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Tweaked

Blood Hunter A MONSTER TO FIGHT MONSTERS


Whether driven by the wish to make a difference in a
Marred but resolute, his grimacing face dripping with sweat,
dangerous world, the need to take vengeance for a great
a half-orc reddens a finger across his wounds to draw a
wrong they have suffered, being inspired by witnessing the
glowing, ruby glyph in the air. He grips the weightless,
strange and powerful techniques of another blood hunter in
completed sigil, twisting it to unleash dark magical energies
person, or just seeking a place to belong in an uncaring
that fire forward, cursing the stalking behemoth from within
world, the reasons one may take up the Hunter’s Bane and
its own veins to better even the odds.
choose this life are many and varied. In joining an order of
A mysterious half-elf swathed in a worn cloak and rugged
blood hunters, one is also joining a tight family bound by
leather armor carefully investigates a grizzly scene off the
service to each other and the common cause. For many, this
roadway, her eyes flashing with recognition as she meditates
is the only family they have known or have left, so the
on the remnants of the massacre. The survivor who warily
kinship felt between members of an order is a bond neigh
hired her withdraws with a jump as the half-elf suddenly
unbreakable.
shoots to her feet, sure in the knowledge of the culprit, where
Beyond the boundaries of the order, however, the life of a
it calls home, and how little time there is to find it.
blood hunter is often not an easy one. The rituals of the
Stepping into the lightless chambers of ancient dust and
Hunter’s Bane regularly leave one visibly changed and prone
lingering whispers, the halfling’s nose picks up the pungent
to unsettle common folk, and the witnessing of hemocraft
smell of imminent danger as she hears the scraping of bone
can invoke a superstitious fear from even the most learned
and claw on nearby stone. She winces as she runs her blade
scholar. While some societies have come to accept the good
across her palm, the steel transmuting her blood into
deeds of the orders, many blood hunters publicly hide their
glowing runes of powerful magic, her sword suddenly
nature unless absolutely necessary, feeling more comfortable
engulfed in arcane flames, eager to brand and burn the flesh
in the wilds and wastes of the world where the Orders
of her enemies.
commonly train. Even so, the best work a blood hunter can
Often feared or misunderstood, and driven by an unending do usually involves the poor and defenseless on the outskirts
drive to destroy the wicked, blood hunters are clever, arcane of society, those prone to the corrupting touch of fiends and
warriors who have bound their essence to the dark creatures dark intension. Braving the threat of vilification, these dark
they hunt to better stalk and survive their prey. Armed with protectors wade through civilization, earning coin as
the rites of forbidden blood magic and a willingness to mercenaries or bounty hunters, ever watching for the signs
sacrifice their own vitality and humanity for the cause, they of something more nefarious beneath the surface.
protect the realms from the shadows, ever vigilant to avoid
In choosing this path, a blood hunter has irrevocably given
becoming the same monsters they choose to hunt.
a part of themselves to their cause, physically, emotionally,
and sometimes morally. The orders of blood hunters practice
SACRIFICE TO PRESERVE LIFE their own unique ideals and methods, often employing
While most of the classic schools of magical study are well
techniques with dark origins that test the strength and will of
known and widely respected, the less refined and macabre
these guardians. Many wrestle with the fear of losing this
incantations of Hemocraft have long been forbidden and lost
struggle, so a life of discipline and vigilance drives their
to most of the civilized world. Blood Hunters have reclaimed
travels as they wander the countryside in search of like-
these techniques away from the judging eyes of society,
minded adventurers and whispers of dark deeds afoot.
finding blood magic’s esoteric nature effective against the
evils that often defy the divine powers that historically hold
the line.
Through careful study and practice, blood hunters have
honed the rites of hemocraft into their combat prowess,
forfeiting a facet of their health to infuse their weapons with
powerful blood magic and summoning the elements to
envelop their strikes. They can sear an arcane brand into the
body of their quarry that hinders their foe’s abilities and
punishes their aggression, or call blood curses upon their
enemies, manipulating their bodies from the inside. Willing
to suffer whatever it takes to achieve victory, these adept
warriors have forged themselves into a potent force against
the terrors that threaten the innocent.

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CREATING A BLOOD HUNTER
As you create a blood hunter, the most important aspects of BLOOD HUNTER MULTICLASSING
your character are why you were driven to this lifestyle, and Should you wish to multiclass into a blood hunter, the
why do you seek to give up everything to wallow in the dark prerequisites and proficiencies gained are listed below.
with the evils you hunt? Did you lose a loved one to a fiendish
beast and now wish to prevent others from suffering the BLOOD HUNTER

same fate? Do you seek a sense of purpose and security, and MULTICLASSING PREREQUISITES
found this among the order that has taken you in? Have you
always carried a seed of darkness within you, and seek kin to ABILITY SCORE MINIMUM
watch over you and prevent you succumbing to it? Were you Strength 13 or Dexterity 13, and Intelligence or Wisdom 13
once a holy warrior who strayed from his faith and was cast
out, but still seek to give yourself to the cause of protecting BLOOD HUNTER

the innocent? Or are you a criminal with a dark past seeking MULTICLASSING PROFICIENCIES
to make amends, taking this life as a path of penance?
What is your relationship with the powers of hemocraft PROFICIENCIES GAINED
and the abilities it promises to grant you as you step closer to Light armor, medium armor, shields, simple weapons,
its mastery? Do you respect and fear the ancient power that martial weapons, one skill from the class’s skill list,
surges through your veins, using them only when necessary? alchemical supplies.
Do you relish in the strength it offers you, embracing your
gifts and using them freely? Are you worried the
superstitions are right, and this power will eventually turn
you into one of the monsters you hunt? Or has your study
instilled you with the confident control of mind over matter,
certain you can bend these gifts to bring a brighter dawn?
Consider too that while a blood hunter belongs to an order,
many strike out on their own to do their best work. What
made you leave the comfort of your order? Do you intend to
return, or have you decided you have more to learn in the
world beyond? What do you seek in other adventurers that
can help you meet your goals?
While most blood hunters follow a path of good or
neutrality in their pursuits, some have fallen to the dark,
seductive side of hemocraft and use their abilities for selfish
and evil purposes. These deviants are always thrown from
the order, and often hunted along with the creatures they
once trained to fell.

QUICK BUILD
You can make a blood hunter quickly by following these
suggestions. First, make Strength or Dexterity your highest
ability score, depending on whether you want to focus on
melee weapons, or archery (or finesse weapons). Make
Intelligence or Wisdom your next highest if you plan to focus
on the potency of blood curses and mystical power. Choose a
higher Constitution next, as you want to have extra hit points
to burn on your crimson rite or amplifying blood curses.
Then, select the urchin or soldier background.

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BLOOD HUNTER
Proficiency
Hemocraft

Level Bonus Die Features Blood Curses Known


1st +2 1d4 Hunter's Bane, Blood Maledict 1
2nd +2 1d4 Fighting Style, Crimson Rite, Hardened Viscera 2
3rd +2 1d4 Blood Hunter Order, Unstopping Heart 2
4th +2 1d4 Ability Score Improvement 2
5th +3 1d6 Extra Attack 3
6th +3 1d6 Brand of Castigation, Blood Maledict (3/rest) 3
7th +3 1d6 Order Feature, Primal Rite, Rebuttal of Body 3
8th +3 1d6 Ability Score Improvement 3
9th +4 1d8 Hardened Soul 4
10th +4 1d8 Dark Augmentation, Grim Psychometry 4
11th +4 1d8 Order Feature, Crimson Manipulation 4
12th +4 1d8 Ability Score Improvement 4
13th +5 1d8 Brand of Tethering, Blood Maledict (4/rest) 5
14th +5 1d10 Esoteric Rite, Ichorous Vigor 5
15th +5 1d10 Order Feature 5
16th +5 1d10 Ability Score Improvement 5
17th +6 1d10 Blood Maledict (5/rest) 6
18th +6 1d10 Order Feature 6
19th +6 1d10 Ability Score Improvement 6
20th +6 1d12 Sanguine Mastery 7

CLASS FEATURES EQUIPMENT


As a Blood Hunter, you gain the following class features. You start with the following equipment, in addition to the
equipment granted by your background:
HIT POINTS
Hit Dice: : 1d10 per blood hunter level
(a) a martial weapon and a shield or (b) two simple
Hit Points at 1st Level: 10 + your Constitution modifier
weapons or (c) two martial weapons
Hit Points at Higher Levels: 1d10 (or 6) + your (a) a light crossbow and 20 bolts or (b) hand crossbow
Constitution modifier per blood hunter level after 1st and 20 bolts
(a) studded leather armor or (b) scale mail armor
PROFICIENCIES an explorer’s pack

Armor: Light armor, medium armor, shields


Weapons: Simple weapons, martial weapons

Alternatively, you may start with 5d4 × 10 gp to buy your


Tools: Alchemist’s supplies
own equipment.
Saving Throws: Strength, Constitution

Skills: Choose three from Athletics, Acrobatics, Arcana,


History, Insight, Investigation, Nature, Religion, and
Survival

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Hunter's Bane Fighting Style
Beginning at 1st level, you have survived the Hunter’s Bane, a At 2nd level, you adopt a style of fighting as your specialty.
dangerous, long-guarded ritual that alters your life’s blood, Choose one of the following options. You can’t take a
forever binding you to the darkness and honing your senses Fighting Style option more than once, even if you later get to
against it. You have advantage on Wisdom (Survival) checks choose again.
to track fey, fiends, or undead, as well as on Intelligence
ability checks to recall information about them. The Hunter’s ARCHERY
Bane also empowers your body to control and shape You gain a +2 bonus to attack rolls you make with ranged
hemocraft magic, using your own blood and life essence to weapons.
fuel your abilities. Some of your features require your target
to make a saving throw to resist the feature’s effects. Choose BATTLE VIGOR
either Intelligence or Wisdom. This is your Hemocraft Whenever you roll initiative, you gain temporary hit points
modifier, which you use when setting the DC of your equal to your level + your proficiency bonus.
Hemocraft Save, and any associated blood hunter features.
The saving throw DC is calculated as follows: BLIND FIGHTING
Being unable to see a creature doesn't impose disadvantage
on your attack rolls against it, provided the creature isn't
Hemocraft Save DC = 8 + your proficiency bonus + hidden from you.
your Hemocraft modifier
DUELING
Blood Maledict When you are wielding a melee weapon in one hand and no
other weapons, you gain a +2 bonus to damage rolls with that
At 1st level, you gain the ability to channel, and sometimes weapon.
sacrifice, a part of your vital essence to curse and manipulate
creatures through hemocraft magic. You gain one blood GREAT WEAPON FIGHTING
curse of your choice, detailed in the “Blood Curses” section at When you roll a 1 or 2 on a non-rite damage die for an attack
the end of the class description. You learn one additional you make with a melee weapon that you are wielding with
blood curse of your choice, as shown on the Blood Hunter two hands, you can reroll the die and must use the new roll.
table. When you gain a level in this class, you can replace any The weapon must have the two-handed or versatile property
and all of your Blood Curses, substituting them with ones for you to gain this benefit.
appropriate for your level.
When you use your Blood Maledict, you choose which POWER ATTACK
curse to invoke. While invoking a blood curse, but before it When you make a melee attack, before you make the attack
affects the target, you can choose to amplify the curse by roll, you can choose not to add your proficiency bonus to the
losing a number of hit points equal to one roll of your attack roll. If the attack hits, you deal an additional die of
hemocraft die, as shown in the Hemocraft Die column of the damage. You cannot do this if you are using the finesse
Blood Hunter table. An amplified curse gains an additional property of the weapon.
effect, noted in the curse’s description. Creatures that do not
have blood in their bodies are immune to blood curses, SANGUINE ONSLAUGHT
unless you have amplified the curse. When you're not wearing heavy armor and you are engaged
You can use this feature twice. Beginning at 6th level, you in two-weapon fighting, you can activate your Crimson Rite
can use your Blood Maledict feature three times, at 13th level feature without using your bonus action, as long as you use
you can use it four times between rests, and at 17th level, you your bonus action to make the second attack. You can add
can use it five times between rests. You regain all expended your ability modifier to the damage of the second attack.
uses when you finish a short or long rest.

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4
Crimson Rite Unstopping Heart
At 2nd level, you learn to invoke a rite of hemocraft within At 3rd level, once per turn, when losing hit points due to a
your weapon at the cost of your own vitality. Choose one rite blood hunter feature would reduce you to 0 hitpoints, you
from the Primal Rites list below to learn. can choose to be instead reduced to 1. In addition, you are
As a bonus action, you can activate a crimson rite on a proficient in death saving throws, and if the result of a death
single weapon with the elemental energy of a known rite of saving throw you make is 18 or higher, you regain 1 hitpoint.
your choice that lasts until you finish a short or long rest, or
if you aren’t holding the weapon at the end of your turn. Ability Score Improvement
When you activate a rite, you lose a number of hit points
When you reach 4th level, and again at 8th, 12th, 16th and
equal to one roll of your hemocraft die, as shown in the
19th level, you can increase one ability score of your choice
Hemocraft Die column of the Blood Hunter table.
by 2, or you can increase two ability scores of your choice by
For the duration, attacks from this weapon deal an
1. As normal, you can’t increase an ability score above 20
additional 1d4 damage of the chosen rite’s type. This damage
using this feature.
is magical, and increases as you gain levels as a blood hunter,
Using the optional feats rule, you can forgo taking this
as shown in the Hemocraft Die column of the Blood Hunter
feature to take a feat of your choice instead.
table. A weapon can only hold a single active rite at a time.
You gain access to an additional Primal rite at 6th and 11th
level, and an Esoteric Rite at 14th level.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
PRIMAL RITES whenever you take the Attack action on your turn.
Choose from the following:
Rite of the Caustic. Your rite damage is acid damage. Brand of Castigation
Rite of the Claw. Your rite damage is slashing damage,
At 6th level, whenever you damage a creature with your
and is considered silvered.
Crimson Rite feature, you can choose to sear an arcane brand
Rite of the Flame. Your rite damage is fire damage.
of hemocraft magic into it (requires no action). You always
Rite of the Frozen. Your rite damage is cold damage.
know the direction to the branded creature, and each time
Rite of the Bludgeon. Your rite damage is bludgeoning
the branded creature deals damage to you or a creature you
damage, and deals double damage to objects and structures.
can see within 5 feet of you, the creature takes psychic
Rite of the Venom. Your rite damage is poison damage. damage equal to your Hemocraft modifier (minimum of 1
Rite of the Spike. Your rite damage is piercing damage, damage).
and when you make an attack with this weapon, ignore
Your brand lasts until you dismiss it, or you apply a brand
shields when calculating the target’s armor class.
to another creature. Your brand counts as a spell for the
Rite of the Storm. Your rite damage is lightning damage. purposes of dispel magic, and the spell level is equal to half
of your blood hunter level (maximum of 9th level spell).
ESOTERIC RITES
Once you use this feature, you can’t use it again until you
Choose from the following:
finish a short or long rest.
Rite of the Dead. Your rite damage is necrotic damage.
Rite of the Oracle. Your rite damage is psychic damage.
Rite of the Roar. Your rite damage is thunder damage.
Rebuttal of Body
At 7th level, you can refute many attacks on your body. When
Hardened Viscera you are subjected to an effect that allows you to make a
Constitution saving throw to take only half damage, you
At 2nd level, your body takes on physical traits and aspects of instead take no damage if you succeed on the saving throw,
the toughest people and most resolute populations. You gain and only half damage if you fail.
the following benefits:

While you aren’t wearing heavy armor, you can reduce Hardened Soul
any damage you take by 2. When you reach 9th level, you can no longer become
Your hit point maximum can’t be reduced. frightened, and you have advantage on saving throws against
the charmed condition. At 14th level, you become immune to
Blood Hunter Order the charmed condition.
At 3rd level, you commit to an order of blood hunter martial
focus. Choose Order of the Ghostslayer, Order of the Profane
Soul, Order of the Mutant, Order of the Lycan, Order of the
Scale, Order of the Inquisition, Order of the Sin-Eater, Order
of the Atavist, Order of the Dark Draught, Order of the
Residuum Touched, or Order of the Spirit Warden, all
detailed at the end of the class description. The order you
choose grants you features at 3rd level, and again at 7th, 11th,
55 15th, and 18th level.
Dark Augmentation BLOOD CURSES
The blood curses are presented in alphabetical order.
Upon reaching 10th level, arcane blood magic suffuses your
body, permanently reinforcing your resilience. Your speed
BLOOD CURSE OF THE ANXIOUS
increases by 5 feet, and whenever you make a Strength,
Dexterity, or Constitution saving throw, you gain a bonus to As a bonus action, you magnify the adrenaline in the body of
the saving throw equal to your Hemocraft modifier a creature within 30 feet of you, making them susceptible to
(minimum of +1). forceful influence. Until the end of your next turn, all
creatures have advantage on Charisma (Intimidation) checks
Grim Psychometry directed at the target creature.
Amplify. The next Wisdom saving throw the target makes
When you reach 10th level, you gain the ability to meditate before this curse ends has disadvantage. Once you’ve
on any object, person, creature or artifact and discern amplified this blood curse, you must finish a long rest before
lingering evils or wicked pasts that surround them. you can amplify it again.
You can cast the legend lore spell once per day. While this
spell details use on any legendary or unique item or person, BLOOD CURSE OF BINDING
your use of this spell grants you greater knowledge when
specifically used on items created from evil, or for sinister As a bonus action, you can attempt to bind a creature you can
and impure purposes. see within 30 feet of you that is no more than one size larger
than you. The target must succeed on a Strength saving
Crimson Manipulation throw or have their speed be reduced to 0 and they can’t use
reactions until the end of your next turn.
At 11th level, you hone your control over blood magic, Amplify. This curse lasts for 1 minute and can affect a
mitigating your sacrifice and empowering your capability. creature regardless of their size. At the end of each of its
Once per turn, whenever a blood hunter feature requires you turns, the cursed creature can make another Strength saving
to roll a hemocraft die, you can choose to reroll the die and throw. On a success, this curse ends.
choose which result to use.
BLOOD CURSE OF BLOATED AGONY
Brand of Tethering As a bonus action, you curse a creature that you can see
Starting at 13th level, the psychic damage from your Brand of within 30 feet of you to painfully swell until the end of your
Castigation increases to twice your Hemocraft modifier next turn. For the duration of this curse, the creature has
(minimum of 2 damage). disadvantage on Strength and Dexterity ability checks, and
In addition, a branded creature can’t take the Dash action, suffers 1d8 necrotic damage if it makes more than one melee
and if a creature branded by you attempts to teleport or leave or ranged attack during its turn.
their current plane via ability, spell, or portal, they take 4d6 Amplify. This curse lasts for 1 minute. At the end of each
psychic damage and must make a Wisdom saving throw. On of its turns, the cursed creature can make a Constitution
a failure, the teleport or plane shift fails. saving throw. On a success, this curse ends.

Ichorous Vigor BLOOD CURSE OF EXPOSURE


At 14th level, damage dealt by your Crimson Rite feature When a creature you can see within 30 feet is hit by an attack
ignores resistance to that damage type. If a creature is or spell, you can use your reaction to temporarily weaken
immune to the damage dealt by your Crimson Rite feature, their resilience against it. Until the end of the turn, the target
they instead take half damage, instead of no damage. loses resistance to the damage types of the triggering attack
or spell.
Sanguine Mastery Amplify. The target instead loses invulnerability to the
damage types of the triggering attack or spell, having
Upon becoming 20th level, your ability to harness your pain
vulnerability to them until the end of the turn.
and the pain of your foes is perfected. Whenever a blood
hunter feature requires you to roll a Hemocraft Die while you
are below half of your current maximum hit points, you can BLOOD CURSE OF THE EYELESS
instead take the maximum result. When a creature you can see within 30 feet of you makes an
In addition, whenever you score a critical hit with a attack roll, you can use your reaction to roll one hemocraft
weapon attack empowered by your Crimson Rite, you regain die and subtract the number rolled from the creature’s attack
one expended use of your Blood Maledict feature. roll. You can choose to use this feature after the creature’s
roll, but before the DM determines whether the attack roll
succeeds. The creature is immune if it is immune to
blindness.
Amplify. You apply this curse to all of the creature’s attack
rolls until the end of the turn. You roll a new hemocraft die
for each affected attack.

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BLOOD CURSE OF THE FALLEN PUPPET Blood Hunter Orders
When a creature you can see within 30 feet of you drops to 0 There are a handful of secretive orders of blood hunters that
hit points, you can use your reaction to give that creature a guard their cryptic techniques and rituals. One must adhere
final act of aggression. That creature immediately makes a to one of these orders to even be granted access to the
single weapon attack against a target of your choice within its Hunter’s Bane rite that starts their journey, and only once
attack range. they’ve proven their dedication and ability will the secrets of
Amplify. You can first move the cursed creature up to half the order begin to be revealed. It’s within these small,
their speed, and you grant a bonus to the cursed creature’s enigmatic sects that the real power of a blood hunter is
attack roll equal to your Intelligence modifier (minimum of learned.
+1).
Order of the Ghostslayer
BLOOD CURSE OF THE MARKED The Order of the Ghostslayer is the oldest of the orders,
As a bonus action, you can mark a creature that you can see having originally rediscovered the secrets of blood magic and
within 30 feet of you. Until the end of your turn, whenever refined them for combat against the scourge of undeath.
you deal rite damage to the target, you roll an additional Ghostslayers seek out and study the moment of death,
hemocraft die of rite damage. obsessing over the mysteries of the transition and how it can
Amplify. The next attack roll you make against the target become corrupted by unholy powers to rise once more.
before the end of your turn has advantage. Tuning their abilities to annihilate such abominations, these
zealous blood hunters seek out the sources of such
BLOOD CURSE OF THE MUDDLED MIND necromantic energies, intent to destroy them wherever they
arise.
As a bonus action, you curse a creature that you can see
within 30 feet of you that is concentrating on a spell. That RITE OF THE DAWN
creature has disadvantage on the next Constitution saving When you join this order at 3rd level, you learn the Rite of
throw it must make to maintain concentration before the end the Dawn esoteric rite (detailed below).
of your next turn. Rite of the Dawn. Your rite damage is radiant damage.
Amplify. The cursed creature has disadvantage on all While the rite is active, you gain the following benefits:
Constitution saving throws made to maintain concentration
of spells until the end of your next turn. Your weapon sheds bright light out to a radius of 20 feet.
You have resistance to necrotic damage.
BLOOD CURSE OF MUTUAL SUFFERING Your weapon deals one additional hemocraft die of rite
damage when you hit an undead.
As a bonus action, you can link to a creature within 30 feet
for up to a minute, forcing them to share in the pain they CURSE SPECIALIST
inflict upon you. The next time the cursed creature deals Beginning at 3rd level, your ancient order teaches advanced
damage to you, they lose hit points equal to half the damage mastery over blood curses. You gain an additional use of
dealt. This curse then ends. your Blood Maledict feature. In addition, your blood curses
Amplify. The target loses hit points equal to the damage can target any creature, whether it has blood or not.
you initially suffered. In addition, this curse lasts for 1
minute. The target can make a Constitution saving throw at ETHEREAL STEP
the end of each of their turns, ending this effect on a success. Upon reaching 7th level, at the start of your turn, if you
aren’t incapacitated, you can choose to magically step into
the veil between the planes.
You can move through other creatures and objects as if
they were difficult terrain, as well as see and affect creatures
and objects on the Ethereal Plane. You take 1d10 force
damage if you end your turn inside an object. If you are
inside an object when this feature ends, you are immediately
shunted to the nearest unoccupied space that you can occupy
and take force damage equal to twice the number of feet you
moved. This feature lasts for a number of rounds equal to
your Intelligence modifier (minimum of 1 round).
You can use this feature once. Beginning at 15th level, you
can use your Ethereal Step feature twice between rests. You
regain all expended uses when you finish a short or long rest.

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BRAND OF SUNDERING TOUGHENED BODY
Beginning at 11th level, your Brand of Castigation now At 3rd level, your hit point maximum increases by double
exposes a fragment of your foe’s essence, leaving them your Blood Hunter level and increases by 2 again whenever
vulnerable to your Crimson Rite. Whenever you damage a you gain a level in this class.
branded creature with your Crimson Rite, your weapon deals
one additional hemocraft die of rite damage. In addition, the HYBRID TRANSFORMATION
branded creature can’t move through creatures or objects. Upon choosing this archetype at 3rd level, you begin to learn
to control the lycanthropic curse that now lives in your blood.
BLOOD CURSE OF THE EXORCIST As a bonus action, you can transform into your hybrid form
At 15th level, you’ve honed your hemocraft to tear wicked for up to 1 hour. You can speak, use equipment, and wear
influence from your allies, punishing those who would armor in this form. You can revert to your normal form
infiltrate their body and mind. You gain the Blood Curse of earlier as a bonus action. You automatically revert to your
the Exorcist for your Blood Maledict feature. This doesn’t normal form if you fall unconscious, drop to 0 hit points, or
count against your number of blood curses known. die. This feature replaces the rules for Lycanthropy within
the Monster’s Manual.
RITE REVIVAL You can use this feature twice. You regain expended uses
Upon reaching 18th level, you learn to protect your fading life when you finish a short or long rest. While you are
by absorbing your blood rite. When you are reduced to 0 hit transformed, you gain the following benefits:
points while you have an active Crimson Rite, but don’t die
outright, the rite ends and you drop to 1 hit point instead. If HYBRID TRANSFORMATION FEATURES
you have rites active on multiple weapons, you choose which While you are transformed, you gain the following features:
one ends. Feral Might. You gain a +1 to melee damage rolls. This
bonus increases by 1 at 11th and 18th level. You also have
BLOOD CURSE OF THE EXORCIST advantage on Strength checks and Strength saving throws,
and your speed increases by 10 feet.
Prerequisite: 15th level, Order of the Ghostslayer
Hunter's Sight. You gain darkvision out to 80 feet. If you
As a bonus action, you can choose one creature you can see
already possess darkvision, the range instead increases by 40
within 30 feet of you that is charmed, frightened, or
feet.
possessed. The target creature is no longer charmed,
Predatory Strikes. You can apply your Crimson Rite
frightened, or possessed.
feature to your unarmed strikes as a single weapon. You can
Amplify. The creature that charmed, frightened, or
use Dexterity instead of Strength for the attack and damage
possessed the target of your curse suffers 3d6 radiant
rolls of your unarmed strikes. When you use the Attack
damage and must make a Wisdom saving throw or be
action with an unarmed strike, you can make one unarmed
paralyzed until the end of your next turn.
strike as a bonus action.

Order of the Lycan Your unarmed strikes deal 1d8 slashing damage. The
damage increases to 1d10 at 11th level.
Of the many terrible curses that plague the realm, few are as Resilient Hide. You have resistance to bludgeoning,
ancient or as feared as Lycanthropy. Passed through blood, piercing, and slashing damage from non-silvered damage.
this affliction seeds a host with the savage strength and While you are not wearing heavy armor, you gain a +1 bonus
hunger for violence of a wicked beast. The Order of the Lycan to your AC.
is a proud order of blood hunters who undergo “The
Taming,” a ceremonial inflicting of lycanthropy from a senior STALKER'S PROWESS
member. These hunters then use their abilities to harness the At 7th level, your speed increases by 10 feet. You also can add
power of the monster they harbor without losing themselves 10 feet to your long jump distance and 3 feet to your high
to it. Through intense honing of one’s own willpower, jump distance. In addition, your hybrid form gains the
combined with the secrets of the order’s blood magic rituals, Improved Predatory Strikes feature, and you can use your
members learn to control and unleash their hybrid form for Hybrid Transformation feature three times, regaining all
short periods of time. Enhanced physical prowess, unnatural expended uses when you finish a short or long rest.
resilience, and razor sharp claws make these warriors a Improved Predatory Strikes. You gain a +1 bonus to
terrible foe to any evil that crosses their path. Yet, no training attack rolls made with your unarmed strikes. This bonus
is perfect, and without care and complete focus, even the increases by 1 at 11th level (+2) and 18th level (+3). In
greatest of blood hunters can temporarily lose themselves to addition, when you have an active Crimson Rite while in your
the bloodlust. hybrid form, your unarmed strikes are considered magical
for the purpose of overcoming resistance and immunity to
HEIGHTENED SENSES nonmagical attacks and damage.
Starting when you choose this archetype at 3rd level, you
begin to adopt the improved abilities of a natural predator.
You gain advantage on Wisdom (Perception) checks that rely
on hearing or smell.

8
8
ADVANCED TRANSFORMATION ALCHEMICAL KNOWLEDGE
Starting at 11th level, you learn to unleash and control more When you adopt this order at 3rd level, you gain the
of the beast within. You can use your Hybrid Transformation following features:
feature four times, regaining all expended uses when you
finish a short or long rest. In addition, your hybrid form Your proficiency bonus is doubled for any ability check
gains the Lycan Regeneration feature. you make that uses alchemist's supplies.
If you craft a magic item in the potion category, it takes
Lycan Regeneration. At the start of each of your turns,
you a quarter of the normal time, and it costs you half as
you regain hit points equal to 1 + your Constitution modifier
much of the usual gold.
(minimum of one) if you have at least 1 hit point and no
more than half of your hit points left.
FORMULAS
You begin to uncover forbidden alchemical formulas that
BRAND OF THE VORACIOUS temporarily alter your mental and physical abilities.
At 15th level, your Brand of Castigation now binds your foe
Beginning at 3rd level, you choose to learn four mutagen
to your hunter’s thirst for savagery. While in your hybrid
formulas. Your formula options are detailed at the end of this
form, your attacks have advantage against a creature
order description. You gain an additional formula at 7th
branded by you.
level, 11th level, 15th level, and 18th level.
HYBRID TRANSFORMATION MASTERY Additionally, when you gain a new mutagen formula, you
At 18th level, you have wrestled your inner predator and can choose one of the formulas you already know and replace
mastered it. You can use your Hybrid Transformation feature it with a new mutagen formula.
an unlimited number of times, and your hybrid form can
now last indefinitely. MUTAGENCRAFT
At 3rd level, you can concoct one mutagen when you finish a
You also gain the Blood Curse of the Howl for your Blood
short or long rest. Starting at 7th level, the number of
Maledict feature. This does not count against your number of
mutagens you can create when you finish a rest increases to
blood curses known.
two, and at 15th level, you can now create three mutagens.
As a bonus action you can consume a single mutagen, and
BLOOD CURSE OF THE HOWL
the effects and side effects last until you finish a short or long
Prerequisite: 18th level, Order of the Lycan rest, unless otherwise specified. While one or more mutagens
As an action, you unleash a blood-curdling howl. Each are affecting you, you can use an action to focus and flush the
creature within 30 feet of you that can hear you must toxins from your system, ending the effects and side effects
succeed on a Wisdom saving throw or become frightened of of all mutagens.
you until the end of your next turn. If they fail their saving Mutagens are designed for your biology and have no effect
throw by 5 or more, they are stunned while frightened in this on other creatures. They are also unstable by nature, losing
way. A creature that succeeds on this saving throw is their potency over time and becoming inert if not used before
immune to this blood curse for the next 24 hours. you finish your next short or long rest.
You can choose any number of creatures you can see to be
unaffected by the howl. STRANGE METABOLISM
Amplify. The range of this curse increases to 60 feet. Beginning at 7th level, your body has begun to adapt to
toxins and venoms, ignoring their corroding effects. You gain
Order of the Mutant immunity to poison damage and the poisoned condition.
In addition, you can instill a burst of adrenaline to
The process of the Hunter’s Bane is a painful, scarring, and
temporarily resist the negative effects of a mutagen. As a
sometimes fatal experience. Those that survive find
bonus action, you can choose to ignore the side effect of a
themselves irrevocably changed, enhanced. Some found this
mutagen affecting you for 1 minute.
experience exalting, embracing the ability to alter one’s own
Once you use this feature to resist side effects, you can’t do
physiology through a combination of hemocraft and
so again until you finish a long rest.
corrupted alchemy. Over generations of experimentation, a
splinter order of blood hunters began to emerge, one that
BRAND OF AXIOM
focused on brewing toxic elixirs to modify their capabilities At 11th level, your hemocraft has altered your Brand of
in battle, altering their blood and, over time, become Castigation to enforce a foe’s true nature. Any illusions
something beyond what they once were. They called disguising or making a creature invisible when you brand
themselves the Order of the Mutant. Researching their them end, and they can’t benefit from such illusions while
targets to know their strengths and weaknesses, these blood branded. If a creature branded by you is polymorphed or has
hunters can alter their biology to be best prepared for the changed shape, they must succeed on a Wisdom saving
coming conflict. throw or revert to their true form and be stunned until the
end of your next turn. Whenever a branded creature
attempts to polymorph or change shape, they must succeed
on a Wisdom saving throw or the attempt fails, and they are
stunned until the end of your next turn.

9
9
BLOOD CURSE OF CORROSION
Starting at 15th level, your blood curse can wrack a creature’s CRUELTY
body with terrible toxins. You gain the Blood Curse of Prerequisite: 11th level.
Corrosion for your Blood Maledict feature. This does not When you use the Attack action, you can make an
count against your number of blood curses known. additional weapon attack as a bonus action.
Side effect. You have disadvantage on Intelligence,
EXALTED MUTATION Wisdom, and Charisma saving throws.
At 18th level, your body has adapted to produce your toxins
naturally in a moment of need. As a bonus action, you can
DEFTNESS
choose one mutagen currently affecting you to flush from
your system and end, then immediately have a mutagen you You gain advantage on Dexterity ability checks.
know the formula for take effect in its place. Side effect. You have disadvantage on Wisdom ability
You can use this feature a number of times equal to your checks.
Hemocfraft modifier (minimum of 1). You regain all uses of
this feature after you finish a long rest. EMBERS
You gain resistance to fire damage.
BLOOD CURSE OF CORROSION Side effect. You gain vulnerability to cold damage.
Prerequisite: 15th level, Order of the Mutant
As a bonus action, a creature within 30 feet of you becomes GELID
poisoned. At the end of each of its turns, the target can make You gain resistance to cold damage.
another Constitution saving throw. On a success, the curse
Side effect. You gain vulnerability to fire damage.
ends.
Amplify. The cursed creature suffers 4d6 necrotic damage,
IMPERMEABLE
and suffers this damage again every time it fails its
Constitution saving throw to end this curse at the end of its You gain resistance to piercing damage.
turn. Side effect. You gain vulnerability to slashing damage.

MUTAGENS MOBILITY
These mutagens are presented in alphabetical order. You can
You gain immunity to the grappled and restrained
learn a mutagen at the same time you meet its prerequisites.
conditions. At 11th level, you also are immune to the
paralyzed condition.
AETHER Side effect. You have disadvantage on Strength ability
Prerequisite: 11th level. checks.
You gain a flying speed of 20 feet for 1 hour.
Side effect. You have disadvantage on Strength and NIGHTEYE
Dexterity ability checks for 1 hour.
You gain darkvision for up to 60 feet. If you already have
darkvision, this increases its range by 60 additional feet.
ALLURING Side effect. You gain sunlight sensitivity (detailed in the
Your skin and voice become malleable, allowing you to Dark Elf section of the Player’s Handbook).
slightly enhance your appearance and presence. You have
advantage on Charisma ability checks. PERCIPIENT
Side effect. You have disadvantage on initiative rolls.
You gain advantage on Wisdom ability checks.
Side effect. You have disadvantage on Charisma ability
CELERITY checks.
Your Dexterity score increases by 3, as does your Dexterity
maximum. This bonus increases by 1 at 11th and 18th level. POTENCY
Side effect. You have disadvantage on Wisdom saving throws.
Your Strength score increases by 3, as does your Strength
maximum. This bonus increases by 1 at 11th and 18th level.
CONVERSANT
Side effect. You have disadvantage on Dexterity saving
You gain advantage on Intelligence ability checks. throws.
Side effect. You have disadvantage on Wisdom ability
checks.

10
10
PRECISION Order of the Profane Soul
Prerequisite: 11th level Those who have taken to the Order of the Profane Soul have
seen the limits of hemocraft against some of the most ancient
Your weapon attacks score a critical hit on a roll of 19-20.
and cruel fiends and terrors of the world. Unable to pursue
Side effect. You have disadvantage on Strength saving
beings of such power, creatures able to vanish amongst the
throws.
nobles without a trace, or bend the mind of the most stalwart
warrior with but a glance, this order trusted in their
RAPIDITY resilience and delved into this same well of corrupting arcane
Your speed increases by 10 feet. At 15th level, your speed knowledge, making pacts with lesser evils to better combat
increases by 15 feet instead. the greater. While they may have traded a part of themselves,
Side effect. You have disadvantage on Intelligence ability members of this order believe the power gained far
checks. outweighs the price, for even devils now quake when they
know they’ve drawn the attention of the Order of the Profane
RECONSTRUCTION Soul.

Prerequisite: 7th level


OTHERWORLDLY PATRON
For 1 hour, at the start of each of your turns, you regain hit When you reach 3rd level, you strike a bargain with an
points equal to your proficiency bonus if you have at least 1 otherworldly being of your choice: the Archfey, the Fiend, or
hit point, but no more than half of your hit points. the Great Old One, each detailed in the Player’s Handbook,
Side effect. Your speed decreases by 10 ft for 1 hour. the Undying within the Sword Coast Adventurer’s Guide, and
the Celestial or Hexblade in Xanathar’s Guide to Everything.
SAGACITY Your choice augments some of your order features.
Your Intelligence score increases by 3, as does your
Intelligence maximum. This bonus increases by 1 at 11th and
THE ARCHFEY
18th level. You have chosen the Archfey as your otherworldly patron.
Side effect. You have disadvantage on Wisdom saving
THE CELESTIAL
throws.
You have chosen the Celestial as your otherworldly patron.

PRESCIENT THE FIEND


Your Wisdom score increases by 3, as does your Wisdom You have chosen the Fiend as your otherworldly patron.
maximum. This bonus increases by 1 at 11th and 18th level.
Side effect. You have disadvantage on Charisma saving
THE GREAT OLD ONE
throws. You have chosen the Great Old One as your otherworldly
patron.
SHIELDED THE HEXBLADE
You gain resistance to slashing damage. You have chosen the Hexblade as your otherworldly patron.
Side effect. You gain vulnerability to bludgeoning damage.
THE UNDYING
UNBREAKABLE You have chosen the Undying as your otherworldly patron.

You gain resistance to bludgeoning damage.


Side effect. You gain vulnerability to piercing damage.

VERMILLION
You gain an additional use of your Blood Maledict feature.
Side effect. You have disadvantage on death saving
throws.

11
11
PACT MAGIC PROFANE SOUL SPELLCASTING
When you reach 3rd level, you can augment your combat Blood Hunter Cantrips Spells Spell Slot
techniques with the ability to cast spells. See chapter 10 of Level Known Known Slots Levels
the PHB for the general rules of spellcasting and chapter 11 of 3rd 2 3 2 1st
the Player’s Handbook for the Warlock spell list.
Cantrips. You learn two cantrips of your choice from the 4th 2 4 2 1st
warlock spell list. You learn an additional warlock cantrip of 5th 2 4 2 1st
your choice at 10th level.
6th 2 4 2 1st
Spell Slots. The Profane Soul Spellcasting table shows
how many spell slots you have. The table also shows what the 7th 2 5 2 2nd
level of those slots is; all of your spell slots are the same level. 8th 2 6 2 2nd
To cast one of your warlock spells of 1st level or higher, you
9th 2 6 2 2nd
must expend a spell slot. You do not regain any pact magic
spell slots upon completing a short or long rest. You can 10th 3 7 3 2nd
spend 1 minute entreating your patron for aid to regain all 11th 3 8 3 2nd
your expended spell slots from your Pact Magic feature. You
12th 3 8 3 3rd
may use this feature three times before completing a long
rest. 13th 3 9 3 3rd
For example, when you are 8th level, you have two 2nd- 14th 3 10 3 3rd
level spell slots. To cast the 1st-level spell witch bolt, you
must spend one of those slots, and you cast it as a 2nd-level
15th 3 10 3 3rd
spell. 16th 3 11 3 3rd
Spells Known of 1st Level and Higher. At 3rd level, you 17th 3 11 3 3rd
know two 1st-level spells of your choice from the warlock
spell list. 18th 3 11 3 3rd
The Spells Known column of the Profane Soul table shows 19th 3 12 3 4th
when you learn more warlock spells of your choice of 1st level
20th 3 13 3 4th
and higher. A spell you choose must be of a level no higher
than what’s shown in the table’s Slot Level column for your RITE FOCUS
level. When you reach 11th level, for example, you learn a Beginning at 3rd level, your weapon becomes a core to your
new warlock spell, which can be 1st, 2nd, or 3rd level. pact with your chosen dark patron. While you have an active
Additionally, when you gain a level in this class and order, Crimson Rite, you can use your weapon as a spellcasting
you can choose one of the warlock spells you know and focus (found in chapter 5 of the Player’s Handbook) for your
replace it with another spell from the warlock spell list, which warlock spells, and you gain a specific benefit based on your
also must be of a level for which you have spell slots. chosen pact (outlined below).
Spellcasting Ability. Your Hemocraft modifier functions The Archfey.
When you deal rite damage to a creature, it
as your spellcasting ability modifier. In addition, you use glows with faint light until the end of your next turn. For the
your Hemocraft modifier when setting the saving throw DC duration, the creature can’t benefit from half cover, three-
for a warlock spell you cast and when making an attack roll quarters cover, or being invisible.
with one. The Celestial.
You can expend a use of your Blood
Maledict feature as a bonus action to heal one creature that
you can see within 60 feet of you. They regain a number of
Spell Save DC = 8 + your proficiency bonus +
hit points equal to one roll of your hemocraft die + your
your Hemocraft modifier Hemocraft modifier (minimum of +1).
The Fiend.
Whenever you roll damage for a weapon
Spell attack modifier = your proficiency bonus +
empowered by your Crimson Rite feature, you can reroll the
your Hemocraft modifier die and choose which roll to use.
The Great Old One.
When you score a critical hit against a
creature while using the weapon, that creature is frightened
of you until the end of your next turn.
The Hexblade.
Whenever you target a creature with a
blood curse, your next attack against the cursed creature
deals additional damage equal to your proficiency modifier.
The Undying.
Whenever you reduce a hostile creature to 0
hit points using a weapon attack, you regain a number of hit
points equal to one roll of your hemocraft die.

12
12
PROFANE SCARS BLOOD CURSE OF THE SOULEATER
Also at 3rd level, you learn how to invoke blood rites into Starting at 18th level, you’ve learned to siphon the soul from
spellcasting, if only for a while. On your turn, you can choose your fallen prey. You gain the Blood Curse of the Souleater
to lose hit points equal to your Hemocraft die to empower for your Blood Maledict feature. This does not count against
your spellcasting with one of your rites. Until the end of your your number of blood curses known.
next turn, when you would cast a spell that would deal
damage, the damage type of that spell becomes your rite's BLOOD CURSE OF THE SOULEATER
damage type, and you deal extra damage equal to your Prerequisite: 18th level, Order of the Profane Soul
Crimson Rite die.
When a creature that isn’t a construct or undead is
reduced to 0 hit points within 30 feet of you, you can use
MYSTIC FRENZY your reaction to usher their soul to your patron in exchange
Starting at 7th level, when you use your action to cast a
for power. Until the end of your next turn, your weapon
cantrip, you can immediately make one weapon attack as a
attacks have advantage.
bonus action.
Amplify. In addition, you regain an expended warlock
spell slot. Once you’ve amplified this blood curse, you must
REVEALED ARCANA
finish a long rest before you can amplify it again.
At 7th level, your dark patron grants you the rare use of a
dangerous arcane spell based on your pact.
The Archfey
You can cast blur once using a pact magic
spell slot. You can’t do so again until you finish a long rest.
The Celestial
You can cast lesser restoration once using a
pact magic spell slot. You can’t do so again until you finish a
long rest.
The Fiend
You can cast scorching ray once using a pact
magic spell slot. You can’t do so again until you finish a long
rest.
The Great Old One
You can cast detect thoughts once
using a pact magic spell slot. You can’t do so again until you
finish a long rest.
The Hexblade
You can cast branding smite once using a
pact magic spell slot. You can’t do so again until you finish a
long rest.
The Undying
You can cast blindness/deafness once using
a pact magic spell slot. You can’t do so again until you finish
a long rest.

BRAND OF THE SAPPING SCAR


Upon reaching 11th level, your Brand of Castigation feature
now digs dark, arcane scars into your target, leaving them
vulnerable to your magic. A creature branded by you has
disadvantage on their saving throws against your warlock
spells.

UNSEALED ARCANA
At 15th level, your patron grants you the rare use of an
additional arcane spell based on your pact.
The Archfey
You can cast slow once without expending a
spell slot. You can’t do so again until you finish a long rest.
The Celestial
You can cast revivify once without
expending a spell slot. You can’t do so again until you finish a
long rest.
The Fiend
You can cast fireball once without expending a
spell slot. You can’t do so again until you finish a long rest.
The Great Old One
You can cast hunger of hadar once
without expending a spell slot. You can’t do so again until
you finish a long rest.
The Hexblade
You can cast haste once without expending
a spell slot. You can’t do so again until you finish a long rest.
The Undying
You can cast bestow curse once without
expending a spell slot. You can’t do so again until you finish a
13
13 long rest.
Order of the Scale BRAND OF ELEMENTAL PROWESS.
Beginning at 11th level, your Brand of Castigation now
The Chroma Conclave. One of the greatest disasters that strengths elemental magics around it. When you damage a
Exandria has endured post-Calamity. Following their attack branded creature with that damage type, they suffer
on Tal'dorei and Draconia, some in the Claret Orders additional damage equal to your Hemocraft modifier. In
recognized the danger these creatures presented. These addition, the branded creature's speed becomes 0, if it has
Blood Hunters founded a new order, based around a new one.
version of Hunter's Bane derived from dragon's blood. You
know the saying, fight fire with fire... GREAT DRAKE'S BANE
At 15th level, you consume an even more powerful version of
DRAGON'S BANE the Dragon's Bane, further infusing yourself with draconic
When you join this order at 3rd level, you consume a version qualities. You gain blindsight out to a range of 30 feet.
of the Hunter's Bane made from dragon's blood. The benefits You also gain the Blood Curse of the Wyrm for your Blood
of your Hunter's Bane feature apply to Dragons in addition to Maledict feature. This does not count against your number of
the usual creature types, and you can speak, read, and write blood curses known.
Draconic.
In addition, choose the type of dragon your Dragon's Bane DRACONIC CALL
is brewed from, and reference the Draconic Features table When you reach 18th level, you gain the ability to call lesser
below for your Order of the Scale features. dragons to your side as both ally and mount. Once per long
rest, you can cast the spell find greater steed, though the
DRACONIC FEATURES form you choose can only be that of a dragon wyrmling.
Dragon Damage Type Primal Rite Saving Throw The specific wyrmling is dependent on your chosen Dragon
Black Acid Rite of the Caustic Dexterity Finally, when summoned in this way, the wyrmling is
considered a Large creature.
Blue Lightning Rite of the Storm Dexterty
Brass Fire Rite of the Flame Dexterity BLOOD CURSE OF THE WYRM
Bronze Lightning Rite of the Storm Dexterity Prerequisite: 15th level, Order of the Scale

Copper Acid Rite of the Caustic Dexterity As an action, you can exhale a powerful breath in a 30-foot
cone. Each creature in that area must make an appropriate
Gold Fire Rite of the Flame Dexterity
saving throw (shown in the draconic features table), taking
Green Poison Rite of the Venom Constitution 8d6 damage of your Draconic damage type on a failed save,
Red Fire Rite of the Flame Dexterity or half as much damage on a successful one. When you
activate this curse, you may exhale as an action on each of
Silver Cold Rite of the Frozen Constitution your turns. This curse lasts for 1 minute.
White Cold Rite of the Frozen Constitution Amplify. The range of this breath increases to a 60-foot
cone.
ELEMENTAL AFFINITY
Also at 3rd level, as the draconic blood alters your body, you
gain the following benefits:

Damage Resistance. You have resistance to your chosen


Draconic damage type. When you aren't wearing armor, your
AC is 13 + your Dexterity modifier. You can use your natural
armor to determine your AC if the armor you wear would
leave you with a lower AC. A shield's benefits apply as normal
while you use your natural armor.

Draconic Rites. You learn the Primal Rite associated with


that type of dragon. If you already know this rite, you may
learn another Primal Rite of your choice.

DRAKE'S HIDE
At 7th level, the draconic blood in your veins has caused your
skin to toughen and grow scales in patches. While you are
not wearing heavy armor, you gain a +1 bonus to your AC
and Constitution saving throws.

14
14
Order of the Inquisition BRAND OF UNFOCUSED THOUGHT
Beginning at 15th level, your Brand of Castigation now
Of all the Orders of Blood Hunter's within the Dwendalian disrupts the focus of creatures effected by it. The branded
Empire, the Order of the Inquisition is the most accepted by creature cannot take reactions, they suffer damage whenever
the crown. Working closely with the Assembly, the they cast a spell, and if they are concentrating on a spell at
Inquisition has been given much leeway in their fight against the start of their turn, they take psychic damage equal to one
corruption. Most Orders specialize in hunting down different roll of your hemocraft die.
monsters, threats to humanity. However, this order
understands that humanity themselves are the true BLOOD CURSE OF THE BURNING WITCH
monsters. The biggest threats to an orderly and peaceful Once you reach 18th level, your blood curse can burn
society come from within, and these must be cut out of the heretics where they stand. You gain the Blood Curse of the
Empire like the cancer they are. Burning Witch for your Blood Maledict feature. This does
not count against your number of blood curses known.
AWAKENED BLOOD
When you join this order at 3rd level, you learn to detect the
BLOOD CURSE OF THE BURNING WITCH
arcane and otherworldly. You can cast the detect evil and
good and detect magic spells at will, without expending a Prerequisite: 18th level, Order of the Inquisition

spell slot. Your Hemocraft modifier is your spellcasting As a bonus action, you can direct your anger toward one
ability for these spells. creature within 30 feet of you. That creature must succeed on
After you reach 7th level, you can channel this ability to a Wisdom saving throw or be frightened of you for 1 minute.
effect others as well. Once per short rest you may choose to While frightened in this way, the cursed creature takes rite
cast detect thoughts, hold person, or zone of truth with this damage equal to four rolls of your hemocraft die at the start
feature. of each of its turns. At the end of each of its turns, the cursed
creature can make another Wisdom saving throw. On a
WITCH-HUNT success, this curse ends.
Also at 3rd level, you train yourself to hunt those that would Amplify. The rite damage is dealt to all creatures of your
abuse magic. When you deal damage with your Crimson Rite choice within 10 feet of the cursed creature.
to a creature who can cast spells, you can roll the hemocraft
die an additional time and add it to the total damage.

DISRUPT MAGIC
Starting at 7th level, you can interfere with the flow of
magical energies. You can spend a use of your Blood
Maledict feature to cast either dispel magic or counterspell
once, as a 3rd level spell. Your Hemocraft modifier is your
spellcasting ability for these spells. Once you use this feature,
you can't do so again until you complete a short or long rest.
The potency of this ability increases at higher levels. At
11th level, when you use this feature, the spell is cast as a 4th
level spell. At 18th level, the spell is cast as a 5th level spell.

FURY OF THE RIGHTEOUS


Starting at 11th level, the weight of all you have seen and
done can be channeled into pure fury. As a reaction to you or
an ally falling below half their maximum hit points, you can
enter into an enhanced state for 1 minute. During this time,
your speed is increased by 15 feet, you have resistance to
non-magical bludgeoning, piercing and slashing damage,
and your crimson rite deals one additional hemocraft die of
damage. This state ends early if you fall unconscious.
Once you use this ability, you can’t use it again until you
finish a long rest.
Additionally, you have advantage on saving throws against
spells and magical effects.

15
15
Order of the Sin-Eater PURGE CORRUPTION
At 18th level, you can temporarily purge a being of all
Following the adage "a burden shared is a burden halved", negative drives and emotions, leaving them devoid of
these blood hunters take the pain and suffering of others motivation. As an action you touch a creature, attempting to
onto themselves. While many blood hunters prefer to operate pull their emotions into yourself. The target must succeed on
as part of a group, supplementting their skills with those of a Charisma saving throw or become stunned for 1 minute. At
their allies, members of this order particularly rely on the end of each of the creature's turns it can repeat the saving
companions for successful hunts. Sin-Eaters are known for a throw, ending the effect on a success.
special ritual that involves placing food on an individual, While the creature is stunned, you experience a surge of
which absorbs their corruption. By then eating the food, the powerful emotions, granting the following benefits:
blood hunter takes a portion of their pain. Some members of
this order use fruit and berries or other natural foods, while Once per turn, you can deal an additional 1d8 damage
others employ specially prepared wafers. when you hit with a weapon attack.
You have advantage on Constitution and Charisma saving
SHARE SUFFERING throws.
Your movement speed increases by 10 feet.
When you adopt this order at 3rd level, you learn to take the
You can use this ability once, regaining the ability to do so
pain of others into yourself, allowing them to heal more
at the end of a long rest,
swiftly and function despite serious injury. As an action, you
touch a creature, restoring hit points equal to a roll of your
hemocraft die plus your hemocraft modifier plus your blood BLOOD CURSE OF CONSUMING CORRUPTION
hunter level. You can use this feature a number of times Prerequisite: Order of the Sin-Eater, 7th level
equal to your Hemocraft modifier (minimum 1) and regain You focus the energy of your curse upon yourself,
all expended uses after a short or long rest. becoming a vessel for sin. Over the course of 1 minute, you
perform a ritual, where you transfer negative energies
BLOOD CURSE OF
affecting one creature into food placed on their body. By
CONSUMING CORRUPTION consuming the food as apart of the ritual, you take a portion
Starting at 7th level, you learn the Blood Curse of Consuming of their sins, infections, and other harmful influences into
Corruption, which doesn't count against the number of blood yourself. This acts as a lesser restoration spell, cast upon the
curses you know. target of the ritual. Upon completion of the ritual, you are
In addition, you gain an additional use of your Blood affected by any effect removed from the target until the end
Maledict feature. of your next turn.
Amplify. By tapping into your own essence and life force,
TRANSFER PAIN you can perform the ritual as an action.
When you reach 11th level, you can transfer the health and
vitality from one individual to another. Over the course of a
minute you perform a ritual on two humanoid creatures
whom you touch for the duration of the ritual. The pain and
weariness of one flows into the other, who in turn loses or
gifts their vigor and energy.
Upon the completion of the
ritual, choose a target. They must spend a number of Hit
Dice equal to your Hemocraft modifier, taking damage equal
to the rolls. The other target regains hit points equal to the
result. The challenge rating of a target cannot be less than
1/2.
Once you use this feature, you can't do so again until you
finish a long rest.

GREATER CONSUMPTION
Beginning at 15th level, you can safely allow greater sin and
corruption to flow through you. When you use the Consume
Corruption Blood Curse, the target can instead receive the
benefits of either a greater restoration or remove curse spell,
chosen when you use this ability. Once you use this feature,
you can't do so again until after a long rest.

16
16
Thickening Humors. Once on your turn, you can activate
Order of the Atavist a crimson rite, amplify a blood curse, or use your Blood
While all blood hunters use their lifeblood to fuel rites and for Blood feature without losing hit points.
curses, the Order of the Atavist has made the practice into an
Unceasing Flow. Your blood runs like water. When you
art. Atavist blood hunters coax every drop of vitality from
lose hit points due to your Blood for Blood feature, you
their blood and channel it towards slaying their foes. While
can double the result. You lose hit points equal to half the
this burns through their lifeforce at a terrifyingly fast rate, an
result (rounded down) and apply double the result.
atavist blood hunter only becomes stronger as their life
wanes — and as the blood hunter races towards the edge of
DRAINING RITE
death, their foes are pulled along as well.
At 7th level, your wounds call out to be matched. You gain
the following benefits
BLOOD FOR BLOOD
When you choose this order at 3rd level, you can spill your When you kill a creature with a weapon empowered by
own blood to drain that of your foes. When you deal damage your crimson rite feature, you can roll one of its Hit Dice
with a weapon that bears your crimson rite, you can choose + its Constitution modifier, gaining hit points equal to
to roll your hemocraft die one more time, losing half that double the result.
number of hit points (rounded down), and adding that
number as extra damage dealt. When an attack hits you, you fail a saving throw, or you
Starting at 11th level, you can roll two dice instead of one fail an ability check that requires an attack or an action,
when you use this feature. you can make a weapon attack against any creature
within range as a reaction.
Additionally, when you deal damage to a creature, you
learn if its current hit points are greater than, less than, or
equal to your own.
BRAND OF SIPHONING
Beginning at 11th level, your brand leeches vitality from your
enemies. Once on your turn when you deal damage to a
WOUNDED NATURE
branded creature whilst beneath your hit point maximum,
At 3rd level, you gain two benefits, which strengthen as you
you can store a death saving throw success. Whenever you
become weaker, and your innate reflexes take over. Choose
make a death saving throw and fail, you can expend a stored
one of the following features, which remain active as long as
success to pass the saving throw. You can store a maximum
you are below your maximum hit points:
of 4 death saving throw successes. Additionally, when you
Alacrity. You hover in and out of a foe’s reach, stepping fall to 0 hit points, you do not fall unconscious until you gain
between it as easily as a flick of a blade. Choose either the a second death save failure.
Disengage or Dash action. You can take this action as a
bonus action. You choose the action when you gain this BLEEDING WOUNDS
feature. At 15th level, you can keep a creature in a damaged state,
forcing wounds to open and blood to flow. You gain the
Beating Reflexes. Your agility and bulk are unparalleled. Blood Curse of the Wounded for your Blood Maledict
Whenever you make a Strength or Dexterity ability check feature. This does not count against your number of blood
or saving throw, you can roll your hemocraft die, lose hit curses known.
points equal to half the result (rounded down), and add
the result to the roll. You make this choice after you see CALL GODSLAYER
the roll, but before the DM says whether the check or Beginning at 18th level, you are capable of creating a blood
saving throw succeeds. weapon that rivals the most powerful weapons in the
multiverse. As a bonus action, you can choose one weapon
Control. You finely manipulate your blood. Whenever
you are currently wielding, that is empowered by your
you make an attack roll or a Constitution saving throw,
crimson rite feature. Roll your hemocraft die 10 times, lose
you can roll your hemocraft die, lose hit points equal to
hit points equal to half the amount rolled (rounded down),
half the result (rounded down), and add the result to the
and add the result to damage dealt with the chosen weapon
roll. You make this choice after you see the roll, but before
for three hits. After three hits, this effect fades.
the DM says whether the roll succeeds or fails.
Once you use this feature, you can’t use it again until you
In addition, choose one of the following features. When finish a long rest.
you fall below half your hit-point maximum (rounded up),
your chosen feature activates for you, remaining active as
long as you are under that threshold: BLOOD CURSE OF THE WOUNDED
Serrated Strike. Your blade’s edge coats and sharpens in Prerequisite: 15th level, Order of the Atavist
spilled blood. When you roll the maximum number on a As a bonus action, you choose one creature you can see
damage die or hemocraft die, you can add an additional within
30 feet of you. Its hit point maximum is reduced to its
1d8 to the result for the next 3 hits with that weapon. The current
hit point total until it finishes a long rest.
amount of damage, and hits you deal increases as you Amplify. Until the end of your turn, damage you deal to
reach higher levels: it becomes 2d8 at level 6 (4 hits), 3d8 the
chosen creature reduces its hit point maximum by the
17
17 at 10th (5 hits), and 4d8 at 18th (6 hits). damage
dealt.
Order of the Dark Draught CRUOR-FED BODY
At 3rd level, you gain the following traits, a result of the
The original purpose of this strain of Hunter's Bane was to darkness rising within you.
help abate the affliction of those cursed with vampirism.
Many of these victims chose to combat the scourge that had Scent of Blood. You can smell any creature within 60 feet
cursed them as well as those of their ilk, and the Order of the of you that is below its maximum hit points. This does not
Dark Draught was formed. Soon other blood hunters who apply to creatures that do not have blood their body, and
were not cursed began to drink the specialized concoction, as such you can instantly identify such creatures by their
willing to gain a mild form of the vampiric disease for the distinct lack of the smell of blood.
cause. Given the Order's history, many of these blood Sanguine Dependency. You no longer require food,
hunters specialize solely with the fight against vampires, water, or air. You do, however, require blood to sustain
looking to prevent others from going through the pain they yourself. You must drink the blood of a living humanoid
suffered. But others of the Order see the similar oppression every day. Each day you do not, you gain a level of
and violation of vampires in the many forms of evil exhaustion which cannot be reduced by finishing a long
infiltrating the land all of which must be stopped. rest or by magical means. You can only reduce this
exhaustion by drinking blood, reducing one level of
BLOOD-SOAKED STRIKES exhaustion each time you drink.
When you join this order at 3rd level, you learn the Rite of Vampiric Curse. Whenever you amplify a Blood Curse,
Dead esoteric rite. While active, you gain the following you do not lose hit points if you roll a 1 or 2 on your
benefits: hemocraft die.
Honeyed Words. You gain proficiency with the
You have resistance to necrotic damage
Persuasion and Deception skills. If you already have
You can see normally in dim-light and non-magical
proficiency with these skills, you instead add double your
darkness out to 120 feet.
proficiency bonus to checks made with them.
Your speed increases by 5 feet. You can climb difficult
surfaces, including upside down on ceilings, without DARKENED NATURE
needing to make an ability check. Beginning at 7th level, your body is transformed even
further, the Dark Draught changing your very physicality.
CLOAK OF SHADOWS You gain the following features:
At 3rd level, you have learned how to access some of the
transformative powers afforded to you by the Dark Draught. Prolonged Life. Your lifeforce is extended and your body
As a reaction when you take damage, you can cause your regenerates more easily. If you start a turn with less than
body to dissolve into biting darkness. Every creature of your half of your maximum hit points, you regain hit points
choice within 10 feet of you must make a Dexterity saving equal to a roll of your hemocraft die. This does not heal
throw. A target takes necrotic or piercing damage (your you beyond half your hit point maximum. Additionally,
choice) equal to three rolls of your hemocraft die plus your For every 10 years that pass, your body ages only 1 year.
hemocraft modifier on a failed save, or half as much on a In addition to that, you are immune to disease.
success. You can then immediately teleport up to half your Silver Tongue. Your words are naturally graced with
movement speed to an unoccupied space that you can see. seductive magic. Whenever you make a Persuasion or
You can use this reaction a number of times equal to your Deception check, you treat any roll of 9 or lower on the
hemocraft modifier, replenishing all expended uses at the d20 as a 10.
end of a long rest.
BRAND OF STOLEN VITALITY
At 11th level, your Brand of Castigation can draw the strength
of your opponent into yourself. Whenever you hit a branded
creature with a weapon empowered by your Crimson Rite,
you regain hit points equal to the damage dealt by your
Crimson Rite.

18
18
BLOOD CURSE OF ENFLAMED PASSIONS
Beginning at 15th level, you learn to emanate a hypnotic
gaze, the Dark Draught shrouding your eyes with arcane
charm. You gain the Blood Curse of Enflamed Passions for
your Blood Maledict feature. This does not count against
your number of blood curses known.

LEGENDARY VAMPIRISM
At 18th level, the Dark Draught has completed transforming
you, granting you the following benefits:
Resilience of the Damned. You have resistance to non-
magical bludgeoning, piercing and slashing damage.
Legendary Predation. You can now take one of the
following Legendary Actions. Only one legendary action
option can be used at a time and only at the end of another
creature's turn. You regain spent legendary actions at the
start of your turn.

Move. You move up to your speed without provoking


opportunity attacks.

Strike. You make one weapon attack.

Curse. You activate a Blood Maledict

BLOOD CURSE OF ENFLAMED PASSIONS


Prerequisite: Order of the Dark Draught, 15th level
As a bonus action, you manipulate the blood borne
hormones of a creature you can see within 30 feet, flooding
them with emotions. The target must succeed on a Charisma
saving throw or be charmed by you until the end of its next
turn. 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 you.

19
19
Order of the Residuum Touched RESIDUUM TOUCHED SPELLCASTING
The result of destructive experimentation and terrible arcane Blood Hunter Spells ―Spell Slots Spell Level―
rituals, a Volstrucker imbued with residuum-infused blood is Level Known 1st 2nd per 3rd 4th
a dangerous thing indeed. Blood Hunters of this Order often 3rd 3 2 ― ― ―
do not make the choice to imbibe the Hunter's Bane. Forged
4th 4 3 ― ― ―
by pain, magic and fear, these Blood Hunters are fueled by
the tragedy of their awakening, infusing their attacks with 5th 4 3 ― ― ―
raw spell energy. 6th 4 3 ― ― ―

RITE OF THE ARCANE 7th 5 4 2 ― ―


When you join this order at 3rd level, you learn the Rite of 8th 6 4 2 ― ―
the Arcane esoteric rite (detailed below).
9th 6 4 2 ― ―
Rite of the Arcane. Your rite damage is force damage.
While the rite is active, you gain the following benefits: 10th 7 4 3 ― ―
11th 8 4 3 ― ―
You add a +1 bonus to attack rolls and damage rolls with
that weapon. If the weapon already grants a magical 12th 8 4 3 ― ―
bonus to attack and damage, use whichever bonus is 13th 9 4 3 2 ―
higher. These bonuses to hit and damage increase to +2
when you reach 9th level and +3 when you reach 13th. 14th 10 4 3 2 ―
You can use this weapon as a spellcasting focus. 15th 10 4 3 2 ―
You can channel spells into your weapon strikes. Choose a
16th 11 4 3 3 ―
spell you know with a casting time of one action, and
expend a spell slot as if you were casting it as normal. The 17th 11 4 3 3 ―
spell must be capable of targeting a hostile creature. As 18th 11 4 3 3 ―
part of the action, you then make a single weapon attack
19th 12 4 3 3 1
with the chosen weapon. If the attack hits, the target
suffers the attack's normal effects and the effects of the 20th 13 4 3 3 1
spell. The target has disadvantage on all saving throws
made against the spell (if any), and automatically fails
Dexterity saving throws. If the spell has an area of effect,
it instead only affects the target. If the spell has an area of
effect, it instead only affects the target. If the attack does
not hit, the spell slot is not expended.

20
20
SPELLCASTING MAGICAL INTUITION
Also at 3rd level, you augment your martial prowess with the At 3rd level, you gain the following features:
ability to cast spells. See chapter 10 for the general rules of
You gain proficiency in the Arcana skill. If you are already
spellcasting.
proficient in the skill, you add double your proficiency
Cantrips. You learn three cantrips of your choice from the bonus to checks you make with it.
wizard, sorcerer or dunamancy spell lists. You learn another
wizard, sorcerer or dunamancy cantrip of your choice at 10th Choose either detect magic or identify. You can cast the
level. chosen spell without expending a spell slot, or requiring
Spell Slots. The Residuum Touched Spellcasting table material components, a number of times equal to 1 plus
shows how many spell slots you have to cast your spells of 1st your Hemocraft modifier. Your Hemocraft modifier is
level and higher. To cast one of these spells, you must expend your spellcasting ability for this spell.
a slot of the spell’s level or higher. You regain all expended
spell slots when you finish a long rest. For example, if you COMBAT MAGE
know the 1st-level spell shield and have a 1st-level and a 2nd- At 7th level, you have the ability to weave weapon strikes
level spell slot available, you can cast shield using either slot. between spell casting seamlessly.
Spells Known of 1st-Level and Higher. Choose two When you cast a cantrip with your action, you can make
schools of magic (detailed in the Player's Handbook, Chapter one weapon attack as a bonus action.
10: Spellcasting, page 203, The Schools of Magic sidebar)
which become your arcane specialties. You know three 1st- BRAND OF MAGICAL DESTRUCTION
level wizard, sorcerer or dunamancy spells of your choice, Beginning at 11th level, your brand of castigation strips away
two of which must be spells of the same school as either of magical defences. Whenever you hit a branded creature with
your arcane specialties. a weapon infused with a spell, they suffer additional damage
The Spells Known column of the Residuum Touched equal to your Hemocraft modifier. Additionally, the creature
Spellcasting table shows when you learn more wizard spells has disadvantage on saving throws against spells you cast
of your choice of 1st level or higher. Each of these must be until the end of your next turn.
spells of the same school as either of your arcane specialties,
and must be of a level for which you have spell slots. For BLOOD CURSE OF SPELL VULNERABILITY
Beginning at 15th level, you learn to strip away all defences
instance, when you reach 7th level in this class, you can learn
against spells. You gain the Blood Curse of Spell
one new spell of 1st or 2nd level.
Vulnerability for your Blood Maledict feature. This does not
The spells you learn at 8th, 14th, and 20th level can come
count against your number of blood curses known.
from any school of magic.
Whenever you gain a level in this class, you can replace
one of the wizard, sorcerer or dunamancy spells you know
SPELL SURGE
Starting at 18th level, choose one 5th-level spell from the
with another spell of your choice from the wizard, sorcerer or
wizard, sorcerer or dunamancy spell lists. You can cast this
dunamancy spell lists. The new spell must be of a level for
spell once without expending a spell slot. Once you use this
which you have spell slots, and it must be a spell of the same
feature, you must finish a long rest before you can use it
school as either of your arcane specialties, unless you’re
again. Additionally, as an action, you can imbue your weapon
replacing the spell you gained at 3rd, 8th, 14th, or 20th level
with this spell, then make a single attack with that weapon. If
from any school of magic.
the attack misses, the spell has no effect. If the attack hits,
Spellcasting Ability. Your Hemocraft modifier functions the target takes weapon damage, is subject to the effects of
as your spellcasting ability modifier. In addition, you use
the spell. The target automatically fails on all saving throws
your Hemocraft modifier when setting the saving throw DC
made against the spell (if any). If this spell effects an area,
for a wizard, sorcerer or dunamancy spell you cast and when
the area originates from the target of the weapon attack.
making an attack roll with one.
Once you successfully use this ability, you cannot do so
again until you finish a long rest You can use this feature
Spell Save DC = 8 + your proficiency bonus + twice between long rests starting at 20th level.
your Hemocraft modifier
BLOOD CURSE OF SPELL VULNERABILITY
Spell attack modifier = your proficiency bonus +
Prerequisite: 15th level, Order of the Residuum Touched
your Hemocraft modifier As an action, you curse a creature you can see within 80
feet of you. The target must make a Charisma saving throw
against your Hemocraft DC. On a failed save, until the end of
your next turn, the next time you or an ally deals damage to
the target with a spell, the target has vulnerability to all of
that spell's damage.
Amplify. The target has disadvantage on their saving
throw.

21
21
Order of the
EYES OF THE SPIRITS
At 3rd level, if you still have a spirit dice, you can project
Spirit Warden your consciousness in one of the spirits bound to you. As an
action, you can see through your spirit's eyes and hear what
The process of the Hunter's Bane is painful and often deadly. it hears until the start of your next turn. During this time,
This near death experience grants some of the Hunters the you are deaf and blind with regard to your own senses. While
ability to peer in the veil beyond death. But a few have gone in this form you have a flying speed of 15ft and can pass
further, linking the spirits of the dead to their body. Through through solid objects as if they were difficult terrain.
zealous practice with masters, they learn to enhance their When you start using this ability make a wisdom saving
ability by sacrificing the ghostly essence. This power is a throw (DC = 20 - your Blood Hunter level), on a failure, the
dangerous one, and many have lost their sanity to the voice spirit takes control of you and attacks any creature in sight,
from beyond the grave. until your body falls unconscious. On a success you maintain
control. Repeat this save every minute you are using this
Bound spirits ability.
When you first choose this subclass you master control over
the spirits of the dead, using them to amplify your powers.
SPIRIT SAGE
At level 7, Once per long rest you can use an amplified blood
You have control over a number of spirits. Each spirit gives
maledict without taking damage or expending its use,
you gives you one dice, dice that are used to fuel your
sacrificing one of your spirits instead. Expend a spirit dice as
abilities.
a reaction to do so.
USING SPIRIT DICE In addition, your blood curses can now target any creature,
At 3rd level, you have access to a number of spirit dice equal whether it has blood or not.
to your 1 + Hemocraft Modifier (minimum of one). A spirit
dice is expended when you use it. Spirit dice are equal to your BRAND OF DISRUPTION
Upon reaching 11th level, your Brand of Castigation now
hemocraft dice.
carves deep ethereal tendrils in your foes, ripping out a part
At the end of every short or long rest you can focus and
of the target's spirit, leaving them vulnerable to your power.
peer in the veil beyond death to reform your spirits.
Their first attack roll on a turn, if it’s made on a creature
SPECTRAL GUIDANCE other than you, is at disadvantage.
As a reaction you can expend one of your spirits to guide In addition if they attempt to teleport by any means (misty
your attack, to do so expend one spirit dice and add it to the step, teleportation circle,...) they must succeed a Wisdom
attack roll. You can use this ability before or after making the saving throw or fail and be stunned until the end of your next
attack roll, but before any of the effects of the attack are turn.
applied.
BLOOD CURSE OF
PHANTASMAL RESILIENCE THE SHACKLED SPIRITS
As a reaction you can expend one of your spirits to At 15th level you gain access to the blood curse of the
strengthen your mind. When you make an Intelligence, a shackled spirits. This doesn’t count against your number of
Wisdom, or a Charisma saving throw, you can expend one blood curses known.
spirit dice to add it to the roll. You can use this feature only
before you learn if the save succeeded or failed. UNYIELDING BLIZZARD
At 18th level, you gain the ability to become one with the
SUPERNATURAL SIGHT spirits you control. As a reaction you can trigger this fusion,
As a reaction, when you make a Wisdom (Perception) check, expending 3 spirit dice. Your form becomes spectral, you
or an Intelligence (Investigation) check, you can expend one gain a flying speed equal to your movement speed, resistance
spirit die to add it to the roll. to piercing, slashing and bludgeoning damage, as well as
necrotic damage. If you took the attack action during your
GHOSTLY PROTECTION turn while transformed, you can make a single extra melee
As a reaction, when an attack is made against you, you can weapon attack as part of this action.
use one of your spirits to protect you, expending one spirit This transformation lasts for one minute and you can’t use
die and reducing the opponent’s attack roll by the result. You it again until your next long rest.
can use this ability after the attack is rolled.

22
22
BLOOD CURSE OF THE SHACKLED SPIRITS
Prerequisite: 15th level, order of the spirit warden

As bonus action, you can send the spirits bound to you to


shatter the mind of your enemies. A creature withing 30ft of
you must make a Wisdom saving throw or be paralyzed for
one minute, the creature can repeat the save at the end of
each of its turns.
Amplify. The cursed creature is stunned instead and take
an extra 2d6 necrotic damage, and suffer this damage every
time it fails the save

23
23
Changelog Credits
Saving throws changed from Dexterity and Intelligence, to u/matthewmercer, for creating the Blood Hunter
Strength and Constitution. Joma Cueto and Matthew Mercer for the art of Elias, used
Grim Psychometry revised and placed at level 10. as the front cover.
Number of Blood Curses known increased by 1 overall u/Cixal, for their wonderful Blood Hunter revision, which
Number of Blood Maledicts per rest increased by 1 aided me greatly (The increase in Primal Rites plus
No longer limited to Intelligence - Choose Hemocraft progression, Grim Psychometry, Alchemical Knowledge,
Modifier at 1st level, either Wisdom or Intelligence. Profane Scars, and the increase in Blood Maledict and
Great Weapon Fighting Style, Two-Weapon Fighting Curses is from their brew)
Style, and Dual Wielder Feat all revised or replaced u/Ashtonium for Ichorous Vigor
Rite of the Caustic and Venom added Vorpal Dice Press for their Fighting Maneuver
Number of Primal Rites gained increased and spaced out. replacement for Fighting Styles
Rebuttal of Body added at 7th level. u/cyberhawk94 for Orders of the Scale and Inquisition
Hardened Soul revised and replaced. No longer at 14th u/MobiusFlip and u/SwordMeow for Order of the Atavist
level, now at 9th. (a mix of the Atavist Class by u/SwordMeow and the
Crimson Manipulation added Order of the Deathbound by u/MobiusFlip)
Ichorous Vigor added Blood Hunter Expanded, by Dave Gibson, for Order of the
Sanguine Mastery revised Sin-Eater (Found on DMsGuild).
Alchemical Knowledge added to Order of the Mutant Apostol Apostolov and GMBinder for this theme
Pact Magic revised for Profane Soul Travis Legge, for his Blood Hunter subclass, Order of the
Profane Scars added for Profane Soul. Allows for some Dark Draught
focus on spellcasting.
Changed the spell gained from Unsealed Arcana for
Hexblade and Great Old One.
Order of the Scale, Inquisition, Sin-Eater, and Atavist
added.
Order of the Dark Draught added
Hardened Viscera and Unstopping Heart added.
Order of the Residuum Touched added

24
24
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License. You must affix such a notice to any Open Game Game Material so affected.
Content that you Use. No terms may be added to or
subtracted from this License except as described by the 13. Termination: This License will terminate automatically if
License itself. No other terms or conditions may be applied You fail to comply with all terms herein and fail to cure such
to any Open Game Content distributed using this License. breach within 30 days of becoming aware of the breach. All
sublicenses shall survive the termination of this License.
3. Offer and Acceptance: By Using the Open Game Content You
indicate Your acceptance of the terms of this License. 14. Reformation: If any provision of this License is held to be
unenforceable, such provision shall be reformed only to the
4. Grant and Consideration: In consideration for agreeing to extent necessary to make it enforceable.
use this License, the Contributors grant You a perpetual,
worldwide, royalty-free, non-exclusive license with the exact 15. COPYRIGHT NOTICE
Open Game License v 1.0 Copyright
terms of this License to Use, the Open Game Content. 2000, Wizards of the Coast, Inc.

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