Blood Hunter 2024
Marred but resolute, his grimacing face dripping with sweat, a half-orc reddens a finger in the blood of his own wounds, then draws a glowing ruby glyph in the air between him and the bloody behemoth facing him. He grips the weightless sigil, twisting it to unleash streams of dark energy that curse the blood of the monster’s own veins to even the odds.
A mysterious half-elf swathed in a worn cloak and rugged leather armor carefully investigates the site of a roadway massacre, her eyes flashing with recognition as she meditates on the remnants of the grisly scene. Suddenly, she jumps to her feet, certain in the knowledge of what creature was responsible, where it can be found—and how little time she has before it kills again.
Stepping into lightless chambers filled with ancient dust and lingering whispers, the halfling picks up the warning of imminent danger from the scraping of bone and claw on nearby stone. She winces as she runs her blade across her palm, the steel transmuting blood and essence into glowing runes of powerful magic, eager to brand and burn the flesh of her enemies.
Blood hunters are clever warriors driven by an unending determination to destroy evils old and new. Armed with rites of secretive blood magic and a willingness to sacrifice their own vitality and humanity for their cause, they protect the realms from the shadows—even as they remain ever vigilant against being drawn to the darkness that consumes the monsters they hunt.
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Sacrifice to Preserve Life
Personality of Class
Whether driven by the wish to make a difference, the need to take vengeance, or the hope of finding a place to belong in an uncaring world, every blood hunter has their own reasons for undertaking the ritual of the Hunter’s Bane that starts them on this path. In joining an order of blood hunters, one also joins a family bound by service to each other and a common cause. For many, this might be the only family they have left—or have ever known—making the kinship felt between blood hunters an all-but-unbreakable bond.
Outside the camaraderie of their orders, however, the life of a blood hunter is not an easy one. The ritual of the Hunter’s Bane can leave a character visibly changed, and prone to unsettling the people around them. Likewise, witnessing hemocraft can invoke superstitious fears from even the most learned scholars. While some cultures have come to accept the good deeds of many blood hunter orders, many blood hunters hide their calling unless absolutely necessary. They feel more comfortable in the wilds and wastes of the world, or drift through the outskirts of society, protecting the poor and defenseless from dark intention and the corrupting touch of fiends.
In choosing this path, every blood hunter irrevocably gives a part of themself to their cause—physically, emotionally, and sometimes morally. Each order of blood hunters practices its own ideals and methods, often employing techniques with dark origins that test the strength and will of those who employ them. Many wrestle with the fear of losing this struggle. And so a life of discipline and vigilance drives a blood hunter’s travels as they wander the countryside, in search of like-minded adventurers and whispers of dark deeds afoot.
Creating a Blood Hunter
As you create your blood hunter character, think about why you were driven to this lifestyle—and why you strive to give up everything to dwell in the darkness with the evils you hunt. Do you seek a sense of purpose and security, which you found among the order that has taken you in? Have you always carried a seed of darkness within you, so that you look for compatriots who can watch over and prevent you from succumbing to it? Were you once a holy warrior who strayed from your faith and was cast out, even as you yearn to give yourself over to the cause of protecting the innocent?
What is your relationship with the powers of hemocraft and the abilities it promises? Do you respect and fear the ancient power that surges through your veins, embracing your gifts and using them freely? Are you worried that this power will eventually turn you into one of the monsters you hunt? Or has your study instilled you with the confident clarity that makes you certain you can control these gifts for the greater good?
As well, what made you leave the comfort of your order to strike out on your own? Do you intend to return, or have you decided you have more to learn in the world? What strengths or assets do you seek in other adventurers that can help you meet your goals?
Though most blood hunters follow a path of good or neutrality in their pursuits, some have fallen to the dark, seductive side of hemocraft. These blood hunters use their abilities for selfish and evil purposes, often leading to their expulsion from the orders that trained them.
Quick Build
You can make a blood hunter quickly by following these suggestions. First, put your highest ability score in Strength or Dexterity, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Intelligence, if you plan to focus on the potency of blood curses and mystical power, or Constitution, if you want to have additional hit points to empower your abilities through sacrifice. Second, choose the soldier or wayfearer background.
Variant Hemocraft Ability Score
As a blood hunter, you use your Intelligence modifier for some of your class and subclass features. However, with your DM’s permission, you can choose to instead use your Wisdom modifier for all your blood hunter features that use your Intelligence modifier by default.
Multiclassing and the Blood Hunter
- If your group uses the multiclassing rules in the Player’s
- Handbook, here’s what you need to know if you choose
- Blood Hunter as one of your Classes.
- Ability Score Minimum. As a multiclass character, you must have at least a Strength score or Dexterity score of 13 and an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already a blood hunter.
- Proficiencies Gained. If blood hunter isn’t your initial class, you gain the following proficiencies when you take your first level as a blood hunter: light armor, medium armor, shields, simple weapons, martial weapons, and alchemist’s supplies.
- Multiclassing with Warlock. If your blood hunter is part of the Order of the Profane Soul and also has warlock levels, add one-third of your blood hunter levels (rounded down) to your warlock level and consult the warlock progression table in the Player’s Handbook for total spell slots, cantrips known, and spell slot level. You should consider aligning your Otherworldly Patron feature between both classes, but your DM might allow you to have two different patrons at their discretion.
Blood Hunter 2024
| Level | Proficiency Bonus | Features | Hemocraft die | Blood Curses | |
|---|---|---|---|---|---|
| 1st | +2 | Hunter's Bane, Blood Maledict, Weapon Mastery | d4 | 2 | |
| 2nd | +2 | Fighting Style, Crimson Rite | d4 | 2 | |
| 3rd | +2 | Blood Hunter Order | d4 | 2 | |
| 4th | +2 | Ability Score Improvement | d4 | 2 | |
| 5th | +3 | Extra Attack, | d6 | 2 | |
| 6th | +3 | Brand of Castigation | d6 | 3 | |
| 7th | +3 | Blood Hunter Order feature, Crimson Rite improvement | d6 | 3 | |
| 8th | +3 | Ability Score Improvement | d6 | 3 | |
| 9th | +4 | Grim Psychometry | d6 | 3 | |
| 10th | +4 | Hardened Soul | d6 | 4 | |
| 11th | +4 | Blood Hunter Order feature | d8 | 4 | |
| 12th | +4 | Ability Score Increase | d8 | 4 | |
| 13th | +5 | Brand of Tethering | d8 | 5 | |
| 14th | +5 | Dark Augmentation | d8 | 5 | |
| 15th | +5 | Blood Hunter Order feature | d8 | 5 | |
| 16th | +5 | Ability Score Improvement | d8 | 5 | |
| 17th | +6 | Arterial Flow | d10 | 5 | |
| 18th | +6 | Blood Hunter Order feature | d10 | 6 | |
| 19th | +6 | Epic Boon | d10 | 6 | |
| 20th | +6 | Sanguine Mastery | d10 | 6 |
Core Blood Hunter Traits
| Primary Ability | Dexterity and Intelligence or Wisdom |
| Hit Point Die | D10 per Blood Hunter level |
| Saving Throw Proficiencies | Dexterity and Intelligence |
| Skill Proficiencies | Choose 3: Acrobatics, Arcana, Athletics, Investigation , History, Insight, Investigation, Religion, and Survival |
| Weapon Proficiencies | Simple and Martial weapons |
| Armor Training | Light and Medium armor and Shields |
| Tool Proficiencies | Alchemist’s supplies |
| Starting Equipment | Choose A or B: (A) Studded Leather Armor, 2 Shortsword, Longbow, 20 Arrows, Quiver, Alchemist's supplies , Explorer's Pack, and 8 GP; or (B) 160 GP |
Blood Hunter Class Features:
- As a Blood Hunter, you gain the following Class Features
- when you reach the specified levels in this Class. These
- features are listed on the Blood Hunter table.
1st level: 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 hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Hemocraft save DC = 8 + your proficiency bonus + your Hemocraft modifier (your choice between Intelligence or Wisdom)
1st level: Blood Curse
Also at 1st level, you gain the ability to channel—or sometimes sacrifice—a part of your vital essence to curse and manipulate creatures through hemocraft magic. You know one blood curse of your choice, detailed in the “Blood Curses” section at the end of the class description. You learn one additional blood curse of your choice at 6th, 10th, 14th, and 18th level. Each time you learn a new blood curse, you can also choose one of the blood curses you know and replace it with another blood curse.
Each time you use your Blood Maledict feature, you choose which curse to invoke from the curses you know. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by taking necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood are immune to blood curses unless you have amplified the curse.
You can use this feature, a number time equal to your profiency bonus and you must finish a short or long rest to regain all uses.
1st level: Weapon Mastery
2nd level: Fighting Style
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
Occult Warrior. You learn two Warlock cantrips of your choice. Blade Ward and Eldritch Blast are recommended. The chosen cantrips count as Blood Hunter spells for you, and Hemocraft modifier is your spellcasting ability for them.
Whenever you gain a Blood Hunter level, you can replace one of these cantrips with another Warlock cantrip.2nd level: Crimson Rite
Also at 2nd level, you learn to invoke a rite of hemocraft 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 hemocraft die. This damage can’t be reduced in any way.
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.
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)
3nd level:Blood Hunter Order
At 3rd level, you commit to an order of blood hunters whose philosophy will guide you throughout your life: the Order of the Ghostslayer, the Order of the Lycan, the Order of the Mutant,the Order of the Profane Soul, Order of the Exorcist, Order of the Hound, Order of the Reaper or Order of the Vampire 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.
4th level: Ability Score Improvement
- You gain the Ability Score Improvement feat or another
- feat of your choice for which you qualify. As shown on the
- Barbarian table, you gain this feature again at levels 8 , 12 ,
- 16 and 19.
5th level: Extra Attack
- You can attack twice, instead of once, whenever you take
- the Attack action on your turn.
6th level: 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 hemocraft 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 Hemocraft 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.
9th level: Grim Psychometry
10th level: Hardened Soul
13th level: Brand of Tethering
14th level: Dark Augmentation
17th level: Arterial Flow
19th level: Epic Boon
20th level: Sanguine Mastery
Additionally, whenever you score a critical hit with a weapon for which you have an active crimson rite, you regain one expended use of your Blood Maledict feature and you roll an additionnal Hemocraft die for your rite.
Blood Hunter Subclasses
| Order of Ghostslayer |
| Order of Lycan |
| Order of of the Mutant |
| Order of the Profane Soul |
| Order of Exorcist |
| Order of the Hound |
| Order of of the Reaper |
| Order of the Vampire |
| Order of the Scale |
| Order of the Titan |
Blood Hunter Subclasses
- The Blood Hunter subclass is a specialization that grants you special abilities at certain levels, as specified in the subclass. You can choose the Order of the Ghostslayer, the Order of the Lycan, the Order of the Mutant, the the Order of the Profane Soul, The Order of the Exorcist,The Order of the Hound, The Order of the Reaper, The Order of the Vampire, The Order of the Scale or the Order of Titan.
Order of 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.
3rd level: 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, the extra damage dealt by your rite is radiant damage. Additionally, while that rite is active on your weapon, you gain the following benefits:
3rd level: Curse Specialist
7thlevel: Aether Walk
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.
11th level: Blood Curse of the Exorcist
At 11th level, you hone your hemocraft to tear corruption from the minds and bodies of your allies—and to punish those responsible for it.
You gain the Blood Curse of the Exorcist for your Blood Maledict feature. This doesn’t count against your number of blood curses known.15th level: Brand of Sundering
Starting at 15th 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.18th level: 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.
Order of 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.The Burden of Lycanthropy
Those inducted into the Order of the Lycan choose this path with conviction, understanding the terrible weight it imposes on them and the challenges it brings. Where most afflicted by the curse of lycanthropy grow wicked, deranged, and even murderous, Lycan blood hunters accept the gifts of the beast while maintaining control through intense training and the power of their blood magic. A member of the Order of the Lycan cannot spread their curse through blood unless they wish to, and one of the most sacred oaths of this order is to never infect another creature without the order’s sanction.
3rd level: Heightened Sense
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.
3rd level: Hybrid Transformation
Hybrid Transformation Features
While you are transformed, you gain the following benefits and drawbacks:
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.
- Weapon category : Simple Melee
- Damage on a hit:: Bludgeoning, piercing or slashing (your choice) damage equal to one roll of your hemocraft die plus the ability modifier used for the hit.
- Weapon category. Finesse, Light
- Mastery: Nick (you can use this property and it doesn't count against the number property you can use with Weapon Mastery)
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.
7th level:Stalker's Prowess
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.
Rite transformation: You may actovate one of your crimson rits using the same bonus action you use to activate your hybrid transformation.
You still take the necrotic damage from the rite as normal11th level:Advanced Transformation
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.
15th level:Brand of 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 you18th level: 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.
Order of Mutant
3rd level: Mutagencraft
When you choose this archetype at 3rd level, you learn to master forbidden alchemical formulas known as mutagens that can temporarily alter your mental and physical abilities.
As a bonus action, you consume a mutagen, whose effects and side effects last until you finish a short or long rest unless otherwise specified. While one or more mutagens are affecting you, you can use an action to focus and flush all mutagens from your system, ending their effects and side effects.
Mutagencraft
| Blood hunter level | Mutagen created | Formulas Knows | |
|---|---|---|---|
| 3rd | 1 | 4 | |
| 7th | 2 | 5 | |
| 11th | 2 | 6 | |
| 15th | 3 | 7 | |
| 18th | 3 | 8 |
Formula
Formulas The number of mutagens you can concoct when you finish a rest, and the number of formulas you know, increases as you gain levels in the blood hunter class, as shown on the Mutagencraft table above.
Additionally, when you learn a new mutagen formula, you can replace one formula you already know with a new mutagen formula. You choose four mutagen formulas to learn from the options detailed at the end of this subclass description, and you can concoct one mutagen when you finish a short or long rest.7th level: 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.
Additionally, you can trigger a burst of adrenaline that lets you temporarily resist the negative effects of a mutagen. As a bonus action, you can ignore the negative side effect of one mutagen affecting you for 1 minute. Once you do so, you can’t do so again until you finish a long rest.
11th level Blood Curse of Corrosion
Starting at 11th level, your blood curse can infuse a creature’s body with terrible toxins. You gain the Blood Curse of Corrosion for your Blood Maledict feature.
This doesn’t count against your number of blood curses known.15th level Brand of Axiom
At 11th level, your mutagenic hemocraft 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.18th level Exalted Mutation
Mutagens
Aether Prerequisite: 11th level
Alluring
Celerity
Conversant
Cruelty Prerequisite: 11th level
When you use the Attack action, you can make one additional weapon attack as a bonus action. However, you have disadvantage on Intelligence, Wisdom, and Charisma saving throws.
Deftness
Embers
Gelid
You have resistance to cold damage and vulnerability to fire damage.Impermeable
Mobility
Nighteye
Percipient
Potency
Precision Prerequisite: 11th level
Your weapon attacks score a critical hit on a roll of 19 or 20. However, you have disadvantage on Strength saving throws.
Rapidity
Your speed increases by 10 feet. However, you have disadvantage on Intelligence checks. At 15th level, your speed increases by an additional 5 feet.Reconstruction Prerequisite: 7th level
For 1 hour, 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 regain hit points equal to your proficiency bonus. However, your speed is reduced by 10 feet during this time.
Sagacity
Shielded
You have resistance to slashing damage, and you have vulnerability to bludgeoning damage.Unbreakable
Vermillion
You gain an additional use of your Blood Maledict feature. However, you have disadvantage on death saving throws.Order of 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.3rd level: Pact Magic
Also at 3rd level, you augment your combat techniques with the ability to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the warlock spell list.
Cantrips. You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
Profane spell Casting
| Blood Hunter Level | Cantrip Known | Spell Knows | Spell Slots |
Slot 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 | 2 | 3 | ||
| 18th | 3 | 9 | 2 | 3 | ||
| 19th | 3 | 10 | 2 | 4 | ||
| 20th | 3 | 11 | 2 | 4 |
The Spells Known column of the Profane Soul Spellcasting table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 13th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
3rd level: Otherworldly Patron
When you reach 3rd level, you strike a bargain with an otherworldly being. Choose Archfey, The Celestial, The Fiend or The Great Old One.
The choice you make augments some of your subclass features, as noted below.The Archfey
| Blood hunter level | Patron Spells | |
|---|---|---|
| 3rd | Speak with Animal | |
| 7th | Misty Step | |
| 13th | Plant Growth | |
| 19th | Greater Invibility |
The Celestial
| Blood hunter level | Patron Spells | |
|---|---|---|
| 3rd | Protection From Evil and Good | |
| 7th | Lesser Restoration | |
| 13th | Revivify | |
| 19th | Summon Celestial |
The Fiend
| Blood hunter level | Patron Spells | |
|---|---|---|
| 3rd | Hellish Rebuke | |
| 7th | Scorching Ray | |
| 13th | Fireball | |
| 19th | Fire Shield |
The Great Old One
| Blood hunter level | Patron Spells | |
|---|---|---|
| 3rd | Charm Person | |
| 7th | Detect Thoughts | |
| 13th | Hunger of Hadar | |
| 19th | Modify memory |
3rd level: Rite Focus
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.
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 Great Old One.
7th level: 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.
11th level:Blood Curse of the Souleater
Starting at 11th level, you learn to siphon the life energy from your fallen prey. You gain the Blood Curse of the Soul Eater for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
15th level: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.
18th level: Profane Vindication
When you roll initiative and have no spell slots you may regain 1 spell slot.
Once you use this feature you must finish a Long Rest before using it againOrder of the Exorcist
The Order of the Exorcist is primarily concerned in ending the influence of extraplanar creatures. These blood hunters study the appropriate wards and apotropaics to release the bonds of those who have are under such a creature's possession or sway. They then work to send the malfeasants back to their home worlds or to destroy them fully.
3rd level: Exorcism
You learn how to exorcise malicious influences from a creature. As an action, you may touch a creature and end one possession or one effect causing the charmed or frightened condition.
You may use this feature a number of times equal to your Hemocraft modifier (minimum once). You regain all expended uses when you finish a long rest.
3rd level: Expert Hunter
The benefits of your Hunter's Bane feature apply to aberrations and celestials as well.
7th level: Planar Protector
You have learned to cast the magic circle spell. Hemocraft modifier is your spellcasting ability modifier for the spell. Once you cast this spell, you can't cast it again with this feature until you finish a short or long rest.
11th level: Blood Curse of Exile
Your blood curse can repel invasive creatures. You gain the Blood Curse of Exile for your Blood Malediction feature. This doesn't count against your number of blood curses known.
15th level: Brand of Vengeance
You can strike back against aggressors you have branded. When a creature with your Brand of Castigation targets a creature other than you with an attack or harmful ability or magical effect, you may use your reaction to move up your movement speed and make a single weapon attack against the branded creature.
18th-level: Evil and Good's Bane
Order of the Hound
Often thought of as hounds themselves, blood hunters formed the Order of the Hound to train canines to aid in tracking and fighting the unsavory creatures that plague the material plane. Its easy to loose track of a quarry that can turn in invisible, fly, or teleport, but having a partner with a heightened sense of smell means you can easily sniff them out. The hounds are also taught to sic and hold down enemies to prevent their further escape. This training leads to a special bond between beast and master which further amplified through your Hunter's Bane. If trained well and cared for properly, your hound will forever be a loyal and trusty companion.
3rd level: Pet Hound
When you join this order, you develop a preternatural bond with a hound. Your hound can take the appearance of any canine such as a wolf, jackal, or any dog, but will always have the stat block of the hound provided.
The hound obeys your commands as best as it can. In combat, your hound shares your initiative count, but it takes its turn immediately after yours. On your turn, you can verbally command the hound (no action required by you). If you do not issue a command, your hound takes the Dodge action.
If you are incapacitated or absent, your hound acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.
When you use your Crimson Rite feature, instead of applying it to a weapon, you may apply it to your hound, provided it is within 30 feet of you.
3rd level:Undying Dog
You may bring your hound back to life using some of your life force. As an action, you may touch your dead or unconscious hound and reduce your hit point total by an amount equal to a roll of your hemocraft die. Your hound is brought back to life with hit points equal to two times your your blood hunter level and is now undead instead of a beast.
If your hound has no retrievable body, you may spend 1 hour and 10 gold performing a ritual to return its corpse which appears in an unoccupied space within 10 feet of you.
When your hound finishes a long rest, it is no longer undead and becomes a beast. The reduction of your hit point maximum lasts until you finish a long rest.
7th level: Foul Villains
When your hound uses its Smell action on a creature, it can tell if the creature is fey, fiend, or undead. In addition, it can take 1 minute to smell 50 foot by 50 foot area. When it does so it can detect any hidden or invisible creatures in the area as well as if any fey, fiend, or undead were within the area within the past day. If so, the hound can begin trailing with strongest scent of the area.
Hound
Medium beast, unaligned
- Armor Class 13 + plus your Hemocraft modifier
- Hit Points 5 plus five times your Blood Hunter level (the beast has a number of Hit Dice [d8s] equal to your Blood Hunter level)
- Speed 40 ft.
STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 12 (+1) 7 (-2) 15 (+2) 13 (+1)
- Saving Throws Profiency Bonus
- Skills Athletics +4, Investigation +0, Perception +4, Survival +4
- Senses passive Perception (14)
- Languages understands the languages you speak, but can't speak them
Keen Smell. The hound has advantage on Intelligence (Investigation), Wisdom (Perception), or Wisdom (Survival) checks that rely on smell.
Loyal. Your hound can never be compelled to disobey or harm you.
Hemocraft Bond. Add your Proficiency Bonus to any ability check or saving throw the beast makes.
Trail. If your hound has the scent of a creature (through the Smell action), it gains a +10 bonus to Wisdom (Survival) checks to track that creature and can do so at a fast pace. These bonuses are lost if the creature has taken any steps to mask or change its scent or if the creature has not been within 5 miles in the past 3 days.
Actions
Bite. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 2 plus your Hemocraft modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast). On a successful attack against a Large or smaller target, the hound can make a grapple attack as a part of its bite attack. The grapple ends if the hound uses the bite action again.
Smell. Your hound smells a creature or an object held by a creature in the last day or worn by a creature within the last 7 days, gaining its scent. Your hound can use this scent to trail. Your hound loses the scent if it uses the smell action to gain another scent or finishes a long rest.
11th levelBlood Curse of the Pack
You can manifest spectral versions of your hound to hunt foes. You gain the Blood Curse of the Pack for your Blood Malediction feature. This doesn't count against your number of blood curses known.
15th level: Brand of the Blood Hound
Your Brand of Castigation allows your hound to better attack and hold the afflicted creature. Your hound has advantage on attack rolls and contested ability checks against a branded creature. Also, while a branded creature is grappled by your hound, it is also restrained, and you may have it take psychic damage equal to your your Hemocraft modifier (minimum of 1) at the beginning of its turns.
In addition, when your hound damages a creature, you may brand that creature with your Brand of Castigation feature.
18th level: Eldritch Hound
18th-level Order of the Hound feature
Your hound can turn into a fiend or fey hound. Your hound can use its action to transform into a hell hound or yeth hound (your choice). Your hound takes the statistics of its new form, but can still understand you and obey you.
It reverts to its normal form if it is reduced to 0 hit points, after 1 hour, or if you end the transformation early as an action. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form.
Once your hound uses this feature, your hound can't use it again until your hound finishes a long a rest.
Order of the Reaper
The Order of the Reaper charges itself with the utter eradication of its enemies. Reapers act as death's foot soldiers and mortal psychopomps, offering up souls to the afterlife. So steeped in the essence of death, they are able to extend their own life to continue their mission to reap souls. They are merciless and implacable in this duty.
3rd level: Blood Marker
You have learned how to use the pain of your blood hunter abilities to enhance your combat. Each time you take damage from activating a crimson rite or amplifying a blood curse, you gain 1 blood marker. You may spend 1 blood marker as a bonus action on your turn to gain advantage on the next attack roll you make before the end of the turn or to take the Disengage or Dodge action. You can only have a maximum number of blood markers equal to 1 + your Constitution modifier and lose all unspent blood markers when you finish a long rest.
3rd level: Reaper Resistance
You cannot die unless you have failed three death saving throws. Any effect that would kill you, when you do not have three failed death saves, instead reduces you to 0 hit points. Damage from a critical hit while at 0 hit points and rolling a 1 on a death saving throw now only count as one death saving throw failure.
In addition, you are proficient with heavy armor, and while you have an active crimson rite, you gain resistance to that damage type.
7th level :Painful Tutelage
You may expand your blood hunter powers through suffering. You may spend 1 blood marker to learn another Primal Rite and 3 blood markers to learn another blood curse which doesn't count against your blood curses known. When you reach 14th level in this class, you may spend 3 blood markers to learn another Esoteric Rite.
Any power learned from this feature is lost when you finish a short or long rest.
11th level: Blood Curse of the Reaper's Mask
You can use your own blood to transform into a fearsome facsimile of death incarnate. You gain the Blood Curse of the Reaper's Mask for your Blood Malediction feature. This doesn't count against your number of blood curses known.
15th level: Brand of the Death Watcher
Your Brand of Castigation grants insight and boons over a creature's death. You know the maximum and current hit points of a branded creature, as well as any curses or diseases it is afflicted by or any benefit it currently has that allows it to return to life such as the clone spell or a phylactery. In addition, when a branded creature is reduced to 0 hit points, you gain temporary hit points equal to your blood hunter level plus your your Hemocraft modifier
18th level: Aspects of the Deathless
You can ignore the normal requirements for life. You no longer need to breathe, drink, eat, or sleep, although you still must rest to gain the benefits of a long rest and for every 10 years that pass, your body ages only 1 year.
18th level: Merciless Reaping
You resist approaching death and spur it on in others. When a creature scores a critical hit against you, it becomes a regular hit instead, and any effects triggered by a critical hit are canceled. Also, the next hit you score against that creature before the end of your next turn is a critical hit. In addition, whenever you gain 1 blood marker while you are below half your hit points, you gain 1 additional blood marker.
Order of the Vampire
The original purpose of this strain of Hunter's Bane was to help abate the affliction of those cursed with vampirism. Many of these victims chose to combat the scourge that had cursed them as well as those of their ilk, and the Order of the Vampire was formed. Soon other blood hunters who were not cursed began to drink the specialized concoction, willing to gain a mild form of the vampiric disease for the cause.
Given the Order's history, many of these blood hunters specialize solely with the fight against vampires, looking to prevent others from going through the pain they suffered. But others of the Order see the similar oppression and violation of vampires in the many forms of evil infiltrating the land all of which must be stopped.
3rd level: Vampirism
When you join this order, the Hunter's Bane concoction has afflicted you with a more gentle vampirism. You gain the following traits:
Darkvision. 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, only shades of gray.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Cursed Daylight. You have disadvantage on saving throws from effects that deal radiant damage.
Undead Resilience. You gain resistance to necrotic damage.
Bloody Aroma. You can smell any creature within 60 feet of you that is at or below half its hit points. This does not apply to creatures that do not have blood in their body.
Bite. Your fangs are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier (your choice), instead of the bludgeoning damage normal for an unarmed strike.
Drink. You may attempt to drink the blood of an unwilling living creature. If you have made a bite attack against a creature with blood on your turn, you may use a bonus action to make a Strength (Athletics) or Dexterity (Acrobatics) check (your choice) contested by the creature’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you drink of its blood and regain hit points equal to half your blood hunter level.
You can't use this trait to regain hit points again until you finish a short or long rest.
Sanguine Sustenance. You no longer require food, water, or air. You do however require blood to sustain yourself. You must drink the blood of a living humanoid every day. Each day you do not, you gain a level of exhaustion which cannot be reduced by finishing a long rest or by magical means. You can only reduce this exhaustion by drinking humanoid blood, reducing one level of exhaustion each time you drink. While you are exhausted in this way, you do not regain hit points when drinking blood.
3rd level: Blood of the Prey
You may use the blood of your victims to fuel your blood curses. After you have successfully drunk the blood of a creature, the next blood curse you amplify within the next minute does not cause you to lose hit points.
7th level: Mist Glide
You can move as mist to reach your prey. You can use a bonus action on your turn to fly up to half your movement speed toward a creature you can see or sense. You become intangible for this movement and can pass through creatures, objects, structures, and difficult terrain without expending extra movement, but can not end the movement inside a creature, object, or structure. If the target is at half its hit points or below, this movement equals your whole movement speed instead.
Once you use this feature, you can't use it again until you finish a short or long rest.
11th level: Blood Curse of the Supplicant
You can powerfully enchant creatures with blood coursing through their veins. You gain the Blood Curse of the Supplicant for your Blood Malediction feature. This doesn't count against your number of blood curses known.
15th level: Brand of the Bloodied
Your Brand of Castigation makes creatures more susceptible to your ravenous attacks. When you make a bite attack against a branded creature, you have advantage on the attack roll, the attack deals an extra 2d8 necrotic damage, and you automatically succeed on the ability check if you choose to drink the branded creature's blood.
18thlevel: Vampiric Regeneration
You gain the ability to regenerate. You regain 2 hit points every hour, and if you have no more than half of your hit points left, you regain hit points equal to 5 + your Constitution modifier at the start of each of your turns. You don’t regain hit points if you are in direct sunlight, have taken radiant damage since the end of your last turn, are exhausted as a result of your Sanguine Sustenance trait, or don't have at least 1 hit point.
Order of the Scale
Across the ages, the mighty dragon has been both idolized and feared. Regardless of the perception, it is irrefutable that dragons are brilliant creatures to be learned from. Power, survival, and intellect, all are words that can describe dragons. As such, the Order of the Scale spends years using their power of Hemocraft to manifest aspects of dragons. The Trial of Hibernation is the final step to becoming a member of this order and fully understanding its teachings. The trial involves sneaking into a dragon's lair and residing there, hidden, and absorbing the ambient magic that exudes from the lair. As they do so, they become increasingly draconic in nature.to the hunt
3rd level: Dragon Bane
When you join this order at 3rd level, you consume a version of the Hunter's Bane made from dragon's blood. The benefits of your Hunter's Bane feature apply to Dragons in addition to the usual creature types, and you can speak, read, and write Draconic.
In addition, choose the type of dragon your Dragon's Bane is brewed from, and reference the Draconic Features table below for your Order of the Drake features.
Type of Dragon Blood
Also, choose a type of dragon whose blood flows through you. You gain the features according to its type, (refer to the dragon type table.)
Some Crimson Rites are unique to the Order of the Scale. The rites of Corrosive and Sickness, are detailed:
Rite of Corrosive: Your Rite Damage is Acid Damage
Rite of Sickness: Your Rite Damage is Poison Damage
| Dragon | Damage Type |
|---|---|
| Black | Acid |
| Blue | Lightning |
| Red | Fire |
| White | Cold |
| Green | Poison |
| Brass | Fire |
| Copper | Acid |
| Bronze | Lightning |
| Silver | Cold |
| Gold | Fire |
| Breath Weapon |
|---|
| 5 by 30 ft. Line (Dex Save) |
| 5 by 30 ft. Line (Dex Save) |
| 15 ft. Cone (Dex Save) |
| 15 ft. Cone (Con Save) |
| 15 ft. Cone (Dex Save) |
| 5 by 30 ft. Line (Dex Save) |
| 5 by 30 ft. Line (Dex Save) |
| 5 by 30 ft. Line (Dex Save) |
| 15 ft. Cone (Con Save) |
| 15 ft. Cone (Dex Save) |
3rd level: Scaled Affinity
Also at 3rd level, as the draconic blood alters your body, you gain the following benefits:
Draconian Resilience. You have resistance to your chosen Draconic damage type. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Draconic Rites. You learn the Crimson Rite associated with that type of dragon. If you already know this rite, you may learn another Crimson Rite of your choice.
7th level:Drake's Hide
Draconic Hide: The draconic blood in your veins has caused your skin to toughen and grow scales in patches. While you are not wearing heavy armor, you gain a +2 bonus to your AC and Constitution saving throws.
11th Great Drake's Bane
15th Brand of Elemental Prowess.
18th level Draconic Call
Order of the Titan
Blood hunters from the Order of Titan are pertinacious hunters who have dedicated themselves to the relentless pursuit of hunting down giants. Each member of the order is marked by an ancient rune characteristic of their order, and they often adorn themselves with the grisly trophies of their conquests, the severed limbs and talismans of giants serving as both reminders of past victories and sources of power for their blood magic. They are often found in the shadows of towering peaks or in the heart of the rugged wilderness, where they stalk and track their prey with unwavering determination, driven by a singular purpose: to quell the constant threat posed by these towering monstrosities, and to protect entire civilizations from their insatiable hunger.
3rd level: Ancient Locution
Starting at 3rd level, you learn to speak, read, and write Giant or another language of your choice if you already know Giant. Additionally, your Hunter's Bane feature now also applies to creatures with the giant type.
3rd level: Juggernaut Reshaping
Also at 3rd level, as a bonus action, you transform into a battlefield behemoth for up to 1 minute, taking on the form of a giant of your choice. Once you use this feature, you must finish a short or long rest before you can use it again. You revert to your normal form if you fall unconscious or die. While in this form, you gain the following benefits:
-
You grow one size larger, up to a Large size. If you lack the room to become Large, your size doesn't change.
-
You have advantage on Strength checks to grapple and shove creatures at least one size smaller than you.
-
Giant Might. When you undergo this transformation, choose one giant type from the table listed at the end of this subclass to draw their magical essence from.
7th level:Titanic Force
At 7th level, the immense strength bestowed upon you by the giant's blood running through your veins increases. You can use your Juggernaut Reshaping feature twice, regaining all expended uses on a short or long rest. Furthermore, while transformed, you can wield versatile weapons with one hand and treat them as if they used two-handed, or wield a heavy melee weapon with one hand and a shield in the other. Your reach with these melee weapons increases by 5 feet
11th level: Blood Curse of the Giant's Grasp
At 11th level, you gain the Blood Curse of the Giant's Grasp for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
15th level:Seething Anchor
Starting at 15th level, you gain advantage on saving throws against being pulled, pushed, or knocked prone against your will and p proficient with the constitution saving throws. Additionally, while in your juggernaut form, your melee weapon attacks deal extra damage on a hit equal to your Hemocraft modifier .
The type of this extra damage varies depending on the giant you transformed: bludgeoning (Hill), piercing (Stone), cold (Frost), fire (Fire), lightning (Storm), thunder (Cloud).
18th level: Colossal Dominance
At 18th level, you can use your Juggernaut Reshaping feature an unlimited number of times, and your Strength score permanently increases by 2, as does your maximum for that score. Additionally, while in your juggernaut form, your size can now increase to Large or Huge (your choice), and you gain resistance to the damage associated with a giant form, as shown in the Seething Anchor feature. Furthermore, the extra damage you deal on a hit from this feature increases to equal your Hemocraft modifier, not rounded down.
Hill: |
You gain advantage on saving throws against being poisoned. Additionally, while grappling a creature at least one size smaller than you, you can hurl it up to 10 feet in any direction, causing it to land prone. |
Stone: |
Once per turn, when you hit a creature with a melee attack, you reduce the creature's AC by an amount equal to half your proficiency bonus (rounded down) until the start of your next turn. |
Frost: |
As a reaction when you are targeted by an attack, you can unleash a blast of cold in a 10-foot radius around you. Creatures in the area must succeed on a Constitution saving throw or have their speed reduced by 10 feet until the start of your next turn. If they fail by 5 or more, they are restrained until the start of your next turn. |
Fire: |
When you hit a creature with a melee attack, you can choose to create a 15-foot cone of erupting fire in front of you. This area becomes difficult terrain, and creatures that enter for the first time on their turn or end their turn in it take additional fire damage equal to your proficiency bonus. |
Storm: |
Once per turn, you can make a ranged weapon attack with a melee weapon against a creature within range. If your weapon doesn't have the thrown property, it gains a 15/30 range. If you score a critical hit with this attack, your target and any creature within 5 feet of it must succeed on a Constitution saving throw or be stunned until damaged or until the start of your next turn. A melee weapon thrown this way returns to your hand after the attack, whether it hits or misses. |
Cloud: |
You gain a flying speed equal to your movement speed. Additionally, you can create a wind shield as a reaction in response to a triggering ranged attack, which allows you to take half the damage from the attack. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest. |
Blood Curse
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 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 Corrosion Prerequisite: 11th level, Order of the Mutant:
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 Exile. Prerequisite: 11th level, Order of the Exorcist:
As an action, you choose one creature type from aberrations, celestials, fey, fiends, or undead and produce an apotropaic for the chosen creature type. As a result, creatures that do not have blood in their body are not immune to this blood curse. Each creature of the chosen type within 30 feet of you must make a Wisdom saving throw. On a failure, it is turned for 1 minute or until it takes any damage.A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Amplify. You choose one creature that was turned. The target must succeed on a Charisma saving throw or be banished, returning to its plane of origin (if it isn't there already). In the case of an undead that fails, if it has a soul, the soul passes on into the afterlife.
Blood Curse of the Exorcist Prerequisite: 11th level, Order of the Ghostslayer:
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 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 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 Giant's Grasp : Prerequisite: 11th level, Order of the Titan
As a bonus action, you command a gigantic spectral hand to grapple a Large or smaller creature within 30 feet of you. The target must succeed on a Strength saving throw or be grappled by the hand. While the creature is grappled, you roll one hemocraft die at the start of each of its turns, and the creature takes bludgeoning damage equal to the roll.
Amplify. You no longer have a size restriction when grappling a creature with this blood curse, and targets smaller than you have disadvantage on the Strength saving throw.
Blood Curse of the Howl: Prerequisite: 11th level, Order of the Lycan
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.
Amplify. The range of this curse increases to 60 feet.
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.
Blood Curse of the Pack. Prerequisite: 11th level, Order of the Hound
As an action, choose up to two creatures you can see within 30 feet of your hound to be a quarry. A spectral hound emerges from your hound for each chosen quarry, moves toward the quarry, and makes a bite attack against the quarry. A spectral hound uses your hound's statistics, with the added benefit of a flying speed equal to its movement speed and being able to move through creatures and objects, and gains any benefits your hound would normally gain. On your subsequent turns, you can command each spectral hound in addition to your hound, which take their turns immediately after yours. A spectral hound can only use its movement to move toward its quarry by the most direct route and can only take the bite or smell actions against its quarry. The spectral hounds disappear after 1 minute, if it is reduced to 0 hit points, or if its quarry is reduced to 0 hit points.Amplify. You can choose up to four creatures you can see within 30 feet of your hound to be a quarry.
Blood Curse of the Reaper's Mask. Prerequisite: 11th level, Order of the Reaper
As an action, your visage momentarily becomes one of undeath although the exact description is up to you, such as skeletal and gaunt, decayed and infested with maggots, or twisted and spectral. Each creature within 10 feet of you, must make a Wisdom saving throw. On a failure, the creature is frightened of youA frightened creature makes a Wisdom saving throw at the end of each of its turns, ending the effect on a success. Once a creature succeeds on a Wisdom saving throw against this effect, it is immune to being frightened in this way for 24 hours.
Amplify. While frightened, a creature takes 5 cold and 5 necrotic damage at the start of each of its turns and its movement speed is halved.
Blood Curse of the Soul Eater Prerequisite: 11th level, Order of the Profane Soul
When a creature that isn’t a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to 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, you must finish a long rest before you can amplify it again.
Blood Curse of the Supplicant. Prerequisite: 11th level, Order of the Vampire
As an action, a humanoid of your choice within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute. This effect ends early if it takes damage from you or an ally. While charmed the target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can.Amplify. The effect doesn't end early if it takes damage from an ally or from your bite attack.
Blood Curse of the Wyrm: Prerequisite: 11th level, Order of the Scale
As an action, You target one creature that you can see within thirty feet of you. The target’s blood in momentarily turned to your draconic blood element , and it must make a constitution saving throw (DC = 8 + your Hemocraft modifier + your proficiency bonus). On a failed saving throw it takes damage equal to twice your rite damage.Amplify. You can target two creature and the damage of you rite is four time rite damage.
Blood
Empowering
Magic
Blood hunters have a unique flavor that no other D&D class can replicate. This class is defined as supernatural warriors who have been altered in their very form to hunt down fearsome enemies. Blood hunters use martial weapons and enhance them with abilities empowered by their own blood. Additionally, blood hunters use distinctive mechanics that evoke a supernatural feeling while still being distinct from spellcasting. The blood hunter is the best class in D&D 5e for players who want to combine prowess and eldritch talent to dominate their foes.
I love Blood hunter class inspired change by the 2024 Planyer Handbook
Cover Art: halcyon
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More Credits
Thx for the base Revisited Blood Hunter 2024 to Scyax
Thx for the for the extra Blood hunter Subclass to deannedeeclasses Subclasses: Blood Hunter
Thx for the inspiration of the order of the scale to drognbork Blood Hunter, Remastered
Thx for the inspiration of the order of the scale base of Order of the Drake by DanDraco Order of the Drake
Thx for the inspiration of the order of the Titan base of Order of the Titanqueller by Jhamkul's Forge Order of theTitanqueller