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Blood Hunter

Original Class made by Matthew Mercer


Conversion by u/Nokaion
Revised by Rayar32

"You are a studied and practiced monster hunter. You may have been taken in by a travelling
blood hunter or joined through your own choice; whatever your reason was you made the
ultimate sacrifice and survived the Hunter's Bane, an alchemical and magical ritual that
upgraded your senses and aptitude for a special brand of magic called hemocraft. It is through
hemocraft and the Hunter's Bane that you travel around the world, drawing your weapon for the
only reason you've been raised to fight - survival."

Initial Proficiencies
At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in
anything not listed unless you gain a better proficiency rank in some other way.

Perception
Expert in Perception

Saving Throws
Trained in Fortitude
Expert in Reflex
Expert in Will

Skills
Trained in your choice of Acrobatics or Athletics
Trained in Monster Lore
Trained in a number of additional skills equal to 3 + your intelligence modifier

Attacks
Trained in simple weapons
Trained in martial weapons
Trained in unarmed attacks

Defenses
Trained in light armor
Trained in medium armor
Trained in unarmored defense
Class DC
Trained in blood hunter class DC

Spells
Trained in occult spell attacks
Trained in occult spell DCs

Key Ability
STRENGTH OR DEXTERITY
At 1st level, your class gives you an ability boost to your choice of Strength or Dexterity
Hit Points
10 PLUS CONSTITUTION MODIFIER
You increase your maximum number of HP by this number at 1st level and every level thereafter

During Combat Encounters…


You activate and manipulate hemocraft to damage your enemies and to cast powerful curses.

During Social Encounters…


You use your knowledge of magic and monsters to identify hidden creatures.

While Exploring…
You search for monsters and assist with forbidden knowledge.

In Downtime...
You study new curses, prepare consumables and try out diverse fighting styles for your next
hunt.

You Might…
● Show sympathy for people who are stigmatised and branded as monsters.
● Protect and stick up for the innocent.
● See your own use of hemocraft as a necessary evil.

Others Probably…
● Think of you as an unhinged and immoral mercenary.
● Try to hire you as a personal enforcer
● Fear you for becoming the very thing you hunt.
TABLE: BLOOD HUNTER ADVANCEMENT
Your Level | Class Feature
1 | Ancestry and background, initial proficiencies, hunter's bane, crimson rite, blood
curses, hunter's order
2 | Blood hunter feat, skill feat
3 | Amplification and rite damage increase (2), great fortitude, general feat, skill increases
4 | Blood hunter feat, skill feat
5 | Ability boosts, amplification and rite damage increase (3), ancestry feat, skill feat,
weapon expertise
6 | Blood hunter feat, skill feat
7 | Amplification and rite damage increase (4), general feat, vigilant senses, resolve,
weapon specialization
8 | Blood hunter feat, skill feat
9 | Amplification and rite damage increase (5), ancestry feat, skill increase, blood hunter
expertise, dark augmentations
10 | Blood hunter feat, skill feat
11 | Amplification and rite damage increase (6), general feat, skill increase, evasion,
medium armor expertise
12 | Blood hunter feat, skill feat
13 | Amplification and rite damage increase (7), ancestry feat, skill increase, weapon
mastery
14 | Blood hunter feat, skill feat
15 | Ability boosts, Amplification and rite damage increase (8), general feat, greater
weapon specialization, skill increase
16 | Blood hunter feat, skill feat
17 | Amplification and rite damage increase (9), ancestry feat, skill increase, juggernaut,
masterful blood hunter
18 | Blood hunter feat, skill feat
19 | Amplification and rite damage increase (10), sanguine mastery, second skin, general
feat, skill increase
20 | Blood hunter feat, skill feat

Class Features
You gain these abilities as a blood hunter. Abilities gained at higher levels list the levels at which
you gain them next to the features’ names.

Ancestry and Background


In addition to the abilities provided by your class at 1st level, you have the benefits of your
selected ancestry and background, as described in Chapter 2 of the Pathfinder Second Edition
Core Rulebook.
Initial Proficiencies
At 1st level, you gain a number of proficiencies that represent your basic training. These
proficiencies are noted at the start of this class.

Hunter's Bane | 1st


Beginning at 1st level, you have survived the Hunter’s Bane, a dangerous, long-guarded ritual
that alters your blood, forever binding you to the darkness and honing your senses against it.
You gain a +1 circumstance bonus when tracking down and identifying fey, fiends, undead or
dragons.
You are trained in Monster Lore, and gain the Study Enemy action.

MONSTER LORE
Monster Lore, a special Lore skill that can be used only to Recall Knowledge about any type of
creature. If you have legendary proficiency in Occultism, you gain expert proficiency in Monster
Lore, but you can’t increase your proficiency rank in Monster Lore by any other means.

STUDY ENEMY | ◈

CONCENTRATION HIDDEN
You make a Recall Knowledge check on an enemy using Monster Lore.
You gain knowledge from the check as usual, and add the following effects to the result of the
check:
Critical Success You and allies you share the knowledge with gain a +2 circumstance bonus to
hit against the target of recall knowledge until the start of your next turn.
Success Same as critical success, but the bonus is +1.

Crimson Rite | 1st


Through hemocraft and minor runes, you've learned to use a special technique called Crimson
Rite. You gain the Activate Crimson Rite action.

ACTIVATE CRIMSON RITE | ◈

BLOOD HUNTER CRIMSON RITE MAGICAL


Requirements: You are wielding a weapon.

You learn to imbue a rite of hemocraft magic within your weapon at the cost of your own vitality.
You activate Crimson Rite on all weapons you are holding. They gain the trait listed in the rite's
description, along with any traits they already had. You can only have one Crimson Rite active
at a time. While Crimson Rite is active, your Strikes with weapons deal additional damage of the
chosen rite's damage type equal to half your level (rounded up, minimum of 1). Whenever you
activate Crimson Rite you take damage equal to your level, which cannot be reduced in any
way.
If you have access to more than one Crimson Rite you must choose which one you want to
activate when you use this feature.
A Crimson Rite is active as long you hold the weapon or you deactivate it as a free action.
Choose one of the following three Primal Rites:

Rite of the Flame Your rite damage is fire damage; your held weapons gain the fire trait.
Rite of the Frozen Your rite damage is cold damage; your held weapons gain the cold trait.
Rite of the Storm Your rite damage is electricity damage; your held weapons gain the electricity
trait.

Blood Curses | 1st


You gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse
and manipulate creatures through hemocraft.
You gain the blood curse of the marked focus spell.
It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You
refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending
10 minutes using the Refocus activity to look through your hunter's journal.
Focus spells are automatically heightened to half your level rounded up. Certain feats can give
you more focus spells and increase the size of your focus pool, though your focus pool can
never hold more than 3 Focus Points. You are trained in occult spell attack rolls and spell DCs.
Your spellcasting ability is Intelligence.

Amplifying a Blood Curse


Blood Curses are a special form of focus spells; you can amplify them by spending a number of
Hit Points equal to half your level (minimum of 1, rounded up) creating stronger effects in
exchange for some of your vitality. The damage dealt by amplifying a blood curse cannot be
reduced in any way, and it ignores any temporary Hit Points.
Along with giving you the ability of affecting a bloodless creature (such as incorporeal creatures
and constructs), the effect of amplifying a Blood Curse is listed in a curse's description.

Hunter's Order | 1st


When you became a blood hunter you were trained in a blood hunter order that specialized in
specific tactics and methods of hunting the nightmares that lurk in the dark.
Choose one of the following orders. Each order gives you a feature unique to each order.

Order of the Ghostslayer


Your Order specializes in the banishing of undead creatures like ghouls, zombies or ghosts that
haunt living.
You gain the Rite of the Dawn as an additional crimson rite and you can cast disrupt undead as
an occult spell.

Rite of the Dawn Your rite damage is positive; your weapons gain the positive trait.
While this rite is active you gain the following features:
● Your weapon sheds bright light out to a radius of 20 feet.
● You have resistance against positive and negative damage equal to half your level.

Order of the Lycan


Your Order specializes in hunting down lycanthropes and beasts that hunt at night.
Your Hunter's Bane bonus applies to creatures with the Beast trait and you gain the Hybrid
Transformation action.

HYBRID TRANSFORMATION | ◈

BLOOD HUNTER CONCENTRATION MORPH TRANSMUTATION


Requirements: You aren't fatigued or in Hybrid Transformation

You release the controlled parts of the lycanthropic curse that flows through your blood.
Upon your transformation you gain claws and jaws as natural weapons. This transformation
lasts 1 hour or you fall unconscious. You can revert back to your humanoid form earlier by
spending an action. While in your hybrid transformation you gain the following features:
● Your claws deal 1d6 slashing damage and have the agile, versatile (P) and unarmed
trait, and count as silver weapons.
● Your jaws deal 1d10 piercing damage and have the grapple and unarmed trait, and
count as silver weapons.
● Whenever you Activate Crimson Rite your natural weapons gain the bonus damage from
the chosen rite until the end of your transformation.
● You can gain the Bloodlust condition.
● You can't use actions with the concentrate trait unless they also have the Hybrid trait, but
you can still Seek and Study Enemy.

After Hybrid Transformation ends you can't use it for 1 minute.

Bloodlust
Bloodlust is a condition inflicted upon you while in your Hybrid Transformation. If you start your
turn with less than half your maximum Hit Points and fail a DC 5 flat check, you gain bloodlust 1.
While you have bloodlust, you must use at least one of your actions to attack a creature
adjacent to you. If there are no creatures adjacent to you, you must move to the nearest
creature and then attack.

Order of the Mage Bane


Your Order specializes in hunting down spellcasters and the creatures they create and summon.
Your Hunter's Bane bonus applies to creatures with innate spells or the spellcasting feature.
This does not include creatures with only focus spells. You can cast detect magic and two other
cantrips of any spell list as occult spells.
Blood Hunter Feats | 2nd
At 2nd level and every even-numbered level thereafter, you gain a blood hunter class feat.

Skill Feats | 2nd


At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats can be found in
Chapter 5 of the Pathfinder Second Edition Core Rulebook. and have the skill trait. You must be
trained or better in the corresponding skill to select a skill feat.

General Feat | 3rd


At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in
Chapter 5 of the Pathfinder Second Edition Core Rulebook.

Great Fortitude | 3rd


Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.

Skill Increases | 3rd


At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase
either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase
your proficiency rank in one skill in which you’re already trained to expert.
At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in
which you’re already an expert, and at 15th level, you can use them to increase your proficiency
rank to legendary in a skill in which you’re already a master.

Ability Boosts | 5th


At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use
these ability boosts to increase your ability scores above 18. Boosting an ability score increases
it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

Ancestry Feat | 5th


In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every
4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s
entry in Chapter 2 of the Pathfinder Second Edition Core Rulebook

Weapon Expertise | 5th


Practice and hemocraft improved your weapon technique. Your proficiency rank for simple and
martial weapons increases to expert
Vigilant Senses | 7th
Through your adventures, you’ve developed keen awareness and attention to detail. Your
proficiency rank for Perception increases to master

Resolve | 7th
You’ve steeled your mind with resolve. Your proficiency rank for Will saves increases to master.
When you roll a success at a Will save, you get a critical success instead.

Weapon Specialization | 7th


You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2
additional damage with weapons and unarmed attacks in which you are an expert. This damage
increases to 3 if you’re a master, and to 4 if you’re legendary

Blood Hunter Expertise | 9th


You honed your abilities as a hunter of monsters and as a practitioner of hemocraft magic. Your
proficiency ranks for your blood hunter class DC and occult spell attack rolls and DCs increase
to expert.

Dark Augmentations | 9th


Hemocraft hardens and quickens your body, permanently reinforcing your speed.
Your speed increases by 10 feet.

Evasion | 9th
You’ve learned to move quickly to avoid explosions, dragons’ breath, and worse. Your
proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex
save, you get a critical success instead.

Medium Armor Expertise | 11th


You’ve learned to defend yourself better against attacks. Your proficiency ranks for light armor,
medium armor, and unarmored defense increase to expert.

Greater Hunter's Bane | 11th


Your time on the road adventuring has deepened your knowledge.
Your hunter's bane bonus increases to +2.

Weapon Mastery | 13th


You fully understand the intricacies of your weapons. Your proficiency ranks for simple weapons,
martial weapons and unarmed attacks increase to master.
Greater Weapon Specialization | 15th
Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in
which you’re an expert, 6 if you’re a master, and 8 if you’re legendary.

Juggernaut | 17th
Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank
for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a
critical success instead.

Masterful Blood Hunter | 17th


After so much adventuring your abilities rival that of a grandmaster of your order. Your blood
hunter class DC increases to master and your proficiency ranks for occult spell attack rolls and
spell DCs increase to master.

Second Skin | 19th


Your armor has become akin to a second skin for you. Your proficiency ranks for light armor,
medium armor, and unarmored defense increase to master. When wearing light or medium
armor, you can rest normally, rather than receiving poor rest that leaves you fatigued.
Sanguine Mastery | 19th
You honed your control over blood magic, mitigating your sacrifice and empowering your
capability. You gain the Sanguine Mastery reaction.

SANGUINE MASTERY | ↻

BLOOD HUNTER
Trigger You activate a Crimson Rite or cast a Blood Curse.
Frequency Once per hour.

You can activate a Crimson Rite or amplify a Blood curse without spending Hit Points.

BLOOD HUNTER FEATS


At every level that you gain a blood hunter feat, you can select one of the following feats. You
must satisfy any prerequisites before selecting the feat.

1st Level
COMBAT STUDY ◈ | FEAT 1

BLOOD HUNTER
You make a telegraphed attack to learn about your foe. Make a melee Strike.
On a hit, you can immediately use the Study Enemy action on the target. On a critical hit, you
gain a +2 circumstance bonus to the roll. The target is temporarily immune to Combat Study for
1 day.

STUDY WEAKNESS | FEAT 1

BLOOD HUNTER CONCENTRATION HIDDEN


Requirements Study Enemy

Your Study Enemy action gains an additional effect. Whenever you succeed you also deal
additional precision damage.
Critical Success You and your allies deal an additional 2 precision damage.
Success Same as critical success, but the additional precision damage is 1.

SUDDEN CHARGE ◈◈ | FEAT 1

BLOOD HUNTER FLOURISH OPEN


With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement
within melee reach of at least one enemy, you can make a melee Strike against that enemy. You
can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if
you have the corresponding movement type.

2nd Level
PRIMAL RITE | FEAT 2

BLOOD HUNTER CRIMSON RITE, MAGICAL


Choose another Crimson Rite from the Primal Rite list.

Special You can take this feat multiple times, choosing a different option every time.

DOUBLE SLICE ◈◈ | FEAT 2

BLOOD HUNTER FLOURISH


Requirements You are wielding two melee weapons, each in a different hand.

You lash out at your foe with both weapons. Make two Strikes, one with each of your two melee
weapons, each using your current multiple attack penalty. Both Strikes must have the same
target. If the second Strike is made with a weapon that doesn’t have the agile trait, it takes a –2
penalty.
If both attacks hit, combine their damage, and then add any other applicable effects from both
weapons. You add any precision damage only once, to the attack of your choice.
Combine the damage from both Strikes and apply resistances and weaknesses only once. This
counts as two attacks when calculating your multiple attack penalty.

POWER ATTACK ◈◈ | FEAT 2

BLOOD HUNTER FLOURISH


You unleash a particularly powerful attack that clobbers your foe but leaves you a bit
unsteady. Make a melee Strike.
This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you
deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice,
and if you’re at least 18th level, increase it to three extra dice.

DISORIENTING PUNCH ◈ | FEAT 2

BLOOD HUNTER FLOURISH


Requirements You have one hand free, and your target is within reach of that hand.

You combine an attack with a quick punch to throw an enemy off balance as long as it stays in
your reach. Make a Strike while keeping one hand free. If this Strike hits, the target is flat-footed
until the start of your next turn or until it’s no longer within the reach of your hand, whichever
comes first.
4th Level
CRIMSON SPECIALIST | FEAT 4

BLOOD HUNTER CRIMSON RITE


Requirements Order of the Ghostslayer

Through heightened training and hemocraft, your skills with weapons increase while they hold
your rites.
While you have a Crimson Rite on a weapon, you gain access to the critical specialization
effects for that weapon group.

RESILIENT HIDE | FEAT 4

BLOOD HUNTER HYBRID


Requirements Order of the Lycan

While in Hybrid Transformation you gain resistance to slashing and piercing equal to half your
level. Silver weapons bypass this resistance.

INTERRUPT SPELL ↻ | FEAT 4

BLOOD HUNTER
Trigger Someone uses the Cast a Spell action to cast a spell within your range
Prerequisites Order of the Mage Bane.

With your quick reflexes and knowledge of casting, you react and strike.
Make a Strike. On a hit the spell automatically fails.

BLOOD SACRIFICE ◈ | FEAT 4

BLOOD HUNTER
Frequency Once per hour

In the heat of the battle you drain your own vitality to and gain an edge. You lose Hit Points
equal to the amplification cost of your level and regain a Focus Point.
ABUSE WEAKNESS | FEAT 4

BLOOD HUNTER CONCENTRATION


Prerequisites Study Weakness

From your rigorous studies of physiology you can recognize the weaknesses of a creature and
use them against it.
Your precision damage is increased.
Critical Success You and your allies deal an additional 6 precision damage.
Success Same as critical success, but the additional precision damage is 3.

6th Level
ATTACK OF OPPORTUNITY ↻ | FEAT 6

BLOOD HUNTER
Trigger A creature within your reach uses a manipulate action or a move action, makes a
ranged attack, or leaves a square during a move action it’s using.

You swat a foe that leaves an opening. Make a melee Strike against the triggering creature. If
your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This
Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t
apply to this Strike.

BLOOD CURSE OF THE EYELESS | FEAT 6

BLOOD HUNTER CURSE


You gain the blood curse of the eyeless focus spell. Increase the number of Focus Points in
your focus pool by 1.

GRIM PSYCHOMETRY | FEAT 6

BLOOD HUNTER DIVINATION


Your affinity to the dark arts allows you to sense when an object has been used for such things.
You can cast the object reading spell thrice per day as an occult spell. The spell is automatically
heightened to half your level.

DARK VELOCITY | FEAT 6

BLOOD HUNTER
You become adept at maneuvering in the darkness.
You gain darkvision; if you already have darkvision then you gain greater darkvision. You gain a
+10 status bonus to your Speed while in dim light or darkness.
8th level
ETHEREAL STEP ◈ | FEAT 8

BLOOD HUNTER
Prerequisite Order of the Ghostslayer

You gain the ethereal step focus spell. Increase the number of Focus Points in your focus pool
by 1.

STALKER'S PROWESS | FEAT 8

BLOOD HUNTER HYBRID


Prerequisites Order of the Lycan

While in your Hybrid Transformation, your speed increases by 10 feet. You also can add 10 feet
to your long jump distance and 3 feet to your high jump distance.

DISPELLING STRIKE ◈◈ | FEAT 8

BLOOD HUNTER
Prerequisite Order of the Mage Bane
Requirements You have a Crimson Rite active

Your attack slices through the threads magic. Make a Strike against a creature. If you have a
Crimson Rite active and hit a creature, you attempt to counteract a single spell active on the
creature using your attack modifier. If you succeed at the counteract check, you lose the active
Crimson Rite.

BLIND-FIGHT | FEAT 8

BLOOD HUNTER
Prerequisites Master in Perception

Your battle instincts make you more aware of concealed and invisible opponents. You don’t
need to succeed at a flat check to target concealed creatures. You’re not flat-footed to creatures
that are hidden from you (unless you’re flatfooted to them for reasons other than the hidden
condition), and you need only a successful DC 5 flat check to target a hidden creature.
While you’re adjacent to an undetected creature of your level or lower, it is instead only hidden
from you.
BLOOD CURSE OF BINDING | FEAT 8

BLOOD HUNTER CURSE


You gain the blood curse of binding Focus Spell. Increase the number of Focus Points in your
focus pool. by 1.

10th Level
BLOOD CURSE OF MUTUAL SUFFERING | FEAT 10

BLOOD HUNTER, CURSE


You gain the blood curse of mutual suffering Focus Spell. Increase the number of Focus Points
in your focus pool by 1.

BLOOD DRAIN ◇ | FEAT 10

BLOOD HUNTER
Frequency Once per hour

As a desperate effort you cast a Blood Curse knowing that it will drain your life essence even
more.
You can cast a Blood Curse even if you do not have a focus point. The Hit Point cost for this
action is the same as the amplification cost for your level. These Hit Points cannot be healed by
any means as long as you did not refocus or rested.

REACTIVE RITE ↻ | FEAT 10

BLOOD HUNTER
Trigger You take damage and have at least one weapon in your hands.

You use the pain of an incoming attack to quickly enhance your weapons. You can immediately
activate Crimson Rite without paying the Hit Point cost.

12th Level
ESOTERIC RITE | FEAT 12

BLOOD HUNTER CRIMSON RITE


You gain access to one of the following Crimson Rites.

Rite of the Caustic Your rite damage is acid damage; your held weapons gain the acid trait.
Rite of the Roar Your rite damage is sonic damage; your held weapons gain the sonic trait.
Rite of the Oracle Your rite damage is mental damage; your held weapons gain the mental
trait.

Special You can take this feat multiple times, choosing a different option every time.
BRAND OF CASTIGATION ↻ | FEAT 12

BLOOD HUNTER CRIMSON RITE


Trigger You hit a creature with a weapon that has an active Crimson Rite
Frequency once per day

Whenever you damage a creature with your Crimson Rite feature, you can choose to sear an
occult brand of hemocraft magic into it. You always know the direction to the branded creature
and whenever you damage that creature with your Crimson Rite your Crimson Rite damage is
doubled.
When you use Brand of Castigation, your Crimson Rite is deactivated.
The brand lasts until you dismiss it. A creature can dispel the brand by making a counteract
check against your occult spell DC.

14 Level
HARDENED SOUL | FEAT 14

BLOOD HUNTER EMOTION, MENTAL


Prerequisites Master in Will

You can't critically fail against effects with the emotion or mental trait.
You gain resistance against mental damage equal to half your level.

DETERMINATION ◈ | FEAT 14

BLOOD HUNTER CONCENTRATE


Frequency once per day

Your training allows you to shrug off your foes’ spells and conditions when the need is dire.
Choose a single nonpermanent spell or condition that is affecting you. If you choose a condition,
its effect on you ends. If you choose a spell, attempt to counteract the spell (your level is your
counteract level, and you attempt a Will save as your counteract check).
This doesn’t remove any Hit Point damage normally dealt by the spell or condition, and it
doesn’t prevent the spell or debilitating effect from affecting other allies or the environment
around you. It can’t remove an ongoing affliction or prevent such an affliction from inflicting
conditions on you later. It can’t remove conditions from the situation (such as prone or flanked).
If the effect comes from a creature, hazard, or item of 20th level or higher, Determination can’t
remove its effect on you.
DRAINING RITE ↻ | FEAT 14

BLOOD HUNTER CRIMSON RITE


Prerequisites Reactive Rite
Trigger You critically hit a creature

You use wounds you cause to your opponents as an opening for your hemocraft.
When you critically hit a creature you can activate a Crimson Rite. The creature gains Drained
1.

PRESSURING WEAK POINTS ↻ | FEAT 14

BLOOD HUNTER CONCENTRATION FLOURISH


Prerequisites Abuse Weakness
Requirements You used the Study Enemy action on a creature

With quick, precise strikes you pressure your opponent to make mistakes and use them for your
own advantage.
You Strike a creature within range. The creature must make a Fortitude save against your blood
hunter class DC.
Critical Success You deal an additional 4 precision damage.
Success You deal an additional 8 precision damage and the target creature is flat-footed until
the start of your next turn.
Failure Same as success, but you deal an additional 16 precision damage.
Critical Failure You deal an additional 16 precision damage and the target creature is
flat-footed until the end of your next turn.

16 Level
BRAND OF TETHERING | FEAT 16

BLOOD HUNTER CRIMSON RITE


Prerequisites Brand of Castigation

Your Brand of Castigation gains the following features.


Whenever a marked creature tries to leave your melee range they have to make a Will saving
throw against your class DC.
Critical Success The target can move or teleport.
Success The target can move or teleport but it takes 2d6 mental damage.
Failure The target cannot move or teleport and it takes 4d6 mental damage.
Critical Failure The target cannot move or teleport and it takes 6d6 mental damage.
BLOOD CURSE OF THE EXORCIST | FEAT 16

BLOOD HUNTER CURSE


Prerequisite Order of the Ghostslayer

You gain the blood curse of the exorcist Focus Spell. Increase the number of Focus Points in
your focus pool by 1.

BLOOD CURSE OF THE HOWL | FEAT 16

BLOOD HUNTER CURSE HYBRID


Prerequisite Order of the Lycan

You gain the blood curse of the howl Focus Spell. Increase the number of Focus Points in your
focus pool by 1.

BLOOD CURSE OF THE CLOUDED MIND | FEAT 16

BLOOD HUNTER CURSE


Prerequisites Order of the Mage Bane

You gain the blood curse of the clouded mind Focus Spell. Increase the number of Focus Points
in your focus pool by 1.

18th Level
STEEL SOUL | FEAT 18

BLOOD HUNTER EMOTION MENTAL


Prerequisites Hardened Soul

You are immune to the Controlled and the Frightened conditions.

STUDIED TAKEDOWN ◈◈◈ | FEAT 18

BLOOD HUNTER CONCENTRATION FLOURISH


Prerequisites Pressuring Weak Points
Requirements You used the Pressuring Weak Points reaction on a creature

You stab a critical weak point of your foe, possibly killing them outright. Make a Strike. On a
success, your target takes additional precision damage based on a Fortitude save against your
blood hunter class DC. If your Strike was a critical hit, the target’s saving throw outcome is one
degree worse.
Critical Success You deal an additional 3d6 points precision damage.
Success You deal an additional 6d6 precision damage.
Failure You deal an additional 12d6 precision damage.
Critical Failure You deal an additional 18d6 precision damage.

20 Level
SANGUINE LEGEND | FEAT 20

BLOOD HUNTER
Requirements Sanguine Mastery

After you mastered the ways of hemocraft your control of your own life force has reached
legendary levels.
You can use your Sanguine Mastery feature with a frequency of 1 minute.

GREATER DRAINING RITE ↻ | FEAT 20

BLOOD HUNTER
Prerequisites Draining Rite
Trigger You hit a creature

Your ability to manipulate the life force of your enemies lets you activate your Crimson Rite more
easily.
You can activate your Draining Rite reaction when you hit a creature.

Focus Spells
BLOOD CURSE OF THE MARKED | FOCUS 1

UNCOMMON BLOOD HUNTER CURSE


Cast ◈ somatic
Range 60 ft.; Targets A creature you can see.

You forge a powerful curse that feeds on your focus against a single creature.
You gain a bonus to damage equal to the amplification cost of your level in the next Strike you
make against the creature.
Amplify You gain a +2 status bonus to hit the creature.

BLOOD CURSE OF THE EYELESS | FOCUS 3

UNCOMMON BLOOD HUNTER CURSE


Cast ↻ somatic, verbal; Trigger A foe you can see Strikes.
Range 30 ft.; Targets The triggering creature
Saving Throw Fortitude; Duration The end of the Strike
You take control of your opponents blood to conceal their vision and make their attacks less
likely to hit. The effect is determined by the target’s Fortitude save. A creature immune to bleed
automatically critically succeeds unless you amplify this spell.
Amplify The penalty lasts until the end of the next turn of the target.

Critical Success The target is unaffected.


Success The target takes a -1 circumstance penalty to its attack roll.
Failure The target takes a -2 circumstance penalty to its attack roll.
Critical Failure The target is blind until the end of its turn.

ETHEREAL STEP | FOCUS 4

UNCOMMON BLOOD HUNTER CONJURATION TELEPORTATION


Cast ◈◈ somatic, verbal
Duration A number of rounds equal to your Intelligence modifier.

You can magically step into the ethereal plane. You can move half your speed, look into the
ethereal plane and move through creatures and objects.
You can't affect creatures and objects as long as they aren't in the ethereal plane and vice
versa.
If you end your ethereal form inside a creature or object, you (and the creature if appropriate)
take 1d10 bludgeoning damage and are moved to the closest open space.
You can dismiss this form as a free action.

BLOOD CURSE OF BINDING | FOCUS 4

UNCOMMON BLOOD HUNTER CURSE


Cast ◈◈ somatic, verbal
Range 30 ft.; Targets 1 creature
Saving Throw Fortitude; Duration 1 round

You restrict your opponent’s movement by slowing the blood around their muscles. The effect is
determined by the target’s Fortitude save. A creature immune to bleed automatically critically
succeeds unless you amplify this spell.
Amplify The effect lasts for an additional round

Critical Success The target is unaffected.


Success The target takes a -5 ft. circumstance penalty to their speed.
Failure The target is grabbed.
Critical Failure The target is restrained.

BLOOD CURSE OF MUTUAL SUFFERING | FOCUS 5

UNCOMMON BLOOD HUNTER CURSE


Cast ◈◈ somatic, verbal
Range 30 ft.; Targets 1 creature
Saving Throw Fortitude; Duration 1 round

You force a creature to experience the pain you feel.


The target you are linked to takes an amount of damage determined by the creature's Fortitude
save. The effect lasts 1 round. A creature immune to bleed automatically critically succeeds
unless you amplify this spell.
Amplify The effect lasts 1 minute.

Critical Success The target is unaffected and immune to the curse for 1 day.
Success The target is unaffected and immune to the curse for 1 hour
Failure Whenever you take damage the target takes half the damage in negative damage.
Critical Failure Whenever you take damage the target takes full damage in negative damage.

BLOOD CURSE OF THE EXORCIST | FOCUS 8

UNCOMMON BLOOD HUNTER CURSE


Cast ◈ somatic, verbal
Range 30 ft.; Targets 1 creature

You can choose a creature that has the Controlled, Frightened or Paralyzed condition. It no
longer suffers the Controlled, Frightened or Paralyzed condition.
If the target suffers two or all of the mentioned conditions you can only choose one to end.
Amplify The creature that controlled, frightened or paralyzed the target must make a Will save
against your occult spell DC. The effect is determined by the save.

Critical Success The creature is unaffected and immune against the effect for 1 round.
Success The creature is unaffected.
Failure The creature takes 3d6 mental damage.
Critical Failure The creature takes 3d6 mental damage and is stunned 1.

BLOOD CURSE OF THE HOWL | FOCUS 8

UNCOMMON BLOOD HUNTER CURSE HYBRID


Cast ◈◈ verbal
Range 30 ft. radius; Target all creatures in range
Saving Throw Will

You unleash a blood-curdling howl. Every creature that can hear you must make a Will save.
The effect is determined by the save.
Amplify The range increases to a 60 feet radius.

Critical Success The creature is unaffected and is immune to this curse for 24 hours.
Success The creature gains Frightened 1
Failure The creature gains Frightened 2.
Critical Failure The creature gains Frightened 3 and Fleeing for 1 round.

BLOOD CURSE OF THE CLOUDED MIND | FOCUS 8

UNCOMMON BLOOD HUNTER CURSE


Cast ↻ somatic; Trigger A creature you see makes an Strike or the Cast a Spell action.
Range 30 ft.; Target The triggering creature
Saving Throw Fortitude

You use your blood magic to temporarily cloud a creature's mind and disorient them. The target
must make a Fortitude save against your occult spell DC. The effect is determined by the save.
Amplify The creature takes damage. The amount is mentioned in parenthesis.

Critical Success The creature is unaffected and immune for 1 hour.


Success The creature is unaffected.
Failure The creature misses its attack or its spell. (The creature takes 3d6 mental damage and
loses its reaction).
Critical Failure The creature is unable to Strike or use the Cast a Spell action for this turn. (The
creature takes 6d6 mental damage and loses its reaction).
Blood Hunter Dedication
BLOOD HUNTER DEDICATION | FEAT 2

UNCOMMON ARCHETYPE DEDICATION


Prerequisites Intelligence 14, trained in Occultism and simple weapons

Rigorous training and either direct contact with or by finding the text of a blood hunter, you begin
your journey into becoming a monster hunter. You gain a +1 circumstance bonus when tracking
down and identifying fey, fiends, undead or dragons.
You are trained in Monster Lore, and gain the Study Enemy action.

Special You cannot select another dedication feat until you have gained two other feats from
the blood hunter archetype.

CRIMSON INITIATE | FEAT 4

ARCHETYPE
Prerequisite Blood Hunter Dedication

Through practical study of creatures and monsters, you've discovered how to utilize hemocraft.
You gain the Activate Crimson Rite action, but the additional damage done by Crimson Rite
cannot be greater than +4.

HEMOCRAFT RESILIENCE | FEAT 4

ARCHETYPE
Prerequisites Blood Hunter Dedication; class granting no more Hit Points per level than 8 +
your Constitution modifier

You gain 3 additional Hit Points for each blood hunter archetype class feat you have. As you
continue selecting blood hunter archetype class feats, you continue to gain additional Hit Points
in this way.

LEARNING HUNTER | FEAT 4

ARCHETYPE
Prerequisites Blood Hunter Dedication

You gain a 1st or 2nd-level blood hunter feat.


BLOOD MALEDICT | FEAT 4

ARCHETYPE
Prerequisites Blood Hunter Dedication

You gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse
and manipulate creatures through hemocraft.
You gain the blood curse of the marked focus spell. It costs 1 Focus Point to cast a focus spell,
and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily
preparations, and you regain 1 Focus Point by spending 10 minutes using the Refocus activity
to look through your hunter's journal and practising somatic and verbal components.
Focus spells are automatically heightened to half your level rounded up. Certain feats can give
you more focus spells and increase the size of your focus pool, though your focus pool can
never hold more than 3 Focus Points. You are trained in occult spell attack rolls and spell DCs.
Your spellcasting ability is Intelligence.

Amplifying a Blood Curse


Blood Curses are a special form of focus spells; you can amplify them by spending some of
your Hit Points, creating stronger effects in exchange for some of your vitality. The damage dealt
by amplifying a blood curse cannot be reduced in any way, and it ignores any temporary Hit
Points. The effect of amplifying a Blood Curse is listed in a curse's description.
As you level up, the cost of amplifying a blood curse increases. The following table details the
cost of amplification by level.

TABLE: AMPLIFICATION COST BY LEVEL


Your Level | Cost
1 | 2 HP
2 | 2 HP
3 | 2 HP
4 | 2 HP
5 | 4 HP
6 | 4 HP
7 | 4 HP
8 | 4 HP
9 | 6 HP
10 | 6 HP
11 | 6 HP
12 | 6 HP
13 | 8 HP
14 | 8 HP
15 | 8 HP
16 | 8 HP
17 | 10 HP
18 | 10 HP
19 | 10 HP
20 | 10 HP

LEARNED HUNTER | FEAT 6

ARCHETYPE
Prerequisites Learning Hunter

You gain a blood hunter feat. For the purpose of meeting its prerequisites, your blood hunter
level is equal to half your character level.

Special You can select this feat more than once. Each time you select it, you gain another blood
hunter feat.

DARK STUDY | FEAT 14

ARCHETYPE

Your hunter's bane bonus increases to +2.


You can cast the object reading spell once per day as an occult spell.

Additional Materials
WITCHER
The blood hunter class and its role in a game is heavily inspired by the Witcher books and
games; if you're looking for inspiration on how to write a blood hunter into your story it is highly
recommended you look there for inspiration.

HEMOCRAFT?
The exact details of what and how hemocraft works is left to the GM and Blood Hunter to
decide, but in its original world of Exandria hemocraft is considered a dark art and is shunned by
most spellcasters and feared by commoners. Many people associate hemocraft with
necromancy, and it's practice is often considered illegal.

BLOOD HUNTER ORDERS


A blood hunter order is a physical living part of the world, though many of them are not quite
physical anymore due to mistrust and hate of commoners. Many of the last living members of
blood hunter orders in Exandria travel in groups or alone, taking in apprentices and keeping the
job alive through tradition.

BLOODLESS CREATURES?
What a 'bloodless' creature is exactly is left ambiguous in text and is suggested to be a case
from game to game, however the following list suggests what types of creatures could be
considered bloodless; skeletons, spirits, constructs, dream, time and incorporeal creatures.
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