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Blood Hunter

Blood hunters are clever warriors driven by an unending determination to destroy evils
old and new. Armed with rites of secretive blood magic and a willingness to sacrifice their
own vitality and humanity for their cause, they protect the realms from the shadows —
even as they remain ever vigilant against being drawn to the darkness that consumes the
monsters they hunt.

The Blood Hunter

Level Proficiency Hemocraft Die Blood Curses Features


Bonus Known

1st +2 1d4 1 Hunter's Bane,


Blood Maledict

2nd +2 1d4 1 Fighting Style,


Crimson Rite

3rd +2 1d4 1 Blood Hunter


Order

4th +2 1d4 1 Ability Score


Improvement

5th +3 1d6 1 Extra Attack

6th +3 1d6 2 Brand of


Castigation,
Blood Maledict
(2/rest)

7th +3 1d6 2 Order Feature,


Crimson Rite
Improvement
8th +3 1d6 2 Ability Score
Improvement

9th +4 1d6 2 Grim


Psychometry

10th +4 1d6 3 Dark


Augmentation

11th +4 1d8 3 Order Feature

12th +4 1d8 3 Ability Score


Improvement

13th +5 1d8 3 Brand of


Tethering,
Blood Maledict
(3/rest)

14th +5 1d8 4 Hardened Soul,


Crimson Rite
Improvement

15th +5 1d8 4 Order Feature

16th +5 1d8 4 Ability Score


Improvemnt

17th +6 1d10 4 Blood Maledict


(4/rest)

18th +6 1d10 5 Order Feature

19th +6 1d10 5 Ability Score


Improvement
20th +6 1d10 5 Sanguine
Mastery

Class Features
As a blood hunter, you gain the following class features.

Hit Points
Hit Dice: 1d10 per blood hunter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per blood hunter level after
1st

Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Alchemist's supplies
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Religion,
and Survival

Equipment
• (a) a martial weapon or (b) two simple weapons
• (a) a light crossbow and 20 bolts or (b) hand crossbow and 20 bolts
• (a) studded leather armor or (b) scale mail armor
• an explorer's pack and alchemist's supplies

Hunter's Bane
At 1st level, you have survived the Hunter’s Bane—a dangerous, long-guarded ritual that alters
your life’s blood, forever binding you to the darkness and honing your senses against it. You
have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on
Intelligence checks to recall information about such creatures.
The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your
own blood and life essence to fuel your abilities. Some of your features require your target to
make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Hemocraft save DC = 8 + your proficiency bonus + your Hemocraft modifier (your choice
between Intelligence and Wisdom)

Blood Maledict
Also at 1st level, you gain the ability to channel—or sometimes sacrifice—a part of your vital
essence to curse and manipulate creatures through hemocraft magic. You know one Blood
Curse of your choice. You learn one additional blood curse of your choice at 6th, 10th, 14th, and
18th level. Each time you learn a new blood curse, you can also choose one of the blood curses
you know and replace it with another blood curse.
Each time you use your Blood Maledict feature, you choose which curse to invoke from the
curses you know. While invoking a blood curse, but before it affects the target, you can choose to
amplify the curse by taking necrotic damage equal to one roll of your hemocraft die. This damage
can’t be reduced in any way. An amplified curse gains an additional effect, noted in the curse’s
description. Creatures that do not have blood are immune to blood curses unless you have
amplified the curse.
Once you use this feature, you must finish a short or long rest before you can use it again. You
can use Blood Maledict twice between rests starting at 6th level, three times starting at 13th
level, and four times starting at 17th level.

Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options.
You can’t take a Fighting Style option more than once, even if you later get to choose again.

• Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

• Dueling. When you are wielding a melee weapon in one hand and no other weapons, you
gain a +2 bonus to damage rolls with that weapon.

• Great Weapon Fighting. When you roll a 1 or 2 on a non-rite damage die for an attack you
make with a melee weapon that you are wielding with two hands, you can reroll the die and
must use the new roll. The weapon must have the two-handed or versatile property for you
to gain this benefit.

• Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability
modifier to the damage of the second attack.

Crimson Rite
Also at 2nd level, you learn to invoke a rite of hemocraft that infuses your weapon strikes with
elemental energy. As a bonus action, you can activate any rite you know on one weapon you’re
holding. The effect of the rite lasts until you finish a short or long rest. When you activate a rite,
you take necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced
in any way.
While the rite is in effect, attacks you make with this weapon are magical, and deal extra damage
equal to your hemocraft die of the type determined by the chosen rite. A weapon can hold only
one active rite at a time. Other creatures can’t gain the benefit of your rite.
You choose one rite from the crimson rites below when you first gain this feature. You learn an
additional crimson rite at 7th level, and again at 14th level.

Crimson Rites
Rite of the Flame. Your rite damage is fire damage.
Rite of the Frozen. Your rite damage is cold damage.
Rite of the Storm. Your rite damage is lightning damage.
Rite of the Dead. Your rite damage is necrotic damage. (Prerequisite: 14th level)
Rite of the Oracle. Your rite damage is psychic damage. (Prerequisite: 14th level)
Rite of the Roar. Your rite damage is thunder damage. (Prerequisite: 14th level)

Blood Hunter Order


At 3rd level, you commit to an order of blood hunters whose philosophy will guide you throughout
your life. The order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and
18th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice
instead.

Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action
on your turn.

Brand of Castigation
At 6th level, when you damage a creature with a weapon for which you have an active crimson
rite, you can channel hemocraft magic to sear an arcane brand into that creature (no action
required). You always know the direction to the branded creature as long as it’s on the same
plane as you. Further, each time the branded creature deals damage to you or a creature you
can see within 5 feet of you, the branded creature takes psychic damage equal to your
Hemocraft modifier (minimum of 1).
Your brand lasts until you dismiss it or until you use this feature to apply a brand to another
creature. Your brand can be dispelled with Dispel Magic, and is treated as a spell with a level
equal to half your blood hunter level (maximum 9th level).
Once you use this feature, you can’t use it again until you finish a short or long rest.

Grim Psychometry
When you reach 9th level, you gain a supernatural talent for discerning the secrets surrounding
mysterious relics or places touched by evil. Whenever you make an Intelligence (History) check
to recall information about the sinister or tragic history of an object you are touching or your
current location, you have advantage on the check. At the DM’s discretion, a suitably high roll
might cause your character to experience brief visions of the past connected to the object or
location.

Dark Augmentation
Starting at 10th level, the magic of hemocraft suffuses your body to permanently reinforce your
resilience. Your speed increases by 5 feet, and you have a bonus to Strength, Dexterity, and
Constitution saving throws equal to your Hemocraft modifier (minimum of +1).

Brand of Tethering
Starting at 13th level, the psychic damage from your Brand of Castigation increases to twice your
Hemocraft modifier (minimum of 2). Additionally, a branded creature can’t take the Dash action,
and if it attempts to teleport or to leave its current plane by any means, it takes 4d6 psychic
damage and must make a Wisdom saving throw. On a failure, the attempt to teleport or leave the
plane fails.

Hardened Soul
When you reach 14th level, you have advantage on saving throws against being charmed and
frightened.

Sanguine Mastery
Upon reaching 20th level, your mastery of blood magic reaches its height, mitigating your
sacrifice and empowering your expertise. Once per turn, whenever a blood hunter feature
requires you to roll a hemocraft die, you can reroll the die and use either roll.
Additionally, whenever you score a critical hit with a weapon for which you have an active
crimson rite, you regain one expended use of your Blood Maledict feature

Order of the Ghostslayer

The Order of the Ghostslayer is the oldest of the blood hunter orders, its members having
originally rediscovered the secrets of hemocraft and refined them for combat against the
scourge of undeath. Ghostslayers seek out and study the moment of death, obsessing
over the mystery of the transition from life, and the unholy power that can cause the dead
to rise once more. These zealous blood hunters make it their life’s work to destroy the
scourge of undeath wherever it is found, tuning their abilities to engage undead creatures
and those who manipulate the necromancy that creates them.

Rite of the Dawn


When you join this order at 3rd level, you learn the Rite of the Dawn as part of your Crimson Rite
feature. When you activate the Rite of the Dawn, the extra damage dealt by your rite is radiant
damage. Additionally, while that rite is active on your weapon, you gain the following benefits:

• Your weapon sheds bright light out to a radius of 20 feet.


• You have resistance to necrotic damage.
• When you hit an undead creature with a weapon for which the Rite of the Dawn is active,
you roll an additional hemocraft die when determining the extra damage from the rite.

Curse Specialist
Starting at 3rd level, you learn to master blood curses. You gain an additional use of your Blood
Maledict feature. In addition, your blood curses can target any creature, whether it has blood or
not.

Aether Walk
Upon reaching 7th level, at the start of your turn, you can magically step into the veil between the
planes as long as you aren’t incapacitated. 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.
This feature lasts for a number of rounds equal to your Hemocraft modifier (minimum of 1 round).
If you are inside an object when it ends, you are immediately shunted to the nearest unoccupied
space and you take force damage equal to twice the number of feet you moved.
Once you use this feature, you must finish a short or long rest before you can use it again. You
can use Aether Walk twice between rests starting at 15th level.
Brand of Sundering
Starting at 11th level, your Brand of Castigation exposes a fragment of your foe’s essence,
leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a
weapon for which you have an active crimson rite, you roll an additional hemocraft die when
determining the extra damage from the rite. Additionally, if a branded creature has the
Incorporeal Movement trait or a similar feature, it can’t move through creatures or objects while
branded.

Blood Curse of the Exorcist


At 15th level, you hone your hemocraft to tear corruption from the minds and bodies of your allies
— and to punish those responsible for it. You gain the Blood Curse of the Exorcist for your Blood
Maledict feature. This doesn’t count against your number of blood curses known.

Rite Revival
Upon reaching 18th level, you learn to protect your fading life by reabsorbing the energy you feed
to your weapons. If you have one or more crimson rites active and you are reduced to 0 hit points
but don’t die outright, you can choose to have all your active crimson rites end and drop to 1 hit
point instead.

Blood Curse

Blood Curse of the Anxious


As a bonus action, you harry the body or mind of a creature within 30 feet of you, making them
susceptible to forceful influence. Until the end of your next turn, Charisma (Intimidation) checks
made against the cursed creature have advantage.
Amplify. The next Wisdom saving throw the cursed creature makes before this curse ends has
disadvantage.

Blood Curse of Binding


As a bonus action, you attempt to bind a Large or smaller creature you can see within 30 feet of
you, which must make a Strength saving throw. On a failure, the cursed creature’s speed is
reduced to 0 and it can’t use reactions until the end of your next turn.
Amplify. This curse lasts for 1 minute and can affect any creature regardless of size. The cursed
creature can repeat the saving throw at the end of each of its turns, ending the curse on itself on
a success.

Blood Curse of Bloated Agony


As a bonus action, you curse a creature that you can see within 30 feet of you, causing its body
to swell until the end of your next turn. For the duration, the creature has disadvantage on
Strength checks and Dexterity checks, and takes 1d8 necrotic damage if it makes more than one
attack during its turn.
Amplify. This curse lasts for 1 minute. The cursed creature can make a Constitution saving
throw at the end of each of its turns, ending the curse on itself on a success.
Blood Curse of the Exorcist
Prerequisite: 15th level, Order of the Ghostslayer
As a bonus action, you choose one creature you can see within 30 feet of you that is charmed or
frightened, or which is under a possession effect. The target creature is no longer charmed,
frightened, or possessed.
Amplify. A creature that charmed, frightened, or possessed the target of your curse takes 3d6
psychic damage and must succeed on a Wisdom saving throw or be stunned until the end of
your next turn.

Blood Curse of Exposure


When a creature you can see within 30 feet of you takes damage from an attack or spell, you can
use your reaction to temporarily weaken its resilience. Until the end of the target’s next turn, it
loses resistance to all the damage types dealt by the triggering attack or spell (including for that
triggering effect).
Amplify. The target instead loses invulnerability to the damage types of the triggering attack or
spell, but has resistance to those damage types until the end of its next turn.

Blood Curse of the Eyeless


When a creature you can see within 30 feet of you makes an attack, you can use your reaction to
roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You can
choose to use this feature after the creature’s roll, but before the DM determines whether the
attack hits or misses. The creature is immune to this curse if it is immune to the blinded
condition.
Amplify. You apply this curse to all the creature’s attack rolls until the end of the creature’s turn.
You roll separately for each affected attack.

Blood Curse of the Fallen Puppet


When a creature you can see within 30 feet of you drops to 0 hit points, you can use your
reaction to instill that creature with a final act of aggression. The creature immediately makes one
weapon attack against a target of your choice within its range.
Amplify. You can first cause the cursed creature to move up to half its speed, and you grant a
bonus to its attack roll equal to your Hemocraft modifier (minimum of +1).

Blood Curse of the Marked


As a bonus action, you mark a creature that you can see within 30 feet of you. Until the end of
your turn, whenever you hit the cursed creature with a weapon for which you have an active
crimson rite, you roll an additional hemocraft die when determining the extra damage from the
rite.
Amplify. The next attack roll you make against the target before the end of your turn has
advantage.

Blood Curse of the Muddled Mind


As a bonus action, you curse a creature that you can see within 30 feet of you that is
concentrating on a spell or using a feature that requires concentration. That creature has
disadvantage on the next Constitution saving throw it makes to maintain concentration before the
end of your next turn.
Amplify. The cursed creature has disadvantage on all Constitution saving throws made to
maintain concentration until the end of your next turn.

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