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Blood Hunter
Order of the Exorcist Exact Revenge
Starting at 11th level, you can strike back against aggressors.
The Order of the Exorcist is primarily concerned in ending When a creature within 15 feet of you targets a creature
the influence of extraplanar creatures. These blood hunters other than you with a harmful ability or magical effect, you
study the appropriate wards and apotropaics to release the may use your reaction to move up to 15 feet and make a
bonds of those who have are under such a creature's single weapon attack against the acting creature.
possession or sway. They then work to send the malfeasants
back to their home worlds or to destroy them fully. Superior Exorcism
Order of the Exorcist Features At 15th level, your skills in exorcism have increased. When
Blood Hunter Level Feature
you use your Exorcism feature, you can now end all
possessions and effects causing the charmed and frightened
3rd Exorcism, Expert Hunter condition and also end all curses and spells affecting the
7th Exile creature you wish. You may also target an object instead of a
creature for your exorcism.
11th Exact Revenge
15th Superior Exorcism Evil and Good's Bane
18th Evil and Good's Bane
When you reach 18th level, your crimson rite is able to
penetrate the foes you most abhor. When you hit an
aberration, a celestial, a fey, a fiend, or an undead with a
Exorcism weapon with an active rite, you roll an additional crimson rite
At 3rd level, you learn how to exorcise malicious influences damage die and add it to the damage you deal, and your
from a creature. As an action, you may touch a creature and crimson rite damage ignores any resistances or immunities
end one possession or one effect causing the charmed or the creature has to it.
frightened condition.
You may use this feature a number of times equal to your Order of the Hound
Wisdom modifier (minimum once). You regain all expended
uses when you finish a long rest. Often thought of as hounds themselves, blood hunters
formed the Order of the Hound to train canines to aid in
Expert Hunter tracking and fighting the unsavory creatures that plague the
Beginning at 3rd level, the benefits of your Hunter's Bane material plane. Its easy to loose track of a quarry that can
feature apply to aberrations and celestials as well. turn in invisible, fly, or teleport, but having a partner with a
heightened sense of smell means you can easily sniff them
Exile out. The hounds are also taught to sic and hold down
At 7th level, you have learned to cast the magic circle spell. enemies to prevent their further escape. This training leads
Wisdom is your spellcasting ability modifier for the spell. to a special bond between beast and master which further
Once you cast this spell, you can't cast it again with this amplified through your Hunter's Bane. If trained well and
feature until you finish a short or long rest. cared for properly, your hound will forever be a loyal and
You also gain the Blood Curse of Exile for your Blood trusty companion.
Malediction feature. This doesn't count against your blood Order of the Hound Features
curses known. Blood Hunter Level Feature
Blood Curse of Exile. As an action, you choose one
creature type from aberrations, celestials, fey, fiends, or 3rd Pet Hound, Undying Dog
undead and produce an apotropaic for the chosen creature 7th Blood Hound
type. As a result, creatures that do not have blood in their
body are not immune to this blood curse. Each creature of 11th Eldritch Hound
the chosen type within 30 feet of you must make a Wisdom 15th Humanoid's Best Friend
saving throw. On a failure, it is turned for 1 minute or until it 18th Unleash the Hounds
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 Pet Hound
in a space within 30 feet of you. It also can't take reactions. When you join this order at 3rd level, you develop a
For its action, it can only use the Dash action or try to escape preternatural bond with a hound. Your hound can take the
from an effect that prevents it from moving. If there's appearance of any canine such as a wolf, jackal, or any dog,
nowhere to move, the creature can use the Dodge action. but will always have the stat block of the hound provided.
Amplify. You choose one creature that was turned. The The hound obeys your commands as best as it can. It takes
target must succeed on a Charisma saving throw or be its turn on your initiative, though it doesn’t take an action
banished, returning to its plane of origin (if it isn't there unless you command it to. On your turn, you can verbally
already). In the case of an undead that fails, if it has a soul, command the hound (no action required by you).
the soul passes on into the afterlife.

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Undying Dog
Hound At 3rd level, you may bring your hound back to life using
some of your life force. As an action, you may touch your
Medium beast, unaligned dead or unconscious hound and reduce your hit point total by
Armor Class 12
an amount equal to a roll of your crimson rite die. Your hound
Hit Points (4 times your blood hunter level)
is brought back to life with hit points equal to two times your
Speed 40 ft. your blood hunter level and is now undead.
If your hound has no retrievable body, you may spend 1
hour and 10 gold performing a ritual to return its corpse
STR DEX CON INT WIS CHA which appears in an unoccupied space within 10 feet of you.
15 (+2) 14 (+2) 12 (+1) 7 (-2) 15 (+2) 13 (+1) When your hound finishes a long rest, it is no longer
undead. The reduction of your hit point maximum lasts until
Saving Throws WIS
the you finish a long rest.
Skills Athletics, Investigation, Perception, Survival
Senses passive Perception (10 + your proficiency Blood Hound
bonus + 2) Starting at 7th level, your hound has advantage on attack rolls
Languages Understands any languages you know, against creatures you've damaged with your crimson rite or
but can't speak them. have cursed with your Blood Maledict since the beginning of
your last turn.
Keen Smell. The hound has advantage on
Intelligence (Investigation), Wisdom (Perception), Eldritch Hound
or Wisdom (Survival) checks that rely on smell. When you reach 11th level, your hound can turn into a fiend
or fey hound. Your hound can use its action to transform into
Loyal. Your hound can never be compelled to attack a hell hound or yeth hound (your choice). Your hound takes
you. the statistics of its new form, but can still understand you and
Trail. If your hound as the scent of a creature obey you.
(through the Smell action), it gains a +10 bonus to It reverts to its normal form if it is reduced to 0 hit points,
Wisdom (Survival) checks to track that creature and after 1 hour, or if you end the transformation early as an
can do so at a fast pace. These bonuses are lost if action. If it reverts as a result of dropping to 0 hit points, any
the creature has taken any steps to mask or change excess damage carries over to its normal form.
its scent or if the creature has not been within 5 Once your hound uses this feature, your hound can't use it
miles in the past 3 days. again until your hound finishes a long a rest.
Actions Humanoid's Best Friend
Bite. Melee Weapon Attack: (your proficiency bonus At 15th level, when your hound uses its Smell action, it can
+ 2) to hit, reach 5ft., one target. Hit: 4 (1d4 + 2). tell if the creature is fey, fiend, or undead or if any fey, fiend, or
On a successful attack against a Large or smaller undead were within 60 feet of it in the past day. If so, the
target, the hound can make a grapple attack as a hound can begin trailing with strongest scent of the area.
part of its bite attack. The grapple ends if the hound Additionally, when you use your Hunter's Bane to gain
uses the bite action again. advantage on a Wisdom (Insight) check or Charisma
Smell. Your hound smells a creature or an object (Intimidation) check, your hound aids you in your check if it is
held by a creature in the last day or worn by a within 15 feet of you (through barking and growling for
creature within the last 7 days, gaining its scent. Charisma (Intimidation) and conveying its animal senses for
Your hound can use this scent to trail. Your hound Wisdom (Insight)). You add double your proficiency bonus to
loses the scent if it uses the smell action to gain the check, instead of your normal proficiency bonus.
another scent or finishes a long rest.
Unleash the Hounds
When you reach 18th level, you may create three additional
If you are incapacitated or absent, your hound acts on its hounds for 1 minute as an action. These creatures also count
own, focusing on protecting you and itself. It never requires as your hound and appear in unoccupied spaces within 30
your command to use its reaction, such as when making an feet of the original hound taking the same initiative as your
opportunity attack. hound.
Your hound has abilities and game statistics determined in Once you use this feature, you can’t use it again until you
part by your level. Your hound uses your proficiency bonus finish a long rest.
rather than its own.
When you use your crimson rite, instead of applying it to a
weapon, you may apply it to your hound, provided it is within
30 feet of you.

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Order of the Reaper If a frightened creature ends its turn outside of your aura, it
may make a Wisdom saving throw ending the effect on a
The Order of the Reaper charges itself with the utter success. Once a creature succeeds on a Wisdom saving
eradication of its enemies. Reapers act as death's foot throw against this effect, it is immune to being frightened in
soldiers and mortal psychopomps, offering up souls to the this way for 24 hours.
afterlife. So steeped in the essence of death, they are able to Once you use this feature, you can't use it again until you
extend their own life to continue their mission to reap souls. finish a long rest.
They are merciless and implacable in this duty.
Order of the Reaper Features
Death Watcher
At 15th level, your connection to death extends your own life
Blood Hunter Level Feature and allows you to see a creature's mortal coil. You always
3rd Blood Marker, Reaper Resistance know the maximum and current hit points of a creature, as
7th Soul Feed
well as any curses or diseases it is afflicted by. You no longer
need to breathe, drink, eat, or sleep, although you still must
11th Mask of the Reaper rest to gain the benefits of a long rest. For every 10 years that
15th Death Watcher pass, your body ages only 1 year.
18th Merciless Reaping Merciless Reaping
At 18th level, you resist approaching death and spur it on in
Blood Marker others. When a creature scores a critical hit against you, it
When you join this order at 3rd level, you learn how to use becomes a regular hit instead, and any effects triggered by a
the pain of your blood hunter abilities as fuel for your power. critical hit are canceled. In addition, the next hit you score
Each time you take damage from activating a crimson rite or against the creature before the end of your next turn is a
amplifying a blood curse, you gain 1 blood marker. When you critical hit.
deal damage with an attack or take damage, you may expend
1 blood marker to increase or reduce the damage by an Order of the Vampire
amount equal to half your blood hunter level. You lose all The original purpose of this strain of Hunter's Bane was to
blood markers upon finishing a short or long rest. help abate the affliction of those cursed with vampirism.
Reaper Resistance Many of these victims chose to combat the scourge that had
Starting at 3rd level, you cannot die unless you have failed cursed them as well as those of their ilk, and the Order of the
three death saving throws. Any effect that would kill you, Vampire was formed. Soon other blood hunters who were not
when you do not have three failed death saves, instead cursed began to drink the specialized concoction, willing to
reduces you to 0 hit points. Also, damage from a critical hit gain a mild form of the vampiric disease for the cause.
while at 0 hit points and rolling a 1 on a death saving throw Given the Order's history, many of these blood hunters
now only count as one death saving throw failure. specialize solely with the fight against vampires, looking to
In addition, while you have an active crimson rite, you gain prevent others from going through the pain they suffered. But
resistance to that damage type. others of the Order see the similar oppression and violation
of vampires in the many forms of evil infiltrating the land all
Soul Feed of which must be stopped.
Starting at 7th level, you can feed on the death of creatures. Order of the Vampire Features
When a creature within 30 feet of you is reduced to 0 hit Blood Hunter Level Feature
points, you can use your reaction to gain temporary hit points
equal to 1d6 plus your Wisdom modifier (minimum of 1). 3rd Vampirism, Blood Curse
7th Mist Glide
Mask of the Reaper
Starting at 11th level, you can become a fearsome facsimile 11th Blood Drained
of death incarnate. As an action, you take the form of a 15th Day Walker
ghastly reaper and a chilling aura of death extends from you 18th Regeneration
in an area of 15 feet for 1 minute. Your visage becomes one of
undeath although the exact description is up to you, such as
skeletal and gaunt, decayed and infested with maggots, or Vampirism
twisted and spectral. When you join this order at 3rd level, the Hunter's Bane
When a hostile creature enters your aura for the first time concoction has afflicted you with a more gentle vampirism.
on a turn or starts its turn there, it must make a Wisdom You gain the following traits:
saving throw (DC equal to 8 + your proficiency bonus + your Darkvision. You can see in dim light within 60 feet of you
Wisdom modifier). On a failure, the creature is frightened of as if it were bright light, and in darkness as if it were dim
you and its movement speed is halved while frightened. When light. You can't discern color in darkness, only shades of gray.
a creature frightened by you enters your aura for the first Sunlight Sensitivity. You have disadvantage on attack rolls
time on a turn or starts its turn there, it takes 2 cold and 2 and on Wisdom (Perception) checks that rely on sight when
necrotic damage. you, the target of your attack, or whatever you are trying to
perceive is in direct sunlight.

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Cursed Daylight. You have disadvantage on saving throws Blood Drained
from effects that deal radiant damage. Starting at 11th level, weakened creatures become more
Undead Resilience. You gain resistance to necrotic susceptible to your powers. If a creature is below half its hit
damage. points, it has disadvantage on saving throws from your blood
Bloody Aroma. You can smell any creature within 60 feet curses, and you have advantage on bite attacks against it and
of you that is below half its hit points. This does not apply to ability checks to drink its blood. Creatures that do not have
creatures that do not have blood their body, and as such you blood their body are immune to this feature.
can instantly identify such creatures by their distinct lack of
the smell of blood. Day Walker
Bite. Your fangs are a natural weapon, which you can use When you reach 15th level in this class, you have overcome
to make unarmed strikes. If you hit with it, you deal piercing parts of your vampiric disease. You no longer have the
damage equal to 1d4 + your Strength or Dexterity modifier sunlight sensitivity or cursed daylight traits from your
(your choice), instead of the bludgeoning damage normal for Vampirism feature.
an unarmed strike.
Drink. You may drink the blood of a living creature. If you Vampiric Regeneration
have made a bite attack against a creature with blood on your At 18th level, you gain the ability to regenerate. You regain 2
turn, you may use a bonus action to make a Strength hit points every hour, and if you have no more than half of
(Athletics) or Dexterity (Acrobatics) check (your choice) your hit points left, you regain hit points equal to 5 + your
contested by the creature’s Strength (Athletics) or Dexterity Constitution modifier at the start of each of your turns. You
(Acrobatics) check (the target chooses the ability to use). If don’t regain hit points if you are in direct sunlight, have taken
you succeed, you drink of its blood and regain hit points equal radiant damage since the end of your last turn, or don't have
to your blood hunter level. at least 1 hit point.
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.
Blood Curse
Also at 3rd level, you gain the Blood Curse of the Supplicant
for your Blood Malediction feature. This doesn't count
against your blood curses known.
Blood Curse of the Supplicant. As an action, a humanoid
of your choice within 30 feet of you must make 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.
Mist Glide
Starting at 7th level, you can move as mist to reach your prey.
You can use a bonus action on your turn to move 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.
You can use this ability a number of times equal to your
Wisdom modifier (minimum of once). You regain all uses
when completing a long rest.

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