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
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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.
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| **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. |
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**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.|
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**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. |
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**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. |
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**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.|
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### 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).
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**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.
You can choose any number of creatures you can see to be unaffected by the howl.
**Amplify.** The range of this curse increases to 60 feet.
**Blood Curse of 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 you
A 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.
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**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.
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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](https://www.halcyon-dnd.com/classes/blood-hunter)
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##### More Credits
Thx for the base Revisited Blood Hunter 2024 to Scyax
[Blood Hunter 2024 Revisited](https://www.reddit.com/r/UnearthedArcana/comments/1fgggpw/a_revised_blood_hunter_that_alligns_with_the_2024/#lightbox "Blood Hunter ")
Thx for the for the extra Blood hunter Subclass to deannedeeclasses [Subclasses: Blood Hunter](https://www.gmbinder.com/share/-M2W6gM4R7aZIqD3y18I)
Thx for the inspiration of the order of the scale to drognbork
[Blood Hunter, Remastered](https://www.gmbinder.com/share/-M6TxqOQUbjay1D289p_)
Thx for the inspiration of the order of the scale base of Order of the Drake by DanDraco
[Order of the Drake](https://www.gmbinder.com/share/-NDzvGidT52IlP1LdW4h)
Thx for the inspiration of the order of the Titan base of Order of the Titanqueller by Jhamkul's Forge
[Order of theTitanqueller](https://www.reddit.com/r/UnearthedArcana/comments/1cllrxk/blood_hunter_subclass_order_of_the_titanqueller/#lightbox)