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"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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
2nd Level
PRIMAL RITE | FEAT 2
Special You can take this feat multiple times, choosing a different option every time.
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.
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
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.
While in Hybrid Transformation you gain resistance to slashing and piercing equal to half your
level. Silver weapons bypass this resistance.
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 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
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 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.
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.
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
10th Level
BLOOD CURSE OF MUTUAL SUFFERING | 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.
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
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
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
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
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
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.
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
You gain the blood curse of the exorcist Focus Spell. Increase the number of Focus Points in
your focus pool by 1.
You gain the blood curse of the howl Focus Spell. Increase the number of Focus Points in your
focus pool by 1.
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
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.
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
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.
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.
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 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.
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.
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.
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.
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.
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.
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.
ARCHETYPE
Prerequisites Blood Hunter Dedication
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.
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.
ARCHETYPE
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.
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.
Open Game License