Light and medium armor and shields. **Weapons:** Simple and martial weapons. **Tools:** Alchemist's supplies. **Saving Throws:** Dexterity, Intelligence. **Skills:** Choose three from Athletics, Acrobatics, Arcane, History, Insight, Investigation, Religion, and Survival \pagebreakNum #### Starting Equipment In addition to what you get from your background, you start with the following gear: * (*a*) one martial weapon or (*b*) two simple weapons * (*a*) a light crossbow and 20 bolts or (*b*) a hand crossbow and 20 bolts * (*a*) studded leather armor or (*b*) scale mail * an explorer pack ### Hunter's Bane At 1st level, you have survived the Hunter's Bane, a dangerous, long-guarded ritual that alters your life's blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence checks to recall information about such creatures. The Hunter's Bane also empowers your body to control and shape hemomancy magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: **Hemomancy save DC** = 8 + your Proficiency Bonus + your Intelligence Modifier ### Blood Maledict At 1st level, you gain the ability to channel, and sometimes sacrifice, a portion of your life essence to curse and manipulate creatures through hemomancy. You gain two blood curses of your choice. You learn an additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse when you reach 6th, 10th, 14th, and 18th level. When you use your blood curse, you choose which curse to invoke. While you invoke a blood curse, but before it affects the target, you can choose to amplify the curse by losing a number of hit points equal to one roll of your blood die, as shown in the blood die column of the Blood Hunter table. An amplified curse gains an additional effect, which is noted in the curse's description. Creatures that don't have blood in their bodies are immune to blood curses, unless you've amplified them. ### 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 the same Fighting Style option more than once, even if you 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. ### Crimson Rite Also at 2nd level, you learn to invoke a rite of hemomancy that infuses your weapon strikes with elemental energy. As a bonus action, you can activate any rite you know on one weapon you're holding. The effect of the rite lasts until you finish a short or long rest. When you activate a rite, you take necrotic damage equal to one roll of your blood die. This damage can't be reduced in any way. While the rite is in effect, attacks you make with this weapon are magical, and deal extra damage equal to your blood die of the type determined by the chosen rite. A weapon can hold only one active rite at a time. Other creatures can't gain the benefit of your rite. You choose one rite from the crimson rites below when you first gain this feature. You learn an additional crimson rite at 7th level, and again at 14th level. #### Rites * **Rite of the Flame**. The extra damage dealt by your rite is fire damage. * **Rite of the Frozen**. The extra damage dealt by your rite is cold damage. * **Rite of the Storm**. The extra damage dealt by your rite is lightning damage. * **Rite of the Dead**. The extra damage dealt by your rite is necrotic damage. (Prerequisite: 14th level) * **Rite of the Oracle**. The extra damage dealt by your rite is psychic damage. (Prerequisite: 14th level) * **Rite of the Roar**. The extra damage dealt by your rite is thunder damage. (Prerequisite: 14th level) ### Blood Hunter Order At 3rd level, you commit to an order of blood hunters whose philosophy will guide you throughout your life, each of which is detailed at the end of the class description. Your choice grants you features at 7th level and again at 11th, 15th, and 18th level. ### Ability Score Improvement When you reach 4th 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. If your DM allows the use of feats, you may instead take a feat \pagebreakNum ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Brand of Castigation At 6th level, when you damage a creature with a weapon for which you have an active crimson rite, you can channel hemomancy magic to sear an arcane brand into that creature (no action required). You always know the direction to the branded creature as long as it's on the same plane as you. Further, each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the branded creature takes psychic damage equal to your Intelligence modifier (minimum of 1). Your brand lasts until you dismiss it or until you use this feature to apply a brand to another creature. Your brand can be dispelled with dispel magic, and is treated as a spell with a level equal to half your blood hunter level (maximum 9th level). Once you use this feature, you can't use it again until you finish a short or long rest. ### Ability Score Improvement When you reach 6th 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. If your DM allows the use of feats, you may instead take a feat. ### Crimson Rite Improvement At 7th level, you learn an additional Crimson Rite. ### Ability Score Improvement When you reach 8th 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. If your DM allows the use of feats, you may instead take a feat. ### Grim Psychometry When you reach 9th level, you gain a supernatural talent for discerning the secrets surrounding mysterious relics or places touched by evil. Whenever you make an Intelligence (History) check to recall information about the sinister or tragic history of an object you are touching or your current location, you have advantage on the check. At the DM's discretion, a suitably high roll might cause your character to experience brief visions of the past connected to the object or location.
### Dark Augmentation Starting at 10th level, the magic of hemomancy suffuses your body to permanently reinforce your resilience. Your speed increases by 5 feet, and you have a bonus to Strength, Dexterity, and Constitution saving throws equal to your Intelligence modifier (minimum of +1). ### Ability Score Improvement When you reach 12th 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. If your DM allows the use of feats, you may instead take a feat. ### Brand of Tethering Starting at 13th level, the psychic damage from your Brand of Castigation increases to twice your Intelligence modifier (minimum of 2). Additionally, a branded creature can't take the Dash action, and if it attempts to teleport or to leave its current plane by any means, it takes 4d6 psychic damage and must make a Wisdom saving throw. On a failure, the attempt to teleport or leave the plane fails. ### Hardened Soul When you reach 14th level, you have advantage on saving throws against being charmed and frightened. ### Crimson Rite Improvement At 14th level, you learn an additional Crimson Rite. ### Ability Score Improvement When you reach 16th 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. If your DM allows the use of feats, you may instead take a feat. ### Lifelink Beginning at 17th level, whenever you deal damage to a creature with any of your blood rites, you regain hit points equal to the damage dealt by that rite. \pagebreakNum ### Ability Score Improvement When you reach 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. If your DM allows the use of feats, you may instead take a feat. ### Sanguine Mastery Upon reaching 20th level, your mastery of blood magic reaches its height, mitigating your sacrifice and empowering your expertise. Once per turn, whenever a blood hunter feature requires you to roll a blood die, you can reroll the die and use either roll. \pagebreakNum ## Blood Hunter Orders At 3rd level you gain the option to choose one of the following subclasses: ### Order of the Ghostslayer The Order of the Ghostslayer is the oldest of the blood hunter orders, its members having originally rediscovered the secrets of hemocraft and refined them for combat against the scourge of undeath. Ghostslayers seek out and study the moment of death, obsessing over the mystery of the transition from life, and the unholy power that can cause the dead to rise once more. These zealous blood hunters make it their life's work to destroy the scourge of undeath wherever it is found, tuning their abilities to engage undead creatures and those who manipulate the necromancy that creates them. #### Rite of the Dawn When you join this order at 3rd level, you learn the Rite of the Dawn as part of your Crimson Rite feature. When you activate the Rite of the Dawn: * **Rite of the Dawn**. The extra damage dealt by your rite is radiant damage. While the rite is active, you gain the following benefits: * Your weapon sheds bright light out to a range of 20 feet. * You have resistance to necrotic damage. * When you hit an undead creature with a weapon for which the Rite of the Dawn is active, you roll an additional blood die when determining the extra damage from the rite. #### Curse Specialist Starting at 3rd level, you learn to master blood curses. Your blood curses can target any creature, whether it has blood or not. #### Aether Walk Upon reaching 7th level, at the start of your turn, you can magically step into the veil between the planes as long as you aren't incapacitated. You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object. This feature lasts for a number of rounds equal to your Intelligence modifier (minimum of 1 round). If you are inside an object when it ends, you are immediately shunted to the nearest unoccupied space and you take force damage equal to twice the number of feet you moved. Once you use this feature, you must finish a short or long rest before you can use it again. You can use Aether Walk twice between rests starting at 15th level.
#### Brand of Sundering Starting at 11th level, your Brand of Castigation exposes a fragment of your foe's essence, leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite. Additionally, if a branded creature has the Incorporeal Movement trait or a similar feature, it can't move through creatures or objects while branded. #### Blood Curse of the Exorcist At 15th level, you learn the Blood Curse of the Exorcist. This doesn't count against your number of blood curses known. #### Rite Revival Upon reaching 18th level, you learn to protect your fading life by reabsorbing the energy you feed to your weapons. If you have one or more crimson rites active and you are reduced to 0 hit points but don't die outright, you can choose to have all your active crimson rites end and drop to 1 hit point instead. \pagebreakNum ### Order of the Lycan The ancient curse of lycanthropy is feared by nearly all peoples and cultures, passed through blood and seeding a host with the savage strength and hunger for violence of a wicked beast. The Order of the Lycan is a proud group of blood hunters who undergo "the Taming", the ceremonial infliction of lycanthropy by a senior member of the order, for those who do not already carry the curse before seeking this path. These hunters then use the magic of their blood to harness the power of the monster they harbor, without losing themselves to it. Using intense will and secret blood magic rituals, members of the Order of the Lycan learn to control and unleash their hybrid forms 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 their own hunger. #### Heightened Senses When you choose this archetype at 3rd level, you gain the improved senses of a natural predator. You have advantage on Wisdom (Perception) checks that rely on hearing or smell. #### Hybrid Transformation Also at 3rd level, you learn to control the lycanthropic curse that courses through your veins. As a bonus action, you transform into a special hybrid form for up to 1 hour. You can speak, use equipment, and wear armor while in this form, and can revert to your normal form as a bonus action. You automatically revert to your normal form if you fall unconscious or die. This feature replaces the rules for lycanthropy in the Monster Manual. Once you use this feature, you must finish a short or long rest before you can use it again. While you are transformed, you gain the following features: **Feral Might**. You have advantage on Strength checks and Strength saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level. **Resilient Hide**. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. Additionally, while you are not wearing heavy armor, you have a +1 bonus to AC. **Predatory Strikes**. You can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, which deal 1d6 bludgeoning or slashing damage (your choice). This damage increases to 1d10 at 11th level. Additionally, when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action. **Bloodlust**. If you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 8 Wisdom saving throw or move directly toward the nearest creature and use the Attack action against that creature. If you're concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian's Rage feature), you automatically fail this saving throw. If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself. #### Stalker's Prowess At 7th level, your speed increases by 10 feet, and you add 10 feet to your long jump distance and 3 feet to your high jump distance. Your hybrid form also gains the following additional benefit: **Improved Predatory Strikes**. You have a +1 bonus to attack rolls made with your unarmed strike. This bonus increases to +2 at 11th level and to +3 at 18th level. Additionally, when you have an active crimson rite on your unarmed strike while in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. #### Advanced Transformation At 11th level, you learn to unleash and control more of the beast within. You can use your Hybrid Transformation feature twice, regaining all expended uses when you finish a short or long rest. Your hybrid form also gains the following additional benefit: **Lycan Regeneration**. At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you gain hit points equal to 1 + your Constitution modifier (minimum of 1). If you are in hybrid form, you gain these hit points before you must make the saving throw for your bloodlust. #### Brand of the Voracious Starting at 15th level, you have advantage on the saving throw for your bloodlust while in hybrid form. Additionally, your Brand of Castigation can now bind a foe to your hunter's ferocity. While in your hybrid form, you have advantage on attack rolls against a creature branded by you. #### Hybrid Transformation Mastery At 18th level, you have mastered your inner predator. You can use your Hybrid Transformation feature an unlimited number of times, and your hybrid form lasts until you revert to your normal form, fall unconscious, or die. You also learn the Blood Curse of the Howl. This doesn't count against your number of blood curses known. \pagebreakNum ### Order of the Mutant The process of undertaking the Hunter's Bane ritual is a painful, scarring, and sometimes fatal experience. Those who survive are irrevocably changed—and not always for the better. Over generations of experimentation, a splinter order of blood hunters honed the way in which hemocraft alters the body, using corrupted alchemy and toxic elixirs to alter their blood even further. Over time, they have modified their capabilities in battle, becoming something beyond what they once were. Calling themselves the Order of the Mutant, these blood hunters now specialize in assessing the strengths and weaknesses of their foes, altering their biology to be best prepared for any conflict. #### Formulas You begin to discover forbidden alchemical formulas that temporarily alter your mental and physical abilities. You know the list of mutagens from the next feature. #### 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 have a flying speed equal to your walking speed. **Alluring**. Your skin and voice become malleable, allowing you to enhance your appearance and presence. You have advantage on Charisma checks. **Celerity**. Your Dexterity score increases by 2, as does your maximum for that score. Your Dexterity score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 6 at 18th level. **Conversant**. You have advantage on Intelligence checks. **Cruelty (11th level required)**. When you use the Attack action, you can make one additional attack as part of the same action. **Deftness**. You have advantage on Dexterity checks. **Embers**. You have resistance to fire damage. **Gelid**. You have resistance to cold damage. **Impermeable**. You have resistance to piercing damage. **Mobile**. You have immunity to the grappled and restrained conditions. At 11th level, you are also immune to the paralyzed condition. **Nighteye**. You have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet. **Percipient**. You have advantage on Wisdom checks. **Potency**. Your Strength score increases by 2, as does your maximum for that score. Your Strength score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 6 at 18th level. **Precision (7th level required)**. Your weapon attacks score a critical hit on a roll of 19 or 20. **Rapidity**. Your speed increases by 10 feet. At 15th level, your speed increases by an additional 5 feet. **Reconstruction (7th level required)**. For the next minute, at the start of each of your turns when you have at least 1 hit point, you regain hit points equal to your Intelligence modifier plus your proficiency bonus. **Sagacity**. Your Intelligence score increases by 2, as does your maximum for that score. Your Intelligence score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 6 at 18th level. **Shielded**. You have resistance to slashing damage. **Unbreakable**. You have resistance to bludgeoning damage. #### Mutagencraft At level 3, you can create up to three mutagens on a short or long rest, you learn to store more mutagens as shown in the table of stockable mutagens below. ##### Stockable Mutagens | Blood Hunter Level | Maximum amount of Mutagens | |:----:|:----| | 3 | 3 | | 7 | 4 | | 11 | 5 | | 15 | 6 | | 18 | 7 | As a bonus action, you consume a mutagen, whose effects last until your next short rest. You can't have the effects of two or more mutagens at the same time, if you consume a second mutagen while you have another active, the first ends. Mutagens are designed for the specific biology of the character who concocted them, and your mutagens have no effect on other creatures. They are also unstable by nature, losing their potency over time and becoming inert if not used before you finish your next short or long rest. #### Strange Metabolism When you reach 7th level, your body begins to adapt to toxins and venoms, ignoring their corrupting effects. You gain immunity to poison damage and the poisoned condition. #### Brand of Axiom At 11th level, your mutagenic hemomancy lets your Brand of Castigation reveal a foe's true nature. Any illusion or invisibility in effect on a creature when you brand it ends, and the creature can't benefit from invisibility or illusion effects while branded by you. If a creature branded by you is in an alternative form (by way of the polymorph spell, the Change Shape action or Shapechanger trait, the Wild Shape feature, and similar effects), it must succeed on a Wisdom saving throw or revert to its true form and be stunned until the end of your next turn. Whenever a branded creature attempts to alter its form, it must succeed on a Wisdom saving throw or have the attempt fail, and it is stunned until the end of your next turn. \pagebreakNum #### Blood Curse of Corrosion At 15th level, you learn the Blood Curse of Corrosion. This doesn't count against your number of blood curses known. #### Exalted Mutation At 18th level, your body has adapted to produce mutagens naturally in a moment of need. As a bonus action, choose one mutagen currently affecting you. Its effects end, and you can immediately have another mutagen for take effect in its place. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. \pagebreakNum ### Order of the Profane Soul Blood hunters belonging to the Order of the Profane Soul have pushed the limits of hemocraft for use against some of the most terrifying creatures corrupting the world. Ancient fiends and cruel magic-users have long counted on their ability to meld into the background and escape those who hunt them, vanishing into noble courts without a trace, or bending the minds of the most stalwart warriors with but a glance. So the blood hunters who founded this order trusted to their resilience as they delved into the same well of corrupting arcane knowledge, making pacts with lesser evils to better combat the greater threats. And though they might have traded a part of themselves for their power, the members of this order know the benefits of that power far outweigh the price. #### Otherworldly Patron When you reach 3rd level, you strike a bargain with an otherworldly being of your choice from the Warlock's Otherworldly Patron feature. #### Half-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 spell casting 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. **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. 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**. Intelligence is your spellcasting ability for your warlock spells, so you use your Intelligence ability whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier **Spell attack modifier** = your proficiency bonus + your Intelligence modifier
##### Blood Hunter Order of the Profane Soul | Class Level | Cantrips Known | Spells Known | Spell Slots |Spell Level | |:------:|:--------:|:-------:|:-------:|:-------:| | 3rd | 2 | 2 | 1 | 1 | | 4th | 2 | 2 | 1 | 1 | | 5th | 2 | 3 | 1 | 1 | | 6th | 2 | 3 | 2 | 1 | | 7th | 2 | 4 | 2 | 2 | | 8th | 2 | 4 | 2 | 2 | | 9th | 2 | 5 | 2 | 2 | | 10th | 3 | 5 | 2 | 2 | | 11th | 3 | 6 | 2 | 2 | | 12th | 3 | 6 | 2 | 2 | | 13th | 3 | 7 | 2 | 3 | | 14th | 3 | 7 | 2 | 3 | | 15th | 3 | 8 | 2 | 3 | | 16th | 3 | 8 | 2 | 3 | | 17th | 3 | 9 | 3 | 3 | | 18th | 3 | 9 | 3 | 3 | | 19th | 3 | 10 | 3 | 4 | | 20th | 3 | 12 | 3 | 4 |
#### Eldritch Invocations You gain two eldritch invocations of your choice. A list of the available options can be found on the Warlock class. You learn another invocation at 7th level and another at 15th. Also, 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. If an eldritch invocation has prerequisites, you must meet them to learn it. Your Blood Hunter level counts as a Warlock level for these requirements. You can learn the invocation while fulfilling its prerequisites. A level prerequisite refers to your level in this class. You can choose the invocations with the pact of the blade requirement. A weapon that you have a crimson rite active on is considered your pact weapon for the purposes of those invocations. #### Multiclass into Warlock In addition, if you multiclass into the Warlock class, your level in this class is added to your warlock level to meet class requirements (like some Eldritch Invocations required level), and half of your blood hunter level is added for requirements of the warlock's Pact Magic feature when calculating their spell slots and spell level. The Warlock's Pact Magic Feature also replaces this class's Half-Pact Magic feature. \pagebreakNum #### Rite Focus Starting at 3rd level, your weapon becomes a conduit for the power of your pact with your chosen patron. While you have an active crimson rite, you can use your weapon as a spellcasting focus for your warlock spells, and you gain a specific benefit based on your chosen pact. **The Archfey**. When you damage a creature with a weapon for which you have an active crimson rite, that creature glows with faint light until the end of your next turn. For the duration, the creature gains no benefit from any cover or from being invisible. **The Celestial**. As a bonus action, you take damage equal to two rolls of your blood die to heal one creature you can see within 60 feet of you. That creature regains a number of hit points equal to one roll of your blood die + your Intelligence modifier (minimum of +1). **The Fathomless**. You can breathe underwater. Additionally, once per turn when you damage a creature with a weapon for which you have an active crimson rite, you can reduce that creature's speed by 10 feet until the start of your next turn. **The Fiend**. While using the Rite of the Flame, if you roll a 1 or 2 on a damage die when you roll the extra damage from the rite, you can reroll the die and choose which roll to use. **The Genie**. As a bonus action, you take damage equal to two rolls of your blood die to give yourself a flying speed of 30 feet, which lasts for a number of rounds equal to your Intelligence modifier (minimum of 1 round). **The Great Old One**. When you score a critical hit against a creature, that creature and any other creatures of your choice within 10 feet of it are frightened of you until the end of your next turn. **The Hexblade**. When you successfully target a creature with a blood curse, the next time you hit that creature with an attack while the curse is in effect, the attack deals additional damage equal to your proficiency modifier. **The Undead** When you take necrotic damage, you can use your reaction to halve that damage. In addition, your appearance changes to reflect some aspect of your patron while you have any crimson rite active. **The Undying**. When you reduce a hostile creature of at least mild threat (DM's discretion) to 0 hit points, you regain a number of hit points equal to one roll of your hemocraft die. #### Mystic Frenzy Starting at 7th level, when you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action.
#### Revealed Arcana At 7th level, your patron grants you the use of a distinctive spell based on your pact. You cast this spell using any pact magic spell slot, and can't do so again until you finish a long rest. **The Archfey**. You can cast *blur*. **The Celestial**. You can cast *lesser restoration*. **The Fathomless**. You can cast *gust of wind*. **The Fiend**. You can cast *scorching ray*. **The Genie**. You can cast *phantasmal force*. **The Great Old One**. You can cast *detect thoughts*. **The Hexblade**. You can cast *branding smite*. **The Undead**. You can cast *blindness/deafness*. **The Undying**. You can cast *silence*. #### Brand of the Sapping Scar Upon reaching 11th level, your Brand of Castigation feature digs dark arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on saving throws against your warlock spells. #### Unsealed Arcana At 15th level, your patron grants you the use of an additional spell based on your pact. You cast this spell without expending a spell slot, and can't do so again until you finish a long rest. **The Archfey**. You can cast *slow*. **The Celestial**. You can cast *revivify*. **The Fathomless**. You can cast *lightning bolt*. **The Fiend**. You can cast *fireball*. **The Genie**. You can cast *protection from energy*. **The Great Old One**. You can cast *haste*. **The Hexblade**. You can cast *blink*. **The Undead**. You can cast *speak with dead*. **The Undying**. You can cast *bestow curse*. #### Blood Curse of the Souleater At 18th level, you learn the Blood Curse of Corrosion. This doesn't count against your number of blood curses known. \pagebreakNum ### Order of the Bloodsucker The Order of Bloodsuckers is essentially what its name implies. Through an unholy ritual using a vampire's blood, members of this order gain some of the vampire's abilities that apply to their hemomancy. They do not acquire his dark powers or his immortality, but they do slightly increase his lifespawn, which they have sworn to dedicate to hunting the vampires from whom they obtained their power. #### Blood Corruption When you target a creature that has blood with an amplified Blood Curse, that target must make a Constitution saving throw, taking necrotic damage equal to a roll of your blood die on a failed save and half that damage on a success. Also, whenever you take a long rest, you can replace any number of blood curses you know for any other blood curses on the Blood Hunter’s Blood Curses list. #### Corrupted Restoration At 3rd level, when you kill a creature that has blood, you regain hit points equal to one roll of your blood die. #### Sanguine Body Upon reaching level 7, amplifying Blood Curses no longer deals damage to you. #### Brand of Bloodletting At level 11, your Brand of Castigation feature corrupts the blood in your marked target. A creature branded by you fails any saving throw it makes against your Blood Curses. #### Blood Curse of Vampirism At 15th level, you learn the Blood Curse of Vampirism. This doesn't count against your number of blood curses known. #### Lifesteal At 18th level, whenever you amplify a Blood Curse, you regain hit points equal to a roll of your blood die. \pagebreakNum ### Order of the Dragonslaughter Not all dragons are malevolent, but those that are pose a danger to the world. The Order of the Dragonslaughter has as commandments to eliminate those members of the draconic race that threaten peace. Moving away from the origins of other Blood Hunters, this order takes a more active role in hunting dragons, drawing from them their strength to use it against them. #### Draconic Resistance At 3rd level, you swear to destroy all evil dragons, but you have prepared especially against one type of dragon. Choose one of the following dragon types: Black (Acid), Blue (Lightning), Green (Poison), Red (Fire) or White (Cold). You gain resistance against that dragon's damage, and your Crimson Rite damage becomes the damage of your chosen dragon, regardless of what its original damage was. #### Dragonkiller Proficiencies You gain proficiency with heavy armor, additionally, you have advantage on any skill check related to knowledge about dragons or to tracking them. #### Draconic Overload When you reach level 7, you gain some characteristics of your chosen dragon, gaining the following benefits: * You gain proficiency in Strength saving throws * Your Crimson Rite damage ignores resistances and immunities against dragons. * When you take damage of your dragon's type, you can use your reaction to gain immunity against that damage until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus. #### Brand of the Dragon's Might Upon reaching 11th level, your Brand of Castigation now wears the power of your chosen dragon, and can bind them to your terrain. A creature branded by you loses half of it's walking speed and any other type of movement speed it has. #### Blood Curse of the Dragonkin. At 15th level, you learn the Blood Curse of the Dragonkin. This doesn't count against your number of blood curses known #### Soul of a Dragonslayer When you reach level 18 you have learned how to be the nightmare of the dragons. Damage you deal to dragons is doubled. Also, the damage you deal with your Crimson Rite is doubled against nondragon creatures. \pagebreakNum ### Order of the Endless Hunt The hunter's bane is a harsh experience, and not all hunters endure it the same over the years. Some hunters end up succumbing and becoming what they swore to destroy, lycans who succumb to lycanthropy, vampires unable to quench their bloodlust, profane souls who end up giving their loyalty... However, the hunt never ends, the Order of the Endless Hunt knows it, and its creed is to eliminate those who have succumbed to his curses in pursuit of their baser instincts. Because once you leave the hunt, you become the prey. #### Hunter's Insight When you choose this order at level 3, you gain proficiency in Perception and Insight skills. #### Tricky Fighting Style Once you choose this order at 3rd level, you learn the ways of using your weapons more effectively to fight the corrupted. You gain an improve on the fighting styles granted by this class: ##### Improved Archery You add half your proficiency bonus, rounded down, to the damage roll of ranged weapon attacks you make. ##### Improved Dueling You add half your proficiency bonus, rounded down, to the attack rolls with a weapon that benefits of dueling you make. ##### Improved Great Weapon Fighting If you miss an attack with a a melee weapon that you are wielding with two hands that has the two handed or versatile property, you can deal damage to the target equal to half your Strenght modifier (Or Dexterity if it has the finesse property). ##### Improved Two-Weapon Fighting You can use ranged weapons to engage in two weapon fighting. A ranged weapon doesn’t need to be light as long as you can use it one-handed and you don’t need a free hand to reload the weapon if it has the loading property. #### Hunt of the Hunters Starting at 7th level, whenever you hit a humanoid with a weapon attack in which you have an active Crimson Rite, treat any dice rolled to determine the damage of your Crimson Rite as their maximum value.
#### Additional Fighting Style At 11th level, you can choose a second option from the Fighting Style class feature. #### Focus on the Prey At 15th level, whenever you attack a creature, you have advantage in your next attacks against that creature as long as you don’t attack another creature. #### Blood Curse of the Hunter's Nightmare At 18th level, you learn the Blood Curse of the Hunter's Nightmare. This doesn't count against your number of blood curses known \pagebreakNum ## Blood Hunter Misc Here you will find information about the mechanics of the Blood Hunter. ### List of Blood Curses Here you can see the list of Blood Curses of this class. #### Blood Curse of Binding As a bonus action, you attempt to bind a Large or smaller creature you can see within 30 feet of you, which must make a Strength saving throw. On a failure, the cursed creature's speed is reduced to 0 and it can't use reactions until the end of your next turn. **Amplify**. This curse lasts for 1 minute and can affect any creature regardless of size. The cursed creature can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success. #### Blood Curse of Bloated Agony As a bonus action, you curse a creature that you can see within 30 feet of you, causing its body to swell until the end of your next turn. For the duration, the creature has disadvantage on Strength checks and Dexterity checks, and takes 1d8 necrotic damage if it makes more than one attack during its turn. **Amplify**. This curse lasts for 1 minute. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success. #### Blood Curse of Exposure When a creature you can see within 30 feet of you takes damage from an attack or spell, you can use your reaction to temporarily weaken its resilience. Until the end of the target's next turn, it loses resistance to all the damage types dealt by the triggering attack or spell (including for that triggering effect). **Amplify**. The target instead loses invulnerability to the damage types of the triggering attack or spell, but has resistance to those damage types until the end of its next turn. #### Blood Curse of the Anxious As a bonus action, you harry the body or mind of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, Charisma (Intimidation) checks made against the cursed creature have advantage. **Amplify**. The next Wisdom saving throw the cursed creature makes before this curse ends has disadvantage. #### Blood Curse of the Eyeless When a creature you can see within 30 feet of you makes an attack, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature's attack roll. You can choose to use this feature after the creature's roll, but before the DM determines whether the attack hits or misses. The creature is immune to this curse if it is immune to the blinded condition. **Amplify**. You apply this curse to all the creature's attack rolls until the end of the creature's turn. You roll separately for each affected attack. #### Blood Curse of the Fallen Puppet When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to instill that creature with a final act of aggression. The creature immediately makes one weapon attack against a target of your choice within its range. **Amplify**. You can first cause the cursed creature to move up to half its speed, and you grant a bonus to its attack roll equal to your Hemocraft modifier (minimum of +1). #### Blood Curse of the Marked As a bonus action, you mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you hit the cursed creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite. **Amplify**. The next attack roll you make against the target before the end of your turn has advantage. #### Blood Curse of the Muddled Mind As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell or using a feature that requires concentration. That creature has disadvantage on the next Constitution saving throw it makes to maintain concentration before the end of your next turn. **Amplify**. The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration until the end of your next turn. \pagebreakNum ### Special Blood Curses These blood curses can only be obtained through the order that adjudges them. #### Blood Curse of the Exorcist As a bonus action, you choose one creature you can see within 30 feet of you that is charmed or frightened, or which is under a possession effect. The target creature is no longer charmed, frightened, or possessed. **Amplify**. A creature that charmed, frightened, or possessed the target of your curse takes 3d6 psychic damage and must succeed on a Wisdom saving throw or be stunned until the end of your next turn. #### Blood Curse of the Howl As an action, you unleash a bloodcurdling howl. Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If a creature fails its saving throw by 5 or more, it is stunned while frightened in this way. A creature that succeeds on its saving throw is immune to this blood curse for the next 24 hours. You can choose any number of creatures you can see to be unaffected by the howl. **Amplify**. The range of this curse increases to 60 feet. #### Blood Curse of Corrosion As a bonus action, you cause a creature within 30 feet of you to become poisoned. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success. **Amplify**. The cursed creature takes 4d6 necrotic damage when you inflict this curse, and it takes this damage again each time it fails a Constitution saving throw to end the curse. #### Blood Curse of the Souleater When a creature that isn't a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to offer their life energy to your patron in exchange for power. Until the end of your next turn, you make attacks with advantage and you have resistance to all damage. **Amplify**. Additionally, you regain an expended warlock spell slot. Once you've amplified this blood curse. #### Blood Curse of Vampirism As a bonus action, you can increase your vampire bloodlust, your next unarmed strike this turn is a bite, you are proficient with it and it has the finesse property. You have a +2 to attack and damage rolls of your bite, and it deals magical piercing damage equal to a number of your blood die equal to your proficiency bonus. You regain hit points equal to the damage dealt this way.
#### Blood Curse of the Dragonkin As an action, you transform into a draconic humanoid for 1 minute. You grow dragon's wings and you gain a flying speed equal to your walking speed, resistance against bludgeoning, piercing and slashing damage and immunity to your dragon's damage type. Once you have used this Blood Curse, you can't use it again until you finish a short rest. **Amplify**. You can amplify this Blood Curse as a bonus action for as long you're transformed, if you do, you make a ranged weapon attack with your breath that deals 6d6 of your dragon's damage type. That attack has 120 ft. of range, Constitution is your ability for that attack and you have a +2 to attack and damage rolls with it. #### Blood Curse of the Hunter's Nightmare When a creature drops you to 0 hit points, you can use this blood curse to attempt to take that creature with you. The creature must make a Constitution saving throw. It takes force damage equal to a number of blood die equal to your Blood Hunter level on a failed save, or half as much damage on a successful one. Once you use this blood curse, you can't use it again until you finish a long rest. **Amplify**. The creature deals the saving throw with disadvantage.