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Blood Hunter (Revised) Creating A Blood Hunter

In a landscape tormented by all manner of beasts, devils, and As you create your blood hunter, keep in mind how your
abominations from beyond the veil, most live in fear of the character relates to society and why they have taken to a life of
dark, of superstition, and of the unknown. Some grow monster hunting. Do they wish to protect society and as such
hardened by this experience, instead choosing to stand up and have paid the ultimate price? Do they have a family they wish
fight against the tide of shadow. to protect at all costs? Did they make a mistake that cost them

greatly, and they wish to make amends for their folly? Or are
These folk are called ‘heroes.’ they bent on vengeance for some past wound or loss that

drove them to choose this dark warrior’s path?
Some, however, are so fanatical and bent on destroying the

anathema that plagues the countryside that they embrace While a blood hunter begins their journey alone, they also
dark, forbidden knowledge. They sacrifice some of their own acknowledge the strength in numbers and the benefits of
vital force in dubious, forgotten blood rituals to better trusted companions. Many blood hunters keep allies to both
understand their enemies. Their methods sometimes blur the ensure that they succeed at their hunts, and to keep a
line between themselves and the evils they hunt, calling their watchful eye to prevent them from losing touch with their
own humanity into question. humanity. A blood hunter without conviction is lost, and often

an honest friend is enough to keep them from straying.
These folk are called ‘Blood Hunters.’
Become The Enemy To Understand Quick Build
You can make a blood hunter quickly by following
The Enemy these suggestions. First, make Strength or Dexterity
These warriors have chosen to merge the martial pursuit of your highest ability score, depending on whether
deadly weapon play with elements of vicious blood magic to you want to focus on melee weapons, or ranged and
create impressively effective combat techniques. They finesse weapons. Make Wisdom your next highest if
surrender their own vitality to form a bond with their weapon, you plan to focus on the potency of blood curses
allowing them to harness the elements in a whirlwind of and mystical power. Choose a higher Constitution
dangerous strikes. Their deep knowledge and unnatural next if you wish to use Crimson Rite on multiple
weapons or want to have extra hit points to burn on
connection with wicked creatures allows them an advantage amplifying blood curses. Then, select the Haunted
in tracking, hunting, and destroying even the most resilient of One or Acolyte background.
abhorrent fiends. By mastering control over their own
lifeblood and the lifeblood of others, they gain insight into
their foes and the ability to manipulate them from the inside.
Some brew crude, poisonous alchemical tonics from the Blood Hunter Multiclassing
harvested organs of felled monsters, mutating their blood and Should you wish to multiclass into a blood hunter, the
bodies to be even further in tune with their quarry, becoming prerequisites and proficiencies gained are listed below.
something other than human themselves. Others go further,
reaching out and making a pact with lesser dark entities in Blood Hunter Multiclass Prerequisites
hopes of using their grim gifts against greater evils. Many Ability Score Minimum: Strength or Dexterity 13, and
blood hunters push too far for their goals, falling to their own Wisdom 13
hubris and becoming the monsters they’ve chosen to hunt.
This is the greatest fear of a blood hunter, and of the societies Blood Hunter Multiclassing Proficiencies
at large that shun them. Proficiencies Gained: Light armor, medium armor, heavy
Almost As Feared As Prey armor, shields, simple weapons, martial weapons, alchemical
supplies
The nature of their abilities and training has bred many
rumors across the lands, some of which aren’t too far from the Blood Hunter Mutliclassing With Warlock
truth. Common folk consider them cursed, often turning them If multiclassing Order of the Profane Soul with Warlock
away at the door. Nobles see them as occasionally convenient, levels, add a third of your blood hunter levels (rounded down)
but a generally reviled nuisance. Mages find them useful allies to your Warlock level and consult the Warlock progression
if kept at arm’s length, while pious clerics and paladins keep table for total Spell Slots, and Spell Slot Level. To decide your
their distance with a watchful eye. To be a blood hunter is to spell casting ability for your warlock spells, choose that of the
accept a life of solitude until proven trustworthy and class with the higher level (choose between the two if levels
dependable. are equal).

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Class Name
Level Proficiency Bonus Crimson Rite Die Features Blood Curses Known
1st +2 1d4 Hunter's Bane, Crimson Rite —
2nd +2 1d4 Fighting Style, Blood Maledict 1
3rd +2 1d4 Blood Hunter Order 1
4th +2 1d4 Ability Score Improvement 1
5th +3 1d6 Extra Attack 2
6th +3 1d6 Blood Maledict (2/rest) 2
7th +3 1d6 Order Feature 2
8th +3 1d6 Ability Score Improvement 2
9th +4 1d6 Grim Psychometry 3
10th +4 1d6 Dark Velocity 3
11th +4 1d8 Order Feature, Blood Maledict (3/rest) 3
12th +4 1d8 Ability Score Improvement 3
13th +5 1d8 ─ 4
14th +5 1d8 Hardened Soul 4
15th +5 1d8 Order Feature 4
16th +5 1d8 Ability Score Improvement 4
17th +6 1d10 Blood Maledict (4/rest) 5
18th +6 1d10 Order Feature 5
19th +6 1d10 Ability Score Improvement 5
20th +6 1d10 Sanguine Mastery 5

Class Features (a) studded leather armor or (b) scale mail armor
an explorer's pack
Hit Points Hunter's Bane
Hit Dice: 1d10 per blood hunter level

Beginning at 1st level, you have survived the imbibing of the


Hit Points at 1st Level: 10 + your Constitution modifier

Hunter's Bane, a poisonous alchemical concoction that alters


Hit Points at Higher Levels: 1d10 (or 6) + your Constitution your very being. You have advantage on Wisdom (survival)
modifier per blood hunter level after 1st

checks to track Aberrations, Fey, Fiends, Monstrosities and

Undead, as well as on Intelligence checks to recall information


about them. If you are tracking one of these creature types,
Proficiencies you cannot be surprised by creatures of that type. You can
Armor: All armor, shields

only be tracking one type of creature at a time


Weapons: Simple weapons, martial weapons

Tools: Alchemist's supplies

Upon reaching 11th level, you can stir the alchemical


Saving Throws: Strength, Wisdom

ingredients within your blood to gain an edge over others. As a


Skills: Choose two from Athletics, Acrobatics, Arcana, bonus action you can gain advantage on a single Wisdom
Insight, Investigation, and Survival
(Insight) check or Charisma (Intimidation) check by

expending a hit dice.


Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a martial weapon or (b) two simple melee weapons
(a) a light crossbow and 20 bolts or (b) a hand crossbow
and 20 bolts

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Crimson Rite

At 1st level, you learn to invoke a rite of blood magic within Archery

your weapon at the cost of your own vitality. Choose to learn You gain a +2 bonus to attack rolls you make with ranged
one rite from the Primal Rites list below. You cannot change weapons.
this choice.


Dueling

As a bonus action, you imbue a single weapon you're touching When you are wielding a melee weapon in one hand and no
with the elemental energy of a known rite until your next short other weapons, you gain a +2 bonus to damage rolls with that
or long rest. While active, attacks from this weapon deal weapon.
additional damage of the chosen elemental type as shown in

the Crimson Rite Die column of the blood hunter class table. Great Weapon Fighting

Rite damage is considered magical for the purpose of When you roll a 1 or 2 on a damage die for an attack you
overcoming resistance and immmunity. make with a melee weapon that you are wielding with two

hands, you can reroll the die and must use the new roll, even if
When a crimson rite is activated, your maximum hit points are the new roll is a 1 or a 2. The weapon must have the two-
reduced by an amount equal to your character level. These lost handed or versatile property for you to gain this benefit.
maximum hit points return once once the rite fades and

cannot be restored otherwise. When a rite fades, no hit points Two-Weapon Fighting

are regained as part of restoring your maximum hit points. When you engage in two-weapon fighting, you can add your

ability modifier to the damage of the second attack.
Crimson rite can be used on multiple weapons, costing Blood Maledict
additional maximum hit point loss. Most weapons can only be At 2nd level, you gain the knowledge to further channel, and
subject to a single rite at any given time. Each end of a sacrifice, part of your vital essence to curse and manipulate
polearm or quarterstaff is treated as a seperate weapon for your enemies. You gain one blood curse of your choice,
the purposes of this feature. A rite can be allowed to fade at detailed in the "blood curses" section. You learn one
any time (no action required). additional blood curse of your choice, and you can choose one

of the blood curses you know and replace it with another
You gain access to an additional Primal Rite at 6th and 11th blood curse, at 5th, 9th, 13th, 16th, and 20th level.
level. You may learn an Esoteric Rite at 14th level.


When you use a Blood Maledict, you choose which curse to
Primal Rites

invoke. While invoking a blood curse, but before it affects the


Choose from the following:

target, you may choose to amplify the curse by expending a hit


Rite of the Flame, Rite of the Frozen, Rite of the Storm die. An amplified curse gains an additional effect, noted in the

curse's description. Creatures that do not have blood in their
Esoteric Rites

bodies are immune to blood curses (DM's discretion).


Choose from the following:

Rite of the Roar, Rite of the Oracle, Rite of the Dead You can use this feature once. You regain expended uses

when you finish a short or long rest. At 6th level you can use
Rite of the Dead

your Blood Maledict feature twice between rests, at 11th you


Your rite damage is necrotic type. can use it three times, and at 17th you can use it four times

between rests. If a blood curse has prerequisites, you must
Rite of the Flame

meet them to learn it. You can learn a blood curse at the same
Your rite damage is fire type. time you meet its prerequisites. A level prerequisite refers to

your level in this class.
Rite of the Frozen

Your rite damage is cold type. Blood Curses



The blood curses are presented in alphabetical order.
Rite of the Oracle

Your rite damage is psychic type. Blood Curse of Binding


As a bonus action, you can attempt to bind an enemy no more
Rite of the Roar

than one size larger than you within 30 feet. The target must
Your rite damage is thunder type. succeed on a Strength saving throw (DC equal to 10 + your

proficiency bonus + your Wisdom modifier) or have their
Rite of the Storm

speed be reduced to 0 until the end of your next turn.


Your rite damage is lightning type.

Amplify. This curse becomes ongoing, and can affect a


Fighting Style creature regardless of their size category. At the end of each of
At 2nd level, you adopt a style of fighting as your specialty. its turns, the cursed can make another Strength saving throw.
Choose one of the following options. You can't take a Fighting On a success, this curse ends. You can end the curse
Style option more than once, even if you later get to choose whenever you like (no action required).
again.

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Blood Curse of Mutual Suffering

Blood Curse of the Harvest

As a bonus action, you can link to a creature within 30 feet for Prerequisite: 5th level

up to a minute, forcing them to share in the pain they inflict As a bonus action, you can mark an enemy within 60 feet.
upon you. The next time the cursed creature damages you Until the end of your turn, when you deal damage to the target
with a weapon attack, this curse deals necrotic damage to the using your Crimson Rite you regain hit points equal to your
cursed creature equal to half the damage you suffered. The Crimson Rite Die.
curse then ends.


Amplify. When you hit the target with a weapon bearing your
Amplify. This curse instead deals damage equal to the damage crimson rite, all attacks it makes using the strength stat only
you suffered, and it ignores necrotic resistance. deal half damage. This effect wears off at the end of your next

turn.
Blood Curse of Purgation.

As a bonus action, you can manipulate the vitality of a Blood Curse of the Bloodied

creature within 60 feet to expunge a corruption in their blood. Prerequisite: 5th level

The target creature can immediately make a save against a As a bonus action, you prepare a foes veins to bleed. Until the
poisoned condition afflicting it end of your turn, when you hit that target with a melee

weapon attack they take additional necrotic damage equal to
Amplify. Your target can instead immediately make a saving your Crimson Rite Die. They also can't benefit from invisibility
throw against one other condition afflicting it. This condition and have disadvantage on Dexterity (Stealth) checks for the
can be blinded, deafened, or paralyzed. next minute.

Blood Curse of Spell Sunder

Amplify. You deal roll an additional Crimson Rite Die for the
When an enemy casts a spell within 60 feet that requires a necrotic damage dealt, and this damage ignores resistance.
spell attack roll and targets you, you can use your reaction to

rend that spell from the air, imposing disadvantage on the Blood Curse of Spell Sunder

spell attack roll. Prerequisite: 9th level


As a reaction to a creature casting a spell, you can attempt to
Amplify. You make a Wisdom ability check. The DC equals 10 disrupt their body's magic. The target must make a Wisdom
+ the spell's level. On a success, the creature's spell misses you saving throw against a DC of 8 + your Proficiency bonus +
automatically. your Wisdom modifier. On a failure, the spell fails.

Blood Curse of the Eyeless

Amplify. When you successfully rend a spell with this curse,


When an enemy who is not immune to blindness within 60 you regain a use of your Blood Maledict feature as the lost
feet makes a weapon attack, you can use your reaction to magic empowers you.
impose disadvantage on the attack roll.


Blood Curse of Vital Transference

Amplify. Following the triggering attack, the affected enemy Prerequisite: 9th level

has disadvantage on the next attack roll they make. As a bonus action, you sacrifice part of your vital essence to

heal a creature. You take 2d6 necrotic damage, and a creature
Blood Curse of the Fallen Puppet

within 5 feet of you gains hit points equal to that amount.


The moment a creature falls unconscious or dies within 30

feet of you, you can use your reaction to give that creature a Amplify. The damage you take increases by 1d6.
final act of aggression. That creature immediately makes a

single weapon attack against a target of your choice within its Blood Curse of Blood Tide

attack range. After the attack, the creature returns to being Prerequisite: 9th level

unconscious or dead. As a bonus action, you transform into a living pool of blood as

if by the Gaseous Form spell. When you do so, you do not have
Amplify. You grant a bonus to the attack roll and damage roll a flying speed and instead retain your normal speed. This
of the cursed creature's attack equal to your Wisdom modifier transformation lasts for one minute, or until you end it as a
(minimum of 1.) bonus action.

Blood Curse of the Marked

Amplify. You can transform into blood as a reaction to a


Prerequisite: 5th level

creature making a melee attack against you. When you do so,


As a bonus action, you can mark an enemy within 60 feet. you can move away from the attacker a number of feet equal
Until the end of your turn, any damage you deal to the marked to half your movement speed as part of the same reaction.
target with your Crimson Rite is doubled.

Amplify. You cause the marked target to lose resistance to you


rite damage type until the beginning of your next turn.

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Blood Hunter Order
Blood Curse of Compulsion

At 3rd level, you commit to an order of blood hunter martial


Prerequisite: 13th level

focus. Choose Order of the Mutant, Order of the Ghostslayer,


As a bonus action, you compel a creature's blood to move Order of the Profane Soul, or Order of the Lycan, all detailed
them. The target must make a Wisdom saving throw against a at the end of the class description. The order you choose
DC of 8 + your Wisdom modifier + your Proficiency bonus. On grants you features at 3rd level, and again at 7th, 11th, 15th,
a failed save, it must use as much of its movement as possible and 18th.
to move in a direction you choose at the start of its next turn.
This movement cannot be used to move the target into Ability Score Improvement
obvious hazards such as fire or a spiked pit, but it does When you reach 4th level, and again at 8th, 12th, 16th, and
provoke opportunity attacks. 19th level, you can increase one ability score of your choice by
2, or you can increase two ability scores of your choice by 1. As
normal, you can't increase an ability score above 20 using this
feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Grim Psychometry
When you reach 9th level, you can take 10 minutes to
meditate on an object to discern vague details regarding any
lingering evil or wicked past surrounding it. Make a Wisdom
ability check. Based on the result, the DM may reveal obscure
information about dark events that may have previously
surrounded the object, or hint towards a sinister purpose.
This feature has no effect on objects untouched by evil. An
object can only be targeted by this feature once, and future
attempts reveal no further details. You cannot use this feature
again until you finish a short or long rest.
Dark Velocity
Upon reaching 10th level, you beckon the surrounding
shadows to grant you unnatural swiftness on the battlefield.
You gain darkvision out to 30 feet. If you already have
darkvision then its range extends out an additional 30 feet.
While in dim light or darkness, your speed increases by 10
feet and attacks of opportunity made against you have
disadvantage.
Hardened Soul
When you reach 14th level, you can no longer become
frightened, and you have advantage on saving throws against
magical Charm effects.
Sanguine Mastery
Upon becoming 20th level, your ability to harness your pain
and the pain of your foes is perfected. When you are below
one fourth of your current maximum hit points, all of your
crimson rite damage dice are maximized.

In addition, when you critically hit with a weapon attack that


bears your crimson rite you regain a use of your Blood
Maledict feature.

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Blood Hunter Order Like The Grave
Beginning at 15th level, you've become familiar with the dead
Order Of The Ghostslayer and their abilities. You can see through magical darkness up
to 30 feet and invisible creatures and objects up to 30 feet.
The Order of the Ghostslayer is the oldest and most driven of

the orders, having rediscovered the secrets of blood magic Additionally, you gain resistance to necrotic damage and your
and refined them for combat against the scourge of undeath. hit point maximum cannot be reduced by anything save your
Ghostslayers seek out and study the moment of death, Crimson Rite feature.
obsessing over the mysteries of the transition. Some will sit
with the terminally diseased to closely witness their passing, Vengeful Spirit
while others go so far as to deliberately have a near-death Upon reaching 18th level, you learn to project your spirit to
experience, allowing them to tune their body and senses to fight on while on the edge of death. Whenever your hit points
the ethereal realms beyond. drop to 0, you can choose to let your soul emerge from your
Esoteric Rite body to fight on. Your body remains unconscious and subject
Beginning at 3rd level, you gain a new esoteric rite, which is to death saving throws per normal. At the beginning of your
detailed below: next turn, you manifest a spirit form in your space that picks

up your weapons and continues fighting on, acting on your
Rite of the Dawn. Your rite damage is radiant type. When you turn and every one of your subsequent turns under your
hit an Undead with a weapon bearing your rite of the dawn, control. Your spirit form has your physical attributes and
they take additional radiant damage equal to your Wisdom armor class, as well as your weapons and ammunition, and
modifier. Upon reaching 11th level, any creature hit with your can move through other creatures and objects as if they were
rite of the dawn suffers additional radiant damage equal to difficult terrain. This form is immune to cold, necrotic, and
your Wisdom modifier. non-magical weapon damage, as well as the exhausted,
grappled, paralyzed, prone and restrained conditions. Your
Dabbler Of Death spirit form has access to all of your abilities and suffers no
Beginning at 3rd level, your fascination with the passing of damage from your Crimson Rite feature.
other creatures has bore fruit. You gain proficiency in the

medicine skill. If your spirit form takes any damage, your body dies, or you
regain any hit points, your spirit form vanishes. If your spirit
Hallowed Veins form vanishes, it drops your weapons in its space.
Beginning at 3rd level, your blood curses tear into a creature's
very being. Your blood curses now affect a creature regardless
of whether or not they have blood.
Spectral Step
Beginning at 7th level, you've learned to step briefly into the
spirit world from our own. As a bonus action on your turn you
can become spectral. Until the end of your turn, you can move
through creatures and objects as if they were difficult terrain,
and attacks of opportunity against you have disadvantage. You
take 1d10 force damage if you end your turn inside an object.
If you are inside an object when you are no longer spectral,
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.

You can use this feature a number of times equal to your


Wisdom modifier (a minimum of once). You regain all
expended uses when you finish a short or long rest.
Hallowed Strikes
Beginning at 11th level, the swiftness of death empowers your
strikes. Whenever you take the Attack action on your turn, you
can choose to expend a use of your Spectral Step feature.
When you do so, you can make three attacks instead of two.
You then gain the benefits of your Spectral Step feature as
normal.

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Blood Hunter Order

Intuition. You have advantage on Wisdom (Insight) and


Order Of The Mutant Wisdom (Perception) checks.

The process of consuming the Hunter’s Bane is a painful, Celerity. Your walking speed increases by 10 feet.
scarring, and often fatal experience. Those that survive find

themselves irrevocably changed, enhanced. Some found this Communion. Whenever you would roll dice to regain hit
experience exalting, embracing the ability to alter one’s own points, you treat any dice as having rolled their maximum roll.
physiology through corrupted alchemy. This mutagen does not affect hit dice during a short rest.

Over generations of experimentation, a splinter order of blood You learn to craft an additional mutagen at 7th level, 11th
hunters began to emerge, one that focused on brewing toxic level, 15th level, and 18th level. Additionally, when you gain a
elixirs to modify their capabilities in battle, altering their blood new mutagen formula, you can choose one of the formulas
and, over time become something beyond human. They called you already know and replace it with another mutagen
themselves the Order of the Mutant. formula.
Esoteric Rite Advanced Mutagen Craft
Beginning at 3rd level, you gain a new esoteric rite, which is Beginning at 7th level, you've become quite skilled at crafting
detailed below: mutagens to alter your physical form. You can now craft two

mutagens during a short or long rest.
Rite of Venom. Your rite damage type is poison.
Greater Mutagens
Alchemical Adept Beginning at 11th level, you've learned to craft more powerful
Beginning at 3rd level, you've learned to craft new tools and mutagens known as greater mutagens. These mutagens are
weaponry on the fly. You gain the following benefits: much more volatile, and wear off after 1 minute. Whenever
you learn a mutagen from this class, or replace a mutagen
Your proficiency bonus is doubled for any check that uses known, you can choose to learn a greater mutagen instead.
Alchemist's supplies

If you craft a magical item in the potion category, it takes Aether. You gain a flying speed of 20 feet.
you half the usual time and costs half as much gold.

Cruelty. You can make a single melee weapon attack as a


Mutagens bonus action on each of your turns.
Beginning at 3rd level, you learn how to enhance your own

strength with powerful substances known as mutagens. You Reconstruction. You gain a number of temporary hit points at
learn three mutagen formulas, which are required to craft the start of your turn equal to half your Blood Hunter level if
their respective mutagens, from the list below. You can craft a you are above 0 hit points.
single mutagen during a short or long rest, and you can

imbibe a mutagen to gain its benefits as a bonus action. When Once you use a greater mutagen, you cannot use another one
you do, you gain the benefits of that mutagen until your next until you finish a long rest.
short or long rest.

Robust Physiology.
Mutagens are chemically unstable, and are made for your Beginning at 15th level, constant experimentation has
physiology. Any mutagens you've crafted previously that you hardened your physical form. You gain immunity to the
have not used become inert and useless during your next poisoned condition as well as poison damage.
short or long rest. If anyone other than you imbibes one of Master Mutagen Craft
your mutagens, they must make a DC 15 con save or be
poisoned for 1 hour. Beginning at 15th level, you've mastered crafting mutagens
You learn to craft three mutagens from the list below. even in short amounts of time. You can now craft three

mutagens during a short or long rest.
Deep Lake. You have advantage on Constitution saving Physiological Shift
throws. Beginning at 18th level, your body has begun producing one or

multiple of your mutagens on its own. Choose two lesser
Calm Sea. You gain advantage on Wisdom saving throws. mutagens or one greater mutagen that you know. You are

always under the effects of your chosen mutagen(s) from now
Nighteye. You gain darkvision out to 60 feet. If you already on.
have darkvision, its range extends by 60 feet.

Killer Whale. You can hold your breath for up to 1 hour.


Additionally, you gain a swim speed equal to your walking
speed.

Prowler. You have advantage on Dexterity (Stealth) checks


while not wearing heavy armor.

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Blood Hunter Order

Spellcasting Ability. Wisdom is your spellcasting ability for


Order Of The Profane your warlock spells, so you use your Wisdom whenever a spell
refers to your spellcasting ability. In addition, you use your
Soul Wisdom modifier when setting the saving throw DC for a
warlock spell you cast and when making an attack roll with
The magics adopted by the wayward blood hunter prove one.
formidable against many an evil across the realm. However,

the darkest of abominations draw from an ancient well of Spell save DC = 8 + your proficiency bonus + your Wisdom
cruel, unfathomable power. These terrors can control modifier
shadows to do their bidding, hide in plain sight among the

noblest of nobles, and bend the minds of the most stalwart Spell attack modifier = your proficiency bonus + your
warrior with but a glance. These fiends are far trickier to hunt, Wisdom modifier
and many lost their lives in pursuit of such wickedness.

A small sect of blood hunters had finally had enough and


delved into this same well of corrupting arcane knowledge,
making pacts with lesser evils to better combat the greater.
While they may have lost a part of themselves, the power Blood Hunter Cantrips Spells Spell Slot
gained far outweighed the price, for even devils now quake Level Known Known Slots Level
when they know they’ve drawn the attention of the Order of 3 2 2 1 1st
the Profane Soul. 4 2 2 1 1st
Pact Magic 5 2 3 2 1st
When you reach 3rd level, you can augment your combat
techniques with the ability to cast spells. See chapter 10 of the 6 2 3 2 1st
Player's Handbook for the general rules of spellcasting and 7 2 4 2 2nd
chapter 11 in the Player's Handbook for the Warlock spell list. 8 2 4 2 2nd

Cantrips. You learn two cantrips of your choice from the 9 2 5 2 2nd
warlock spell list. You learn an additional warlock cantrip of 10 3 5 2 2nd
your choice at 10th level.

11 3 6 2 2nd
Spell Slots. The Profane Soul Spellcasting table shows how 12 3 6 2 2nd
many spell slots you have. The table also shows what the level
of those slots is; all of your spell slots are the same level. 13 3 7 2 3rd

14 3 7 2 3rd
To cast one of your warlock spells of 1st level or higher, you
must expend a spell slot. You regain all expended spell slots 15 3 8 2 3rd
when you finish a short or long rest. 16 3 8 2 3rd

17 3 9 2 3rd
For example, when you are 8th level, you have two 2nd-level
spell slots. To cast the 1st-level spell witch bolt, you must 18 3 9 2 3rd
spend one of those slots, and you cast it as a 2nd-level spell. 19 3 10 2 4th

Spells Known of 1st Level and Higher. At 3rd level, you 20 3 11 2 4th
know two 1st-level spells of your choice from the warlock spell
list.

The Spells Known column of the Profane Soul table shows


when you learn more warlock spells of your choice of 1st level
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
level. When you reach 11th level, for example, you learn a new
warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class and order, you
can choose one of the warlock spells you know and replace is
with another spell from the warlock spell list, which also must
be of a level for which you have spell slots.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Dark Patron Dark Gift
Beginning at 3rd level, you strike a bargain with an Beginning at 11th level, your patron grants you power to
otherworldly being of your choice: the Archfey, the Fiend, or better serve them. The nature of this power is determined by
the Great Old One, each detailed in the warlock section of the your patron:
Player's Handbook, or the Undying in the Sword Coast

Adventurer’s Guide. Your choice grants you additional spells Fiend. Whenever you roll a 1 on your crimson rite damage
at certain order levels. die, you can reroll it. You can only do so once per attack.

Fiend Archfey. Whenever you force a target to make a saving throw


Blood Hunter Level Profane Spell and they are under the effect of one of your blood curses, they
3rd Hellish Rebuke have disadvantage on the saving throw.

7th Scorching Ray Great Old One. When you gain this feature, choose two
13th Fireball cantrips from any class's spell list. You learn these cantrips.
They are Profane Soul cantrips for you but do not count
19th Summon Greater Demon against your Cantrips Known.

The Archfey Undying. When you are reduced to 0 hit points but not killed
Blood Hunter Level Profane Spell outright, you can choose to drop to 1 hit point instead. Once
3rd Sleep
you do so, you must complete a long rest to do so again.
7th Calm Emotions Improved Mystic Frenzy
13th Blink
Beginning at 15th level, wherever your magic goes, steel and
silver follow thereafter. When you use your action to cast a
19th Greater Invisibility spell you can make a melee attack as a bonus action.
The Great Old One Dark Sacrifice
Blood Hunter Level Profane Spell
Beginning at 18th level, you've learned to offer your foes to
your Dark Patron, gaining strength from the vanquished.
3rd Dissonant Whispers Whenever you reduce a creature to 0 hit points with a weapon
7th Phantasmal Force bearing your crimson rite, you can offer it to your patron.
When you do so, you gain temporary hit points equal to the
13th Sending CR of the creature x 3. Additionally, if its CR is 7 or higher, you
19th Evard's Black Tentacles regain a Profane Soul spell slot.

The Undying Once you use this feature, you must complete a short or long
rest to use it again.
Blood Hunter Level Profane Spell
3rd False Life
7th Silence
13th Speak With Dead
19th Death Ward

Arcane Armament
Beginning at 3rd level, you've learned to wield both blade and
spell simultaneously. You can use a melee weapon as a
spellcasting focus.
Mystic Frenzy
Beginning at 7th level, your spells open the path for your steel
to follow through. When you use your action to cast a cantrip,
you can make a melee attack as a bonus action.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Blood Hunter Order

Weakness To Silver. While in your hybrid form, you are


Order Of The Lycan vulnerable to attacks from weapons made of silver.
Of the many terrible curses that plague the realm, few are as Stalker's Prowess
ancient or as feared as Lycanthropy. Passed through blood, Beginning at 7th level your speed increases by 10 feet. You
this affliction seeds a host with the savage strength and can also add 3 feet to your high jump distance and 10 feet to
hunger for violence of a wild beast. Those that shun the curse your long jump distance. Additionally, your beast claws are
spend their lives burying their wild, bestial urges deep inside. now considered magical for the purpose of overcoming
However, the power of a rising full moon makes the curse too resistance and immunity.
strong to resist, and the host transforms into a terrifying
animal-humanoid hybrid controlled by murderous impulse. Advanced Transformation
Those that embrace the dark nature of their curse learn to Beginning at 11th level, you've begun to control the beast
harness their bestial gifts, but also succumb to the evil, vicious blood within you with greater precision. You can now assume
temperament that drives the beast within. your hybrid form as a bonus action. When you enter your

hybrid form, it now lasts for 1 hour.
The Order of the Lycan is a proud order of blood hunters who

undergo “The Taming”, a ceremonial inflicting of lycanthropy Additionally, when you enter your hybrid form as a bonus
from a senior member. These hunters then use their abilities action, you can choose to immediately activate your rite of
to harness the power of the monster they harbor without quicksilver.
losing themselves to it. Through intense honing of one’s own
willpower, combined with the secrets of the order’s blood Pack Hunter
magic rituals, members learn to control and unleash their Beginning at 11th level, you have advantage on attack rolls
hybrid form for short periods of time. Enhanced physical against creatures if at least one of your allies is within 5 feet
prowess, unnatural resilience, and razor sharp claws make and that ally isn't incapacitated.
these warriors a terrible foe to any evil that crosses their path.
Yet, no training is perfect, and without care and complete Lycanthropic Adrenaline
focus, even the greatest of blood hunters can temporarily lose Beginning at 15th level, while in your hybrid form and below
themselves to the bloodlust. half your maximum hit points you gain a number of temporary
hit points at the start of your turn equal to 1 + your Wisdom
Esoteric Rite modifier (minimum of 1). You don't gain these hit points while
Beginning at 3rd level, you gain a new Esoteric Rite, which is unconscious.
detailed below:

Lycanthropic Mastery
Rite of Quicksilver. Your rite's damage type is slashing. The Beginning at 18th level, you can now use your Hybrid form
weapon that bears this rite counts as being silvered. three times between short or long rest.
Heightened Senses Dread Howl
Beginning at 3rd level, you have advantage on Wisdom Beginning at 18th level, as an action you can expend a use of
(perception) checks that rely on hearing or smell. your Blood Maledict feature to howl at any number of
creatures within 30 feet, chilling their blood and stunning
Hybrid Form them with fear. Any of the target creatures must make a
Beginning at 3rd level, you've gained access to a powerful Wisdom saving throw (DC equal 8 + your proficiency bonus +
lycanthropic form. As an action, you can transform into your your Wisdom modifier). On a failed save they are frightened of
hybrid form. This form lasts for 10 minutes, or until you use you until the end of your next turn. If they fail by 5 or more,
an action to revert to your normal form. You automatically they are stunned instead. A creature that succeeds on this
revert to your normal form if you fall unconscious, drop to 0 saving throw is immune to this feature for the next 24 hours.
hit points, or die.


Additionally, you can choose to expend a hit dice when you
The benefits of this form replace the rules for Lycanthropy in use this feature but before its effects take place. When you do
the monster manual. You can use this feature twice, regaining so, the range increases to 60 feet.
spent uses on a short or long rest. While in this form, you gain
the following traits:

Beast Claws. You gain large claws on each hand. These claws
are natural weapons, have the finesse property, and on hit they
deal 1d10 slashing damage. They also count as a single
weapon for the purpose of your Crimson Rite feature.

This damage increases to 1d12 at 11th level.


Beast Might. You have advantage on strength checks and


strength saving throws.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Added new, level prerequisite blood curses. This is part of
A Word From Me a slew of future new blood curses that are meant to allow Subc
Hey there! Thanks for reading through my Revised Blood the class to scale better into later levels. For now though, Orde
Hunter. This brew would not have been possible without a few I've only finished 5th level.
Added Heavy Armor proficiency for Strength characters. Re
people: Added new creature types to Hunter's Bane. po

Gr
Thysten, TheArenaGuy, Fluffy, and Scoobydoom on Da
Spectre Creations, as well as Marcelline on the Discord of stu
Many Things th

M
Cixal, who's revised Blood Hunter actually served as the main fea
inspiration for this brew. Their revised Blood Hunter is M
incredible, and has a couple of key differences from mine. fea
Their brew is so good that I actually had to ask them for Ad
permission to just flat-out take their Order of the Lycan. lev
Check out their Revised Blood Hunter! Ad

low
Anywho, heya! I'm u/possiblechangeling, or ItsMaybelline on Gr
Discord. I have always been a huge fan of the Witcher and Ord
Matt Mercer's fantastic Blood Hunter class. Even if the class
is lacking in a few areas, the themes, and stories that the class Ad
presents are so phenomenal that this revision practically of
wrote itself. Matt Mercer's homebrew often gets a lot of flack, pu
but IMO any DM who makes homebrew for their players so Ad
they can play the game how they want is amazing. to

re
I had a ton of fun making this homebrew. Getting to see what Co
is possibly my favorite class ever, and definitely one of the top eff
two homebrew classes I've ever seen get a proper revision is m
super exciting to me, and having a hand in what feature went Bl
where or which subclass got what badass thing was super fun. Re
Some of my players in my home game are already stoked to fea
play this in our Curse of Strahd game. Anyways, that's all I lev
have to say for now. Hope you enjoyed the brew! This Ad
homebrew has honestly taken me longer than anything I've M
actually completed to date, even though it did basically write
itself. Peace! Ord
Ad
Changelog fo
Hu
Base Class Ad
Crimson Rite no longer deals damage to you. It still lowers Ch
your maximum hit points however. The distinction is fo
important. If you drop your rite and activate it immediately lin
after, you won't lose any hit points. You will still lose the alr
hitpoints from having your maximum hit points lowered sp
though. Ad
Amplifying Blood Maledicts, as well as gaining advantage ch
on checks via Hunter's Bane, now costs a hit dice instead Ad
of costing health. The mechanic is admittedly a bit dicey, or
since it makes long days of adventuring more dangerous
rather than immediately making the situation in front of
you more dangerous, however I think it's fine. My biggest
issue with original blood hunter was how much it lowered
your hit points. Mathematically, Crimson Rite alone makes
you what is essentially a D8 melee class, and that's only
with one Crimson Rite. God forbid if you use two like a
certain loveable tiefling I know of. Lowering the self
damage makes the class much more consistent, and puts
its power budget in line with existing classes.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Order of the Lycan
Last time I swear. Shout out to Cixal.
When I saw his Order of the Lycan, I barely found a single
thing I wanted to change. So instead of trying to stray away
from what I thought the subclass should be just to distance
my brew from his, I just asked him if I could use his, which he
agreed to. Huge thanks man, this subclass is incredible.
Removed Bloodlust trait on your hybrid form and
increased claw damage.
Added new Rite, Rite of Quicksilver which stops
regeneration.
Removed Lycan Regeneration trait, making it its own
feature at 15th level. Additionally, added a clause allowing
you to activate your rite as part of the bonus action spent to
transform.
Added Pack Hunter feature to replace the bonus to attack
rolls from Advanced Transformation.
Added Lycanthropic Adrenaline feature (See above)
Changed name of Hybrid Transformation Mastery to
Lycanthropic Mastery.
Made Blood Curse of the Howl it's own feature, now called
Dread Howl.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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