Alternate Blood Hunter

by laserllama

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Alternate Blood Hunter

Blood Hunter

When the young man's blindfold was
removed, he found himself in a dimly lit
room surrounded by hooded figures. He
stood in front of a small dais that held a
vial of gleaming crimson liquid. Months of
training had led him to this moment. If he
survived drinking the vial, the Hunter's Bane,
he would never be the same. Becoming more
than human, he would finally have the power
to avenge his family that lay dead all these years.

As the horde of demonic spawn lurched toward
her, the aging half-elf ran her thin blade along her
palm, coating it in her blood. In an instant, the blood
ignited, wreathing her sword in a ghastly blue flame.
She fell upon the horde as a blur of azure fire and cold
steel. The hellspawn would find no mercy from her today.

In the light of the pale moon, an almost feral halfling got down on all fours to sniff the tracks before him. The scent of
goblin was unmistakable, vile rags and rotten meats. With a bestial howl, the halfling grew in size, and wiry gray fur burst forth from his arms and legs. As fast as the wind, the halfling werewolf began another hunt in the light of the full moon.

All of the strange and monstrous warriors described above are Blood Hunters, occult guardians who infect and inoculate their blood with accursed power so they may hunt monsters.

Self-Sacrificing Hunters

Blood Hunters have no formal hierarchy, and their Orders are as varied as the curses they choose to bear, but they do hold one thing in common: the Hunter's Bane. Those who survive this ancient and deadly ritual are able to wield the signature sanguine magic that marks them as Blood Hunters.

The makeup of this sinister ritual varies by Order and era, with each incorporating monstrous curses and magic that grant a Blood Hunter the unique abilities of their Order. This ritual permanently changes the subject, inoculating its blood with monstrous power at the expense of what makes them a normal mortal. Wherever monsters lurk, there also are Blood Hunters who have given up their chance at a mundane life so they may stalk and slay the vile creatures of darkness.

Editor's Note

The Alternate Blood Hunter presented here is based on the Blood Hunter class originally designed by Matthew Mercer. This is not intended to be seen as a criticism of the original class, but rather as an homage to the Blood Hunter concept.

This reimagining of the Blood Hunter class is intended to bring the original more in line with the design philosophy of 5e, and make it less punishing for players who may not be as used to the risk/reward mechanics present in the original.

The official Blood Hunter can be found on the DMsGuild, and I encourage any fans of this project to also support the original version by picking up a copy from the link above.

~laserllama

Ancient &
Sinister Rites

Wherever creatures of the darkness prowl, there are warriors who stand against them. Many Orders of Blood Hunters can trace their lineage back to ancient days. The blood magic they use is older than the divine magic of Clerics, and it serves as the legacy of dark times when mortals were forced to fend for themselves. Though their blood magic is unsettling and grim in nature, many Blood Hunters place a great deal of pride in the ancient traditions, rituals, and rites of their Occult Order.

Creating Your Blood Hunter

When creating a Blood Hunter, the most important thing to consider is why they would choose this accursed way of life. Were they the victim of a horrible monster attack and swore vengeance, no matter the personal cost? Were they trained from birth under the tutelage of an elder hunter, and forged into a relentless monster slayer? Or, were they recruited by
a secretive society for their exceptional talent at hunting?

Multiclassing and the Blood Hunter

If your group uses the optional multiclassing rule, here's what you need to know if you choose to take your first level in the Blood Hunter class.

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

Proficiencies. 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, shields, simple weapons, martial weapons, and alchemist's supplies.

Class Features

Hit Points


  • Hit Dice: 1d12 per Blood Hunter level
  • Hit Points at 1st Level: 12 + your Constitution modifier.
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Blood Hunter level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: Alchemist's supplies

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two: Athletics, Acrobatics, Arcana, History, Insight, Investigation, Nature, Religion, and Survival

Equipment

As a Blood Hunter you start with the following equipment, along with the equipment granted by your background:

  • (a) a martial weapon or (b) two simple weapons
  • (a) a light crossbow and 20 bolts or (b) four javelins
  • (a) studded leather armor or (b) scale mail armor
  • alchemist's supplies and an explorer's pack

Alternately if your group uses the starting wealth rule to purchase equipment, Blood Hunters start with 5d4 x 10 gp.

Quick Build

You can make a Blood Hunter quickly by following these suggestions. First, make Constitution your highest ability score, followed by Strength. Second, choose the Haunted One background. Finally, take the Versatile Fighting Style.

Fighting Style

At 1st level, you learn one Fighting Style from the list at the end of this class. You cannot learn a Fighting Style more than once, even if a feature allows you to learn another. To learn a Fighting Style, you must meet all of its prerequisites.

When you gain a level, you can replace this Fighting Style with another Fighting Style available to the Blood Hunter.

Hunter's Bane

You have survived the Hunter's Bane, a dark alchemical ritual that suffuses your blood with sinister magic, granting you the abilities of a Blood Hunter. At 1st level, you gain the following:

Occult Lore

This ritual has infused you with an instinctive knowledge of dark and vile creatures. You gain proficiency in either Arcana, Nature, or Religion. If you choose a skill that you are already proficient in, you instead add double your Proficiency Bonus to any ability checks you make with that skill.

Warning: Depictions of Self Harm

This class contains mild descriptions of self-harm in many of its features. If you, or another player at your table, struggles with, or is uncomfortable with depictions of self-harm, discuss this class before you decide to play a Blood Hunter character.

The Blood Hunter
Level    PB    Features   Rite  
Die
  Rites  
Known
1st +2 Fighting Style,
Hunter's Bane
2nd +2 Blood Rites,
Crimson Offering
d4 2
3rd +2 Occult Order d4 2
4th +2 Ability Score Improvement d4 2
5th +3 Extra Attack,
Grim Psychometry
d6 3
6th +3 Crimson Brand d6 3
7th +3 Order Feature d6 3
8th +3 Ability Score Improvement d6 3
9th +4 Improved Psychometry d6 4
10th +4 Dark Augmentation d6 4
11th +4 Improved Crimson Offering,
Vital Control
d8 4
12th +4 Ability Score Improvement d8 4
13th +5 Order Feature d8 5
14th +5 Crimson Anchor d8 5
15th +5 Hardened Soul d8 5
16th +5 Ability Score Improvement d8 5
17th +6 d10 6
18th +6 Order Feature d10 6
19th +6 Ability Score Improvement d10 6
20th +6 Sanguine Mastery d10 6

Sinister Insight

The Hunter's Bane has granted you an increased awareness of evil. As a bonus action, you can use this insight to analyze one creature you can see within 30 feet. Make a Constitution ability check using the skill proficiency from the table below that corresponds to its creature type (DC equals 8 + its CR:

Skill Creature Types
Arcana Aberrations, Dragons, Monstrosities
Nature Beasts, Elementals, Oozes, Plants
Religion Celestials, Fey, Fiends, Undead

    If you succeed on the check, you learn one characteristic of your choice from the table below. If you fail, you can't use this feature on that target again until you finish a long rest, or you damage it with a weapon attack or one of your Blood Rites:

   
Armor Class Highest Ability Score
All Special Senses Lowest Ability Score
Resistances, Immunities,
& Vulnerabilities
One Trait or Action
from its stat block

    If your choice doesn't apply to that creature, your DM will reveal another characteristic or weakness to you, such as a
    troll's Regeneration being stopped by fire damage.

Blood Rites

At 2nd level, you learn to harness the sinister magicks within your bloodstream to invoke the ancient power of Blood Rites:

Blood Rites Known

At 2nd level, you know two Blood Rites of your choice from the list at the end of this class. When you reach certain Blood Hunter levels you learn additional Blood Rites, as shown in the Rites Known column of the Blood Hunter table.

You can invoke each Blood Rite you know once between each short or long rest at no cost. After that, you must make
a Vital Sacrifice (as detailed below) to use that Rite again.

Blood Rites can only be used against creatures with blood. However, when you make a Vital Sacrifice to empower a Rite, you can target any creature, regardless if it has blood or not.

Finally, whenever you gain a level, you can replace a single Blood Rite you know with another Blood Rite of your choice.

Rite Die

Many Blood Rites and class features use your Rite Die, which begins as a d4. At certain levels, the size of this Die grows, as shown in the Rite Die column of the Blood Hunter table.

When you use a Rite Die, always roll it and use the result.

Vital Sacrifice

Some Blood Rites allow you to sacrifice your own life to fuel sinister effects. When you make a Vital Sacrifice, reduce both your maximum and current hit points by your Rite Die. This cannot be lessened in any way. At the end of each long rest, these reductions to your maximum hit points end.

If you have temporary hit points, you can reduce these in place of your current hit points. But you must always reduce your maximum hit points when you make a Vital Sacrifice.

Saving Throws

If a Blood Rite requires a creature to make a saving throw to resist its effects, you use your Rite save DC, as shown below:

Rite save DC = 8 + your Proficiency Bonus
+ your Constitution modifier

Crimson Offering

Starting 2nd level, you can infuse your weapons with the dark power in your blood. As a bonus action, you can make a Vital Sacrifice and let blood flow onto a weapon you are wielding.

Choose acid, cold, fire, lightning, or poison damage. For 1 hour, that weapon is empowered with sinister energies, and whenever you deal damage with it, it deals bonus damage of the type you chose equal to your Rite Die.

Occult Order

At 3rd level, you have learned enough blood magick and dark knowledge to formally join one of the Occult Orders below:

   
Alchemists Salt & Iron
Heretics Undying Thirst
Pale Moon Witch Knights

    Your Order grants you features at 3rd level, and again when you reach 7th, 13th, and 18th levels in this class. If an Occult Order feature forces a saving throw it uses your Rite save DC.

Ability Score Improvement

When you reach 4th level, you can increase one of your ability scores by 2, or two of your ability scores by 1. You cannot use this feature to increase your ability scores above 20. You gain this feature again at 8th, 12th, 16th, and 19th level.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, each time you invoke a Blood Rite that takes your action to use, you can use your bonus action on that same turn to make a weapon
attack.

Grim Psychometry

Your familiarity with dark magick allows you
to sense the influence of similar evil curses.
Beginning at 5th level, you can use alchemist's
supplies to cast the identify spell as a Ritual. When
you do so, the alchemist's supplies replace the spell's
material components. You also learn if the object is
cursed, and the nature of that curse.

When you reach 9th level, you can use alchemist's
supplies to cast the legend lore spell on an object or
creature you touch, or on your current location. The
target can have an evil, violent, or cursed history in
place of legendary importance. Alchemist's supplies
replace the spell's material components, and you must
make a Vital Sacrifice in place of spending a spell slot.

Crimson Brand

You can sear your foes with blood magic. Beginning at 6th
level, you can use Crimson Offering once between each
short or long rest without making a Vital Sacrifice.

Moreover, when you damage a creature with a Crimson Offering weapon, you can place a Crimson Brand upon its
soul. Your Crimson Brand lasts until the creature dies or
you Brand another creature. It can also be removed by a remove curse spell. While your Crimson Brand lasts, you
gain the following benefits against that creature:

  • You know its exact direction, so long as you both are
    on the same plane of existence. You are aware if it is
    on a different plane, but not which plane specifically.
  • Your Sinister Insight checks against it have advantage.
  • Each time it deals damage to you or a creature Friendly
    to you within 15 feet of you, it takes necrotic damage equal to your Rite Die.

Once you place this Brand on a creature, you must finish a short or long rest before you can use it again. When you have no uses left you can make a Vital Sacrifice to use it again.

Dark Augmentation

The dark magic of the Hunter's Bane has evolved, enhancing your physical abilities. Beginning at 10th level, whenever you make an ability check or saving throw using either Strength, Dexterity, or Constitution, you add a Rite Die to the result.

Improved Crimson Offering

You can assault body, mind, and spirit with your blood magic. Beginning at 11th level, when you use Crimson Offering, you can choose necrotic, psychic, or thunder as its damage type.

Vital Control

You have gained a greater measure of control over your blood magic. Also starting at 11th level, whenever you make a Vital Sacrifice, you can roll your Rite Die twice and choose which result to use for your hit point reduction.

Finally, once between each long rest when you would use a Blood Hunter feature that normally requires a Vital Sacrifice, you can use that feature without making the Vital Sacrifice.

When using a feature would require two Vital Sacrifices, like empowering a Blood Rite that you have alreay used, this
    feature only allows you to forgo a single Vital Sacrifice.

Crimson Anchor

Starting at 14th level, if the creature marked by your Crimson Brand attempts to teleport or use magic to move, it must first make a Charisma saving throw. On a failure, that ability fails, and it takes necrotic damage equal to four Rite Dice.

Also, the damage dealt by your Crimson Brand is now two Rite Dice when the Branded target damages you or an ally.

Hardened Soul

Your experiences have hardened your mind against all but the most potent assaults. Starting at 15th level, whenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw you gain a bonus to your roll equal to your Rite Die.

Sanguine Mastery

You have gained unparalleled mastery over the dark power of your blood magic, improving its potency while minimizing the sacrifices required. At 20th level, whenever you roll a Rite Die for a Blood Rite or another Blood Hunter ability, you roll your Rite Die twice and choose which result to use.

Finally, whenever you make a Vital Sacrifice, subtract your Constitution modifier (minimum of 1) from the Vital Sacrifice roll before determining the reduction to your maximum and current hit points. Your Vital Sacrifice cannot go below 1.

Fighting Styles

Below are the Fighting Styles available to Blood
Hunters. To learn a Fighting Style, you must meet
all of its ability score and proficiency prerequisites.

When you gain a level, you can replace one Fighting
Style with another Style you meet the prerequisites for:

Archery

Prerequisite: Dexterity of 13 or higher
You gain a +1 bonus to attack rolls with ranged weapons,
and your attacks with ranged weapons ignore half-cover
and treat three-quarters cover as half cover.

Balanced Fighting

When wielding a melee weapon in one hand and no
other weapons, you gain a +2 bonus to your weapon
damage rolls. You can use a shield and still gain the
benefits of this Fighting Style.

Dual Wielding

Prerequisite: Strength or Dexterity of 13 or higher
When you are two-weapon fighting, you can make
your off-hand attack as part of your Attack action
instead of your bonus action. However, when you do
so, you cannot also make an attack with your bonus
action on that turn.

You also add your ability modifier to the damage
of your off-hand attacks when two-weapon fighting.

Featherweight Fighting

Prerequisite: Dexterity of 13, Acrobatics
Whenever you are unarmed or wielding only light
weapons, your walking speed increases by 10 feet
and you gain a +1 bonus to your damage rolls with
light weapons and unarmed strikes.

If you are wearing medium or heavy armor or a
shield, you cannot benefit from this Fighting Style.

Great Weapon Fighting

Prerequisite: Strength of 13 or higher
Whenever you deal damage to a target with a heavy
melee weapon attack, you treat any of the weapon's
damage dice as their average roll if you rolled lower,
as shown here: d4 (2), d6 (3), d8 (4), d10 (5), d12 (6).

Hurler

Prerequisite: Strength or Dexterity of 11
You can draw a single thrown weapon as part of any
ranged attack you make with it, and the range of your
thrown weapon attacks is doubled.

When you are wielding only thrown weapons, you can
make a single ranged attack with a thrown weapon as
a bonus action on each of your turns.

Melee Marksman

Prerequisite: Dexterity of 13 or higher
Having a Hostile creature within 5 feet of you does not impose disadvantage on your ranged weapon attacks, so long as you are also attacking a target within 5 feet.

When you make a ranged weapon attack against a creature within 5 feet, it cannot target you with opportunity attacks for the rest of the turn regardless if you hit or missed your attack.

Polearm Fighting

Prerequisite: Strength and Dexterity of 11 or higher
You gain a +1 bonus to damage rolls with glaives, halberds, pikes, quarterstaffs, and spears so long as you are wielding only that weapon and no shield. When doing so, creatures provoke an opportunity attack from you when they enter or move within your reach with that weapon.

Versatile Fighting

Prerequisite: Strength or Dexterity of 11 or higher
While wielding a single versatile weapon and no shield, you gain a +1 bonus to your attack rolls with that weapon. While doing so, you can use your bonus action to make a grapple or shove attack, or to take the Use an Object action.

Blood Rites

Below are the Blood Rites available to all Blood Hunters. If a Rite has a prerequisite Blood Hunter level you can learn that Rite at the same time you meet its prerequisite level.

Whenever you gain a level, you can choose one Blood Rite you know and replace it with a different Blood Rite of your choice for which you meet the prerequisites.

Empowered Rites. Some Blood Rites can be empowered for additional potency. To gain these empowered effects, you make a Vital Sacrifice when invoking the Blood Rite. This is in addition to any Vital Sacrifice to use the base Blood Rite.

Rite of Agony

As a bonus action, you invoke this Rite and one creature you can see within 30 feet to make a Constitution saving throw. On a failure, it has disadvantage on Strength and Dexterity ability checks and saving throws, and each time it makes an attack it takes necrotic damage equal to your Rite Die. This effect ends at the end of your next turn.

Empowered Agony. This Rite's effects last for 1 minute. The affected creature can repeat this saving throw at the end of each of its turns, ending the effect early on a success.

Rite of Anxiety

As a bonus action, you invoke this Rite and curse a creature you can see within 30 feet, making it susceptible to influence. For the next minute, any creature that makes an ability check to influence that creature adds your Rite Die to its roll.

Empowered Anxiety. The creature must subtract one Rite Die from the first Intelligence, Wisdom, or Charisma saving throw it is forced to make before the end of your next turn.

Rite of Binding

As a bonus action, you invoke this Rite and force one Large or smaller creature that you can see within 30 feet to make a Strength saving throw. On a failure, its speed becomes 0 and it cannot take reactions until the end of your next turn.

Empowered Binding. You can target a
creature of any size with this Rite, and
it lasts for 1 minute. Creatures can
repeat this saving throw at the end
end each of their turns, ending
the effects on a success.

Rite of Blindness

When a creature within 30 feet hits with an attack, and you can see both the attacker and the target, you can use your reaction to invoke this Rite. The attacker must subtract your Rite Die from its attack roll, possibly causing it to miss.

Empowered Blindness. The creature subtracts your Rite Die from all attack rolls until the end of its following turn.

Rite of Confusion

As a bonus action, you invoke this Rite to curse one creature you can see within 30 feet that is concentrating on a spell. It must make a Wisdom saving throw, or lose concentration.

Empowered Confusion. The creature must subtract your Rite Die from its Wisdom saving throw to resist this Rite.

Rite of Knowledge

When you learn this Rite you gain knowledge of four Ritual spells. They can be from any spell list, but they must be of a level equal to your Proficiency Bonus or lower. However, to cast these Rituals, you must make a Vital Sacrifice.

Rite of Revelation

When you use Sinister Insight on a creature, you can invoke this Rite to automatically succeed on your ability check.

Empowered Revelation. Choose one damage Immunity the creature has and turn it into Resistance, or one damage Resistance it has and dispel it. This effect lasts for 1 minute.

If the creature has no damage Immunities or Resistances, you learn three Sinister Insight characteristics of your choice.

Rite of Siphoning

As an action, you can invoke this Rite and force one creature you touch to make a Charisma saving throw. On a failed save, it takes necrotic damage equal to twice your
Rite Die, and half as much on a successful
save. You then gain temporary hit points
equal to the necrotic damage dealt.

   Empowered Siphoning. The necrotic
     damage dealt by this Rite is treated as
           its maximum possible value,
                  in place of rolling.

Rite of the Beast

Prerequisite: 5th-level Blood Hunter
As an action, you invoke this Rite and touch a living Beast, smearing your blood on it. It must succeed on a Charisma saving throw or become enthralled by you for 1 hour. This effect ends early if the Beast is reduced to 0 hit points, or if you use this Blood Rite to enthrall another Beast.

An enthralled Beast is Friendly to you and your allies and obeys your orders completely. In combat, you share initiative and it acts during your turn. It can move and use its reaction on its own, but it only takes the Dodge action unless you use your bonus action to command it to take an action from its stat block or another action. If you can ride the Beast then it counts as a trained mount for the duration of this Rite.

Empowered Beast. The Beast remains enthralled by this Blood Rite until the end of your next long rest.

Rite of Bonding

Prerequisite: 5th-level Blood Hunter
As an action, you invoke this Rite and combine a drop of your blood with the blood of a willing creature you touch, forging a dark bond. While that creature remains within 60 feet of you, it has Resistance to all damage, but any time it takes damage you take the same amount of damage.

The effects of this Rite last for 1 hour, but they end early if you or the other creature are reduced to 0 hit points, or if you are more than 60 feet apart for more than 1 minute.

You can only enter into one such bond at a time. Using this Rite with another creature instantly ends the previous bond.

Empowered Bonding. The effects of this Blood Rite last for 8 hours, and only end early if either of you is reduced to 0 hit points or is more than 1 mile apart for more than 1 hour.

Rite of Corrosion

Prerequisite: 5th-level Blood Hunter
As a bonus action, you invoke this Rite and choose a creature you can see within 30 feet. It must succeed on a Constitution saving throw or it takes poison damage equal to your Rite Die and is Poisoned for 1 minute. It can repeat this saving throw at the end of each of its turns, ending the effect on a success.

Empowered Corrosion. The effects of this Blood Rite last until the creature succeeds on the Constitution saving throw, and whenever it fails this Constitution saving throw, it takes poison damage equal to twice your Rite Die.

Rite of Exposure

Prerequisite: 5th-level Blood Hunter
As a bonus action, you invoke this Rite to curse one creature you can see within 30 feet. Any damage dealt to it before the end of your next turn ignores any damage Resistances it has, and treats its damage Immunities as Resistances.

Empowered Exposure. For the same duration, creatures ignore any of the target's condition Immunities. However, it has advantage on saving throws to resist those conditions.

Rite of Marking

Prerequisite: 5th-level Blood Hunter
As a bonus action, you invoke this Rite and mark a creature you can see within 30 feet. Until the end of your next turn, you have advantage on all your attack rolls against it.

Empowered Marking. You add your Rite Die to weapon attack rolls against the creature for the same duration.

Rite of the Puppet

Prerequisite: 5th-level Blood Hunter
When a creature you can see within 30 feet is slain, you can use your reaction to invoke this Rite to cause the creature to stand up, move up to its walking speed, and make a weapon attack against a creature of your choice.

Empowered Puppet. The target adds your Rite Die to its attack and damage roll as part of this Blood Rite.

Rite of Aggression

Prerequisite: 9th-level Blood Hunter
As an action, you invoke this Rite and touch a willing creature increasing its aggression and granting it the benefits below:

  • It can make one additional attack whenever it takes the Attack action or when it uses the Multiattack feature.
  • It can take the Dash action as a bonus action.
  • It gains a +2 bonus to its AC and Dexterity saving throws.

If the creature ends its turn and has not damaged another creature, it can choose for this Rite to end or it takes necrotic damage equal to your Rite Die. This Rite can persist for up to 1 minute. Whenever it ends, the creature must succeed on a Constitution saving throw or suffer one level of Exhaustion.

Rite of Dread

Prerequisite: 9th-level Blood Hunter
As a bonus action, you invoke this Rite and choose a creature that can see or hear you within 30 feet. It must succeed on a Wisdom saving throw or be Frightened of you for 1 minute.

The Frightened creature must do all it can to move as far from you as possible, using the safest route it can. If it cannot move safely it takes the Dodge action. If it ends its turn and it cannot see you, it repeats this Wisdom saving throw, ending the effects of this Rite on a success.

Empowered Dread. On a failure, the creature is Stunned for the duration, so long as it can see you. If it takes damage, it can repeat the saving throw, ending the effect on a success.

Rite of the Open Grave

Prerequisite: 9th-level Blood Hunter
As an action, you touch a creature that has died in the past minute, snatching its soul from beyond the grave, returning it to life with 1 hit point. However, a creature returned to life by this Blood Rite gains a permanent death saving throw failure. This effect can only be removed by the remove curse spell or another spell of similar, or greater, power.

This Rite cannot return a creature to life that died of old age, and it cannot restore a creature's missing body parts.

Empowered Open Grave. The creature does not gain a permanent death saving throw failure, but instead suffers a single level of Exhaustion, which is healed by a long rest.

Rite of the Senseless

Prerequisite: 9th-level Blood Hunter
As a bonus action, you invoke this Rite and choose a creature you can see within 30 feet. It must succeed on a Constitution saving throw or be Blinded, Deafened, and unable to speak or make sounds for 1 minute. It repeats this saving throw at the end of each of its turns, ending the effect on a success.

Empowered Senseless. In addition to the other effects of this Blood Rite, the creature's speed is also reduced to 0 and it cannot take reactions for the duration.

Rite of Decay

Prerequisite: 13th-level Blood Hunter
As an action, you invoke this Rite and choose one creature you can see within 30 feet, attempting to corrupt its blood. It must succeed on a Constitution saving throw or take necrotic damage equal to four times your Rite Die, its speed is halved, and it cannot take reactions.

As an action, it can repeat this saving throw. On a success this effect ends. On a failure, it takes necrotic damage equal to twice your Rite Die and suffers one level of Exhaustion.

Empowered Decay. This Rite ignores necrotic Resistance and treats necrotic Immunity as Resistance. Also, a creature killed by this Rite is reduced to a pile of dust.

Rite of Nightmares

Prerequisite: 13th-level Blood Hunter
As an action, you invoke this Rite and choose a creature you can see within 30 feet and infect its mind with nightmarish phantasms. It must succeed on a Wisdom saving throw or it takes psychic damage equal to four times your Rite Die and
it becomes Frightened of you for 1 minute.

The creature repeats this saving throw at the end of each of its turns. On a success, this effect ends, but on a failure, it takes psychic damage equal to twice your Rite Die.

Empowered Nightmares. For the duration, the creature
is also Incapacitated and its speed becomes 0.

Rite of Thralldom

Prerequisite: 13th-level Blood Hunter
As an action, you invoke this Rite and touch a live Humanoid, smearing a drop of your blood on its face. It must succeed on a Charisma saving throw or become enthralled by you for up to 1 minute. This effect ends early if the target is reduced to 0 hit points, or if you use this Blood Rite on another target.

An enthralled Humanoid is Friendly to you and obeys your orders completely. In combat it shares your initiative and acts during your turn. It can move and use its reaction on its own, but it only takes the Dodge action on its turn unless you use your bonus action to command it to take one of the actions from its stat block or another action.

Empowered Thralldom. The target remains enthralled by this Blood Rite for up to 1 hour.

Rite of
Exsanguination

Prerequisite: 17th-level Blood Hunter
As an action, you invoke this most powerful and ancient Rite and choose a creature you can see within 30 feet, attempting to drain its body of blood. It must make a Constitution saving throw. On a failure, it takes necrotic damage equal to twelve times your Rite Die, and half as much on a success.

Creatures you have damaged since the beginning of your previous turn have disadvantage on this saving throw.

You can only invoke this Rite once per short or long rest. You cannot circumvent this restriction with a Vital Sacrifice.

Empowered Exsanguination. This Rite ignores necrotic Resistance and treats necrotic Immunity as Resistance. Any creature killed by this Rite is reduced to a pile of dust.

Rite of Reaping

Prerequisite: 17th-level Blood Hunter
As an action, you invoke this most powerful and ancient Rite and draw blood toward you. Creatures of your choice within 60 feet must make a Constitution saving throw. On a failure, they take necrotic damage equal to five times your Rite Die, and half as much damage on a success.

Creatures you have damaged since the beginning of your previous turn have disadvantage on this saving throw.

You can only invoke this Rite once per short or long rest. You cannot circumvent this restriction with a Vital Sacrifice.

Empowered Reaping. This Rite ignores necrotic Resistance and treats necrotic Immunity as Resistance. Any creature killed by this Rite is reduced to a pile of dust.

Rite of Rejuvenation

Prerequisite: 17th-level Blood Hunter
As an action, you invoke this most powerful and ancient Rite and touch another living and willing creature, granting it an increase in stamina at the cost of its health. It instantly gains all the benefits of a short rest, including the ability to expend its Hit Dice to regain hit points. However, the maximum life span of the creature is permanently reduced by 1 year and 1 day, and it suffers 1 level of Exhaustion.

You can only invoke this Rite once per short or long rest. You cannot circumvent this restriction with a Vital Sacrifice.

Occult Order

Choose the Occult Order which best represents the training, skill, and sinister blood magic abilities of your Blood Hunter:

   
Alchemists Salt & Iron
Heretics Undying Thirst
Pale Moon Witch Knights

Order of Alchemists

Blood Hunters that join this Order make use of dark alchemy and transmutation magic to mutate their physical form. The power in their blood triggers massive physiological changes thanks to their experimental Mutagens. These alchemists enhance their physical form to fight monsters as their peer.

Aberrant Alchemy

3rd-level Order of Alchemists feature
Your knowledge of dark alchemy allows you to inoculate your blood with Mutagens, granting you the following benefits:

Latent Mutagens. You inoculate your bloodstream with three Mutagens of your choice from the list at the end of this Occult Order description. You do not gain any benefits from these Latent Mutagens until you Mutate (see below).

During each long rest, you can spend 1 hour performing a dark procedure with alchemist's supplies and replace one of your Latent Mutagens with another Mutagen of your choice.

Your total number of Latent Mutagens increases by two at 7th level (5), 13th level (7), and finally at 18th level (9).

Mutate. As a bonus action you can Mutate to gain benefits of a number of Latent Mutagens equal to your Constitution modifier (minimum of 1). Your physiology radically changes to match these benefits. This effect lasts for 10 minutes, but you can end it early as a bonus action.

You can Mutate once per short or long rest at no cost, after
         which, you must make a Vital Sacrifice to Mutate again.

          Monstrous Awareness

           3rd-level Order of Alchemists feature
          The sinister power of the Mutagens in your blood also
            empowers your dark magic. When you make an ability
                check that uses alchemist's supplies, or use Sinister                   Insight on an Aberration, Monstrosity, or Ooze you
                    add your Rite Die to your ability check.

              Enduring Mutation

               7th-level Order of Alchemists feature
             The potency of your dark alchemical experiments has
          grown. During a long rest, you can spend 1 hour using
     alchemist's supplies to make the effects of a single Latent
     Mutagen permanent, even when you aren't Mutated. When
     you Mutate, this Enduring Mutagen always counts as one       of the Latent Mutagens that you gain the benefits of.

    You can replace this Enduring Mutagen with another one
     of your Latent Mutagens during a subsequent long rest.

Noxious Strike

13th-level Order of Alchemists feature
You can weaponize the strange toxins in your blood to afflict your enemies. Once per turn when you hit a creature with a melee attack, you can force it to make a Constitution saving throw. On a failure, it takes acid damage equal to four times your Rite Die and is Blinded or Stunned for 1 minute. On a success, it takes half damage and suffers no other effects.

A Blinded or Stunned creature repeats this saving throw each time it takes damage, ending this effect on a success.

You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest. When you have no uses left you can make a Vital Sacrifice to use it again.

Rapid Mutation

18th-level Order of Alchemists feature
You have gained mastery over your body's mutability. While you are Mutated, you can use a bonus action to switch one
of your active Mutagens for one of your Latent Mutagens.

Mutagens

Below are the Mutagens available to the Order of Alchemists. If one of the Mutagens has a Blood Hunter level prerequisite, you can learn it at the same time you meet that prerequisite:

Aberrant Sight

Your eyes become pools of darkness, You gain Darkvision out to a 60-foot radius. If you already have Darkvision from your race or another feature its range increases by 60 feet. Within this radius, you can also see through magical darkness.

Aquatic Adaptation

Your neck sprouts gills or your skin becomes permeable like an amphibious creature. You gain a swimming speed equal to your walking speed, and you can breathe both air and water.

If you already have a swimming speed, you can take the Dash action as a bonus action while you are swimming.

Enhanced Movement

Your legs grow unnaturally thick and powerful, but become grotesque to look upon. While you are walking, you can take the Dash action as a bonus action on each of your turns.

Grappling Appendage

You grow an extra appendage from your back that resembles a tentacle. This appendage has a reach of 10 feet and can be used to make unarmed strikes, Shove, and Grapple. On hit, it deals bludgeoning damage equal to your Rite Die.

It can perform simple tasks, but it cannot wield weapons or shields, nor can it manipulate objects or complex tools.

Starting at 13th level, this Mutagen grows two appendages.

Knotted Flesh

Your skin becomes hard and knotted like that of a tree or a great Beast. You can use your Constitution modifier in place of Dexterity when calculating your Armor Class in armor.

Moreover, so long as you are not wearing any armor, your Armor Class is equal to 13 + your Constitution modifier.

Monstrous Glide

You grow bat-like skin flaps that you use to glide. When you fall at least 10 feet and aren't incapacitated, you can subtract up to 100 feet from your fall when you calculate fall damage, and can move horizontally 2 feet for every 1 foot you fall.

Oozing Form

Your body can become slimy and pliable. As a bonus action, you can morph into (or revert from) an ooze-like state which allows you to squeeze through gaps as narrow as 1-inch.

Your ooze-like state has no effect on your weapons, armor, clothing, or objects, and you cannot attack while you are in it.

Unnatural Physicality

Your muscles and veins engorge with dark toxic chemicals. Whenever you make a Strength, Constitution, or Acrobatics check, you can add your Rite Die to your roll.

Acidic Bile

Prerequisite: 7th-level Blood Hunter
You can spew corrosive acid from your mouth. You know the acid splash ll Cantrip, Constitution is its spellcasting modifier, and when you deal damage with it you add your Constitution modifier (minimum of +1) to the damage roll.

Corrosive Blood

Prerequisite: 7th-level Blood Hunter
Your wounds expel a corrosive acid. When a creature you can see within 15 feet of you hits you with an attack, you can use your reaction to cause the attacker to take acid damage equal to your Rite Die + your Constitution modifier.

Dislocated Reach

Prerequisite: 7th-level Blood Hunter
Strange experiments allow your joints to unnaturally stretch, crack, and expand. The length of your arms doubles, and the reach of your melee attacks increases by 5 feet.

Engorged Physique

Prerequisite: 7th-level Blood Hunter
Chemicals forcefully enlarge your body, giving you a hideous physique. You grow by one size (for example, from Medium to Large). If there is not room for you to grow in size, you grow to the maximum size allowed by your current surroundings.

While engorged, your reach increases by 5 feet, your weight is multiplied by eight, and all your melee weapon attacks deal
    bonus damage equal to your Rite Die on hit.

Inoculated Vigor

Prerequisite: 7th-level Blood Hunter
You inoculate yourself against all but the worst poisons. You gain Immunity to both acid and poison damage, and you gain Immunity to all disease and to the Poisoned condition.

Toxic Symbiosis

Prerequisite: 7th-level Blood Hunter
When you hit a creature that is not Construct or Undead with a melee attack, you can use your bonus action on that turn to siphon life force from its wound. You then gain temporary hit points equal to your Constitution modifier (minimum of 1).

Viscous Grip

Prerequisite: 7th-level Blood Hunter
Your hands and feet secrete a sticky substance. You gain a climbing speed equal to your walking speed, you can climb difficult surfaces without needing making an ability check.

Also, creatures have disadvantage on ability checks or saving throws they make to escape being Grappled by you.

Accelerated Physiology

Prerequisite: 13th-level Blood Hunter
Strange chemicals enhance your physical ability and radically increase your aggression. When you take the Attack action on your turn, you can make one additional attack.

However, if you end your turn and haven't attacked another creature since the end of your previous turn, you immediately take necrotic damage equal to your Rite Die.

Alchemical Intellect

Prerequisite: 13th-level Blood Hunter
Dark rites have enhanced your mind at the expense of your body. You have advantage on all Intelligence, Wisdom, and Charisma saving throws, but you have disadvantage on all Strength, Dexterity, and Constitution saving throws.

Hideous Regeneration

Prerequisite: 13th-level Blood Hunter
If you begin your turn with less than half of your hit points, but at least 1 hit point, you instantly regain hit points equal
to your Constitution modifier (minimum of 1).

Monstrous Flight

Prerequisite: 13th-level Blood Hunter
A pair of monstrous leathery wings sprout forth from your back. You gain a flying speed equal to your walking speed.

Synthetic Carapace

Prerequisite: 13th-level Blood Hunter
Your skin hardens resembling that of an terrible insectoid
creature. You gain a +2 bonus to your Armor Class, and you gain resistance to all bludgeoning, piercing, and slashing damage from non-magical and non-silvered attacks.

Alchemists & Experimentation

The Mutagens included here are the most common examples created by Alchemist Blood Hunters. Talk to your DM about crafting custom Mutagens based on abilities from monsters that you slay or study!

Order of Heretics

Excommunicated from their religious orders, the founders of the Order of Heretics were holy priests who desired to utilize forbidden rites to combat darkness. Branded heretics, these conduits of divine power supplemented their holy knowledge with blood magic. Now, this Order of priestly Blood Hunters works to combat wayward divine entities, both good and evil.

Blasphemous Prayer

3rd-level Order of Heretics feature
You are able to channel divine energies despite your status as a heretic. You gain two Channel Divinity options: Censure the Divine, which is detailed below, and one Channel Divinity of your choice from those available to Cleric Divine Domains at 2nd level. For the second, you use your Blood Hunter level in place of Cleric level and your Rite save DC. You can only use one Channel Divinity option per turn.

You can use each of your Channel Divinities once, and you regain the ability to do so when you finish a long rest. When you have no uses left, you can make a Vital Sacrifice to use a Channel Divinity options you know again.

Censure the Divine

As an action, you utter blasphemies painful to divine entities. Celestials, Fiends, or other creatures capable of divine magic (such as Clerics or Paladins) of your choice within 30 feet of you must succeed a Charisma saving throw or be Restrained and Incapacitated for 1 minute.

Creatures repeat this saving throw at the end of their turns, and when they take damage, ending this effect on a success.

Heretical Knowledge

3rd-level Order of Heretics feature
Despite your beliefs, you understand the traditional religious practices, rites, and prayers. You gain the following benefits:

  • You gain proficiency in Religion. If already proficient, you add double your proficiency bonus to all Religion checks.
  • You learn two Cantrips of your choice from the Cleric
    spell list. Constitution is your spellcasting modifier.
  • If you use Sinister Insight to analyze a Celestial,
    Fiend, or Undead, you can add your Rite Die
    to your ability check.

Unholy Restoration

7th-level Order of Heretics feature
You can draw life from one creature and transfer it to another in a dark mockery of divine magic. As an action, you can force a creature you can see within 30 feet to make a Constitution saving throw. On a failed save, it takes necrotic damage equal to four Rite Dice, or half as much damage on a success. It has disadvantage on its saving throw if you touch it.

Another creature of your choice you can see within 30 feet regains hit points equal to half the necrotic damage dealt.

You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all uses when you finish a long rest. When you have no uses left, you can make a Vital Sacrifice to use this feature again.

Divine Anathema

13th-level Order of Heretics feature
When you use Censure the Divine you can empower it with
a Vital Sacrifice, forgoing its normal effects to instead force creatures of your choice within 30 feet to make a Charisma saving throw. On a failure, their speed is reduced by 10 feet.

Creatures suffering from this effect must repeat this saving throw at the end of each of their turns. On a failed save, their speed is reduced by an additional 10 feet. On a success, they regain 10 feet of their speed.

This effect ends when a creature's speed returns to normal, or when the speed reduction from this feature equals its total speed, at which point the creature is instantly Petrified.

Celestials and Fiends have disadvantage on saving throws to resist this feature. Once a creature succeeds against this feature it is immune to its effect until the following dawn.

Utmost Transgression

18th-level Order of Heretics feature
You use your occult knowledge to bind denizens of heaven
to your will. As an action, you can cast the conjure celestial ll spell, at 5th-level. Constitution is your spellcasting modifier. The Celestial is bound against its will by blasphemous blood
      magic, allowing you to ignore the material component of
            the spell, but its duration is reduced to 1 minute.

                  You can cast this spell between each short or
              long rest at no cost, after which, you must make a
                number of Vital Sacrifices equal to the CR of the
                   Celestial you wish to conjure to cast it again.

Order of the Pale Moon

Lycanthropy is an ancient curse that changes those afflicted into mindless Beasts with an unquenchable hunger for flesh. In order to combat these monsters, some Blood Hunters will purposefully contract this curse. These warriors willingly give their lives so that they may draw on this bestial power to rid the world of lycanthropes and other shapeshifting monsters.

Feral Senses

3rd-level Order of the Pale Moon feature
Your lycanthropy heightens your senses. Whenever you make a Perception or Survival check based on your sense of sight, hearing, or smell, you add your Rite Die to your roll.

In addition, if you use Sinister Insight to analyze a Beast, Monstrosity, or a Shapeshifter, add your Rite Die to your roll.

Lycanthropic Curse

3rd-level Order of the Pale Moon feature
You have been infected with a curse based on a Beast of CR 1 or lower. Once chosen, this Beast cannot be changed.

As a bonus action, you can Shift, transforming into a Beast Form or Hybrid Form, both of which are detailed below. You can Shift once per short or long rest at no cost, after which, you must make a Vital Sacrifice to Shift again.

You can remain Shifted for up to 1 hour, but it ends early if you are Incapacitated or if you end it as a bonus action. You can make a Vital Sacrifice to extend the duration by 1 hour.

Beast Form

You take on the form of the Beast your curse is based upon:

Statistics. When you Shift, your statistics are replaced by those of your Beast, but you retain your hit points, alignment, personality, and Intelligence, Wisdom, and Charisma scores. You retain your skill and saving throw proficiencies, and gain the Beast's. If you share a proficiency, use the higher bonus.

Cursed Form. Your Beast Form's natural weapons use your Rite Die as their damage die and your Rite save DC for any saving throws, unless their innate bonuses are higher.

Equipment. When you Shift, you choose if your equipment merges with your Beast Form or if it falls to the ground. You can only merge with equipment that you can wear or carry.

Features. Your Beast Form retains all features from your class, race, and other sources, including the ability to use Blood Rites. It can use all these features as long as the
Beast would also be physically capable of doing so.
However, you do not retain special Senses, such
as Darkvision, unless your Beast Form also has
that same special Sense.

Hybrid Form

You become a fusion of yourself and the Beast of your curse. You retain your normal statistics but gain certain benefits:

Bestial Physiology. Your walking speed increases by 10 feet and you gain a climb speed equal to your walking speed.

Savage Strikes. You grow terrifying fangs and claws. Your unarmed strikes gain the Finesse property. On hit, they deal piercing or slashing damage equal to your Rite Die.

Wild Fury. You can use your bonus action on each turn to make an unarmed strike or take the Dash action. Should you Dash, you must move toward a Hostile creature you can see.

Lycan Warrior

7th-level Order of the Pale Moon feature
You are able to draw out more power from your curse. While Shifted, your attacks are magical, and you gain Resistance to bludgeoning, piercing, and slashing damage from attacks that are non-magical and non-silvered.

When Shifted, you can use Crimson Offering to empower your transformation, applying the benefits to all your natural weapons and unarmed strikes. If you are holding a Crimson Offering weapon when you Shift, you can transfer its benefit to your natural weapons and unarmed strikes.

Feral Prowess

13th-level Order of the Pale Moon feature
Your curse allows you to shrug off minor wounds. When you begin your turn Shifted, and you have less than half your hit points remaining, but at least 1 hit point you regain hit points equal to your Constitution modifier (a minimum of 1).

Lycanthropic Mastery

18th-level Order of the Pale Moon feature
You have mastered your lycanthropic curse. You can Shift at will without making a Vital Sacrifice, and you can remain in your Shifted forms indefinitely.

Finally, while Shifted, you have advantage on attack rolls against creatures marked by Crimson Brand, and you
have advantage on any saving
throws it forces you to
make.

Order of Salt & Iron

Since the dawn of time, the ancient Order of Salt &
Iron has trained exorcists to defend the living from
the undead. Willing to sacrifice all that they are, these
Blood Hunters stain their souls with spectral power.
They then use the power of darkness to drive back the
darkness itself, and work tirelessly to prevent the tide
of undeath from overwhelming the living.

Spectral Nature

3rd-level Order of Salt & Iron feature
You have tainted your soul with ghastly power.
You require half the amount of sleep, food, and
drink for the average member of your race.

Also, you can use a bonus action to enter a
temporary Spectral State, which lasts until the end
of your current turn. While in this state, you are resistant
to all bludgeoning, piercing, and slashing damage from non-magical and non-silvered attacks, and you can move through solid objects and creatures as if they were difficult terrain. If you end your movement inside a creature or object, you are instantly shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet you were shunted.

You can use this feature a number of times equal to
your Constitution modifier (minimum of once), and you
regain all uses when you finish a long rest. You can
make a Vital Sacrifice to use this feature again.

At certain levels in this class, the duration of
this Spectral State increases: at 7th-level
(1 minute), 13th-level (1 hour), and
at 18th level (indefinite). You can
end this state as a bonus action.

Warrior of the Dawn

3rd-level Order of Salt & Iron feature
Your blood magic is especially potent when used against the undead. When you use Sinister Insight to analyze Undead, you add your Rite Die to your ability check.

Also, when you use Crimson Offering, you can choose to empower your Crimson Offering with the signature magicks of your Order, granting you the following additional benefits:

  • The bonus damage of Crimson Offering is radiant.
  • You gain resistance to necrotic damage.
  • The weapon sheds bright light in a 30-foot radius.

Curse Specialist

7th-level Order of Salt & Iron feature
Your knowledge and experience with undead enhances the power of your blood magic. You can target any creature with your Blood Rites, even if it does not have blood in its veins.

In addition, at the end of each long rest you can choose one Blood Rite you know. You can invoke that Rite one additional time before you must make a Vital Sacrifice to use it again.

Exorcists, Clerics, & Gods

Traditions within the Order of Salt & Iron claim the founding of their Order predates gods themselves.

Exorcists claim to have stood against the tide of undeath long before the first Clerics and Paladins.

Warrior Exorcist

13th-level Order of Salt & Iron feature
You use the power of blood magic to drive out the influence
of extraplanar creatures. As a bonus action on your turn, you can choose one willing creature within 30 feet that can hear you that is Charmed, Frightened, or magically controlled, and instantly end one of the above effects on it.

If the creature that inflicted this condition is also within
30 feet, it must make a Wisdom saving throw. On a failure it takes radiant damage equal to four times your Rite Die, and half damage on a success.

You can use this feature once per short or long rest at no cost, after which, you must Vital Sacrifice to use it again.

Sacrificial Offering

18th-level Order of Salt & Iron feature
You can sacrifice your own vitality to resist the grasp of death. When you would fall to 0 hit points but are not killed outright, you can make a special Vital Sacrifice that only reduces your maximum hit points, and fall to 1 hit point instead.

Spectral Mastery

18th-level Order of Salt & Iron feature
You walk between the land of the living and the dead. For every 10 years that pass, you age 1 year, and you no longer need to sleep, eat, or drink. You gain the benefits of a long rest when you spend 6 hours performing only light activity.

Moreover, when you are in your Spectral State, you gain a flying speed equal to your walking speed and can hover.

Order of Undying Thirst

Legends speak of an ancient vampire who came to regret
the many atrocities he had committed when driven by his
thirst. He gathered to himself a group of vampire hunters, and once they had vowed to scour the curse of vampirism from the world, passed his curse on to them and instructed them in the power of ancient blood magic. Known as the Order of Undying Thirst, these Blood Hunters relentlessly
carry out their founding vow to exterminate all vampires.

Blood Magic Specialist

3rd-level Order of Undying Thirst feature
Your curse grants you increased control over your blood magic. You learn one additional Blood Rite, but it doesn't count against your number of Blood Rites Known.

Also, your affinity for blood magic increases the size of your Rite Die to a d6. At certain Blood Hunter levels,
your Rite Die increases again: at 5th level it becomes
a d8, at 11th level a d10, and finally a d12 at 17th level.

Finally, whenever you use Crimson Offering, you can
choose for its bonus damage to be necrotic damage.

Vampiric Nature

3rd-level Order of Undying Thirst feature
The ancient disease of your Order has irreparably changed your physiology. Your teeth become Fangs which you can use for unarmed strikes. On hit, your Fangs deal necrotic damage equal to your Rite Die + your Strength modifier.

Moreover, whenever you use Sinister Insight to analyze an Undead creature, you add your Rite Die to your ability check.

Essence Drain

7th-level Order of Undying Thirst feature
You can drain the life from your foes. When you hit a creature with an attack, you can use your bonus action to make a Fang attack against that creature. On hit, your maximum hit points are restored by an amount equal to the damage dealt.

You can restore maximum hit points in this way a number of times equal to your Constitution modifier (a minimum of once), and you regain all uses when you finish a long rest.

Sinister Resilience

7th-level Order of Undying Thirst feature
The life you steal from others invigorates you. Whenever you deal necrotic damage to a creature, you can gain temporary hit points equal to half the necrotic damage dealt.

While these temporary hit points last, you are resistant to necrotic, poison, and all bludgeoning, piercing, and slashing damage from all non-magical and non-silvered attacks.

However, if you take radiant damage, all of your temporary hit points from this feature are immediately dispelled, and the total radiant damage is applied to your normal hit points.

Misty Escape

13th-level Order of Undying Thirst feature
When a creature you can see hits you with an attack, you can use your reaction to turn into a cloud of swirling mist, and the triggering attack automatically misses. You instantly reappear in an unoccupied space you can see within 30 feet.

Once you use this reaction you must finish a short or long rest before you can use it again. When you have no uses left,
    you can make a Vital Sacrifice to use this reaction again.

Crimson Lord

18th-level Order of Undying Thirst feature
You have mastered your ancient curse, and your abilities rival those of true vampire lords. You gain the following benefits:

  • You gain a flying speed equal to your walking speed.
  • When you damage a creature with a Fang attack, it has disadvantage on its saving throws to resist the effects of your Blood Rites until the end of your next turn.
  • For every 10 years that pass, your body only ages 1 year.
Optional Rule: True Vampirism

True vampiric power comes at significant cost. If you'd like to play as a true vampire, you gain ALL abilities below when you join this Occult Order:

Deathless Nature. You don't need to breathe.

Spider Climb. You gain a climbing speed equal to your walking speed. Upon reaching 7th level, you can move across vertical surfaces, including upside down on ceilings, while leaving your hands free.

Superior Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, you can only see shades of gray.

Sunlight Sensitivity. While in direct sunlight you have disadvantage on all ability checks, attack rolls, and saving throws. If you already have the Sunlight Sensitivity trait from another source then you gain Vulnerability to radiant damage.

Order of Witch Knights

Blood Hunters who join the dark Order of Witch Knights are driven by an overwhelming desire to destroy the great evils of the world. Those especially dedicated, those willing to give up anything, are often approached by Eldritch Powers, beings of otherworldly might. These benefactors offer power in return for a fraction of the warrior's soul or unquestioning fealty.

Pact Magic

3rd-level Order of Witch Knights feature
The bargain you have struck with your Patron has granted you the ability to cast spells, much like a Warlock does:

Cantrips. You learn two Cantrips of your choice from the Witch Knight spell list. Upon reaching 13th level in this class you learn one additional Witch Knight Cantrip of your choice.

Spell Slots. The Witch Knight Spellcasting table shows how many spell slots you have, and the level of those spell slots. All of your spell slots from this feature are the same level. To cast one of your Witch Knight spells of 1st-level or higher, you must expend a spell slot. You regain all of your expended spell slots when you finish a short or long rest.

Spells Known of 1st-Level and Higher. You learn two
1st-level spells of your choice from the Witch Knight spell list. The Spells Known column of the Witch Knight Spellcasting table shows when you learn more Witch Knight spells of 1st-level or higher. Spells you choose must be of a level no higher than the level in the table's Slot Level column for your level.

Whenever you gain a Blood Hunter level, you can choose one Witch Knight spell you know and replace it with another Witch Knight spell of a level for which you have spell slots.

Spellcasting Ability. As your magic is powered by sinister blood ritual, Constitution is your spellcasting ability for Witch Knight spells. You use your Constitution to calculate the Spell save DC and Spell attack modifier for all Witch Knight spells:

Spell save DC = 8 + your Proficiency Bonus
+ your Constitution modifier

Spell attack modifier = your Proficiency Bonus
+ your Constitution modifier

Witch Knight Spellcasting
Level Spells Known Spell Slots Slot Level
3rd 2 1 1st
4th 2 2 1st
5th 3 2 1st
6th 3 2 1st
7th 4 2 2nd
8th 4 2 2nd
9th 5 2 2nd
10th 5 2 2nd
11th 5 2 2nd
12th 5 2 2nd
13th 6 2 3rd
14th 6 2 3rd
15th 6 2 3rd
16th 6 2 3rd
17th 7 2 3rd
18th 7 2 3rd
19th 7 2 4th
20th 7 2 4th

Crimson Blade

3rd-level Order of Witch Knights feature
Sinister blood magic empowers your weapons. You can use a weapon empowered by Crimson Offering as the spellcasting focus for your Witch Knight spells.

Also, whenever you expend a Pact Magic spell slot, you can empower one weapon you are holding. The weapon gains the benefits of Crimson Offering, or if it is already empowered by Crimson Offering, its next attack deals bonus damage equal to one Rite Die per level of the Pact Magic spell slot.

Sanguine Warrior

7th-level Order of Witch Knights feature
You seamlessly weave minor spells with weapon attacks. If you use your action to Cast a Spell, or activate a spell you are concentrating on (such as witch bolt), you can make a single weapon attack as a bonus action on that turn.

When using a Crimson Offering weapon as a spellcasting focus, you can change the damage dealt by any spell you cast to match the damage type of your Crimson Offering weapon.

Bewitched Strikes

13th-level Order of Witch Knights feature
The cursed magic in your blood seeps into your weapons. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a Blood Rite or spell you cast before the end of your next turn.

Witch Knights & Warlocks

If you have levels in both Warlock and the Order of Witch Knights, you determine your available Pact Magic spell slots by adding together your Warlock levels and one-third of your Blood Hunter levels (rounded down). Then, use this total to determine your spell slots by consulting the Warlock table.

    Profane Sacrifice

    18th-level Order of Witch Knights feature
     You can offer the death of your foes to your Eldritch Power
           for enhanced magicks. If a hostile creature dies within
           30 feet of you, you can use your reaction to regain one
         Pact Magic spell slot, or gain temporary hit points equal
        to your Rite Die + your Blood Hunter level.

          Once you use this feature you must finish a short or
        long rest before you can use it again.

Witch Knight Spell List                  

        Here is the spell list you consult when you learn a Witch
         Knight spell. It is organized by spell level, and spells are
        the Player's Handbook, Xanathar's Guide to Everything*,
        and Tasha's Cauldron of Everything**.

           Spells marked LL are found in the laserllama Spell
          Compendium, which includes new and alternate spells.

   Cantrips (0-Level)

        blade ward ll
        booming blade ll
        chill touch
        control flames ll
        friends ll
        frostbite
        green-flame blade ll
        infestation *
        lightning lure ll
        mage hand
        magic stone *
        mind sliver **
        minor illusion
        poison spray ll
        prestidigitation
        resistance ll
        shocking grasp
        spare the dying
        sword burst ll
        toll the dead *
        true strike ll

   1st-Level

        absorb elements *
        armor of agathys
        arms of hadar
        burning hands
        cause fear *
        charm person
        compelled duel ll
        detect evil & good
        expeditious retreat
        false life
        hellish rebuke
        hex
        illusory script
        inflict wounds
        protection fr. good & evil
        searing smite ll
        shield ll
        thunderous smite ll
        unseen servant
        witch bolt ll

  2nd-Level

     branding smite ll
     cloud of daggers
     crown of madness
     darkness
     earthbind *
     hold person
     invisibility
     mind spike *
     mirror image
     misty step
     ray of enfeeblement
     scorching ray
     shadow blade *
     shatter
     spider climb
     suggestion

  3rd-Level

     blinding smite ll
     counterspell ll
     dispel magic
     enemies abound *
     fear
     hunger of hadar ll
     hypnotic pattern ll
     intellect fortress **
     magic circle
     major image
     remove curse
     spirit shroud **
     vampiric touch

  4th-Level

     banishment
     blight
     charm monster *
     dimension door
     elemental bane *
     hallucinatory terrain
     phantasmal killer
     staggering smite ll
     shadow of moil *
     sickening radiance *

Alternate

Blood Hunter

Become the master of monstrous blood magic you were meant to be with this homage to the Blood Hunter Class! Includes six Occult Orders and twenty-four new & updated Blood Rites!

Version 2.2.0 - Created by /u/laserllama
Last Updated: November 3rd, 2025

The Blood Hunter class can be found Here.

Additional Laserllama Homebrew content
can be found for free on GM Binder.

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