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The Blood Hunter, Re-Balanced

M
arred but resolute, his grimacing face
dripping with sweat, a half-orc reddens Foreword
a finger across his wounds to draw a "I've always found the Blood Hunter an interesting beast, full
glowing, ruby glyph in the air. He grips of strong themes and even stronger mechanics. The class'
the weightless, completed sigil, twisting
it to unleash dark magical energies that initial iteration was rough but flavourful, akin to most
fire forward, cursing the stalking homebrew around but with its own unique little gimmick of
behemoth from within its own veins to better even the odds. using your hit points to fuel some of your core class abilities;
A mysterious half-elf swathed in a worn cloak and rugged it has its power spikes for sure, however...
leather armor carefully investigates a grizzly scene off the The subsequent 2020 release and updates on D&D beyond,
roadway, her eyes flashing with recognition as she meditates while fixing some of the more 'loose' wording of the original,
on the remnants of the massacre. The survivor who warily
hired her withdraws with a jump as the half-elf suddenly created many more problems than they solved. From more
shoots to her feet, sure in the knowledge of the culprit, where muddled wording being introduced to features that go against
it calls home, and how little time there is to find it. 5e's own design philosophy these updates made the class
Stepping into the lightless chambers of ancient dust and horribly balanced by adding features with potentially infinite
lingering whispers, the halfling's nose picks up the pungent ranges and durations that, if found in any other brew, would be
smell of imminent danger as she hears the scraping of bone called what they are: 'broken'.
and claw on nearby stone. She winces as she runs her blade
across her palm, the steel transmuting her blood into glowing After having broken down this class in a thorough review a few
runes of powerful magic, her sword suddenly engulfed in years ago I always intended to give it an overhaul to fix the
arcane flames, eager to brand and burn the flesh of her many glaring issues of both balance and sloppy writing evident
enemies. within it. The product of likely too many hours that could've
Often feared or misunderstood, and driven by an unending been better spent elsewhere, we have the Blood Hunter Re-
drive to destroy the wicked, blood hunters are clever, arcane Balanced.
warriors who have bound their essence to the dark creatures While this document may be quite divisive, the work done
they hunt to better stalk and survive their prey. Armed with
the rites of forbidden blood magic and a willingness to here stems from wanting to see a neat concept fit more
sacrifice their own vitality and humanity for the cause, they cleanly into D&D's roster of classes rather than have it outdo
protect the realms from the shadows, ever vigilant to avoid many of them in almost every regard, as is the case in the
becoming the same monsters they choose to hunt. 'official' version of the Blood Hunter.
If a Dungeon Master has ever stopped you from playing this
Sacrifice to Preserve Life class in the past, or you yourself have denied a player due to
While most of the classic schools of magical study are well its wonky balance then give this document a look and, love it
known and widely respected, the less refined and macabre or hate it, let me know what you think."
incantations of Hemocraft have long been forbidden and lost – Michael Williams
to most of the civilized world. Blood Hunters have reclaimed
these techniques away from the judging eyes of society,
finding blood magic's esoteric nature effective against the A Monster to Fight Monsters
evils that often defy the divine powers that historically hold Whether driven by the wish to make a difference in a
the line. dangerous world, the need to take vengeance for a great
Through careful study and practice, blood hunters have wrong they have suffered, being inspired by witnessing the
honed the rites of hemocraft into their combat prowess, strange and powerful techniques of another blood hunter in
forfeiting a facet of their health to infuse their weapons with person, or just seeking a place to belong in an uncaring
powerful blood magic and summoning the elements to world, the reasons one may take up the Hunter's Bane and
envelop their strikes. choose this life are many and varied. In joining an order of
They can sear an arcane brand into the body of their blood hunters, one is also joining a tight family bound by
quarry that hinders their foe's abilities and punishes their service to each other and the common cause. For many, this
aggression, or call blood curses upon their enemies, is the only family they have known or have left, so the kinship
manipulating their bodies from the inside. Willing to suffer felt between members of an order is a bond nigh
whatever it takes to achieve victory, these adept warriors have unbreakable.
forged themselves into a potent force against the terrors that
threaten the innocent.

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Class redesign by Michael Williams, et al.
Beyond the boundaries of the order, however, the life of a Quick Build
blood hunter is often not an easy one. The rituals of the
Hunter's Bane regularly leave one visibly changed and prone You can make a blood hunter quickly by following these
to unsettle common folk, and the witnessing of hemocraft suggestions. First, make Strength or Dexterity your highest
can invoke a superstitious fear from even the most learned ability score, depending on whether you want to focus on
scholar. While some societies have come to accept the good melee weapons, or archery (or finesse weapons). Make
deeds of the orders, many blood hunters publicly hide their Intelligence your next highest if you plan to focus on the
nature unless absolutely necessary, feeling more comfortable potency of blood curses and mystical power. Choose a higher
in the wilds and wastes of the world where the Orders Constitution next, as you want to have extra hit points to burn
commonly train. Even so, the best work a blood hunter can on your crimson rite or blood curses. Then, select the soldier
do usually involves the poor and defenseless on the outskirts or urchin background.
of society, those prone to the corrupting touch of fiends and
dark intention. Braving the threat of vilification, these dark
protectors wade through civilization, earning coin as "You'll only get killed if you're stupid. Bad luck might get you
mercenaries or bounty hunters, ever watching for the signs of hurt; but if you fight with your head and don't get greedy, even
something more nefarious beneath the surface. bad luck won't stop you."
In choosing this path, a blood hunter has irrevocably given – A veteran Blood Hunter, to a group of novitiates.
a part of themselves to their cause, physically, emotionally,
and sometimes morally. The orders of blood hunters practice
their own unique ideals and methods, often employing
techniques with dark origins that test the strength and will of
Class Features
these guardians. Many wrestle with the fear of losing this As a blood hunter, you gain the following class features
struggle, so a life of discipline and vigilance drives their
travels as they wander the country side in search of like- Hit Points
minded adventurers and whispers of dark deeds afoot. Hit Dice: 1d10 per blood hunter level
Hit Points at 1st Level: 10 + your Constitution modifier
Creating a Blood Hunter Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
modifier per blood hunter level after 1st
As you create a blood hunter, the most important aspects of
your character are why you were driven to this lifestyle, and Proficiencies
why do you seek to give up everything to wallow in the dark Armor: light armor, medium armor, shields
with the evils you hunt? Did you lose a loved one to a fiendish Weapons: simple weapons, martial weapons
beast and now wish to prevent others from suffering the Tools: alchemist's supplies
same fate? Do you seek a sense of purpose and security, and Saving Throws: Constitution, Intelligence
found this among the order that has taken you in? Have you Skills: Choose two from Athletics, Arcana, History, Insight,
always carried a seed of darkness within you, and seek kin to Investigation, Perception, Religion, Stealth, and Survival.
watch over you and prevent you succumbing to it? Were you
once a holy warrior who strayed from his faith and was cast Equipment
out, but still seek to give yourself to the cause of protecting You start with the following equipment, in addition to the
the innocent? Or are you a criminal with a dark past seeking equipment granted by your background:
to make amends, taking this life as a path of penance? (a) a martial weapon or (b) two simple weapons
What is your relationship with the powers of hemocraft (a) a light crossbow and 20 bolts or (b) two daggers
and the abilities it promises to grant you as you step closer to (a) leather armor or (b) scale mail
its mastery? Do you respect and fear the ancient power that (a) a dungeoneer's pack or (b) an explorer's pack
surges through your veins, using them only when necessary? Alchemist's supplies
Do you relish in the strength it offers you, embracing your
gifts and using them freely? Are you worried the superstitions Alternatively, you could begin with starting wealth of 4d4 x
are right, and this power will eventually turn you into one of 10 gp and purchase starting items of your choice.
the monsters you hunt? Or has your study instilled you with
the confident control of mind over matter, certain you can Hunter's Bane
bend these gifts to bring a brighter dawn?
Consider too that while a blood hunter belongs to an order, Beginning at 1st level, you have survived the Hunter’s Bane, a
many strike out on their own to do their best work. What dangerous, long-guarded ritual that alters your life’s blood,
made you leave the comfort of your order? Do you intend to forever binding you to the darkness and honing your senses
return, or have you decided you have more to learn in the against it. Choose a type of creature: fey, fiends, or undead.
world beyond? What do you seek in other adventurers that You have advantage on Wisdom (Survival) checks to track
can help you meet your goals? your chosen type of creature, as well as on Intelligence
While most blood hunters follow a path of good or checks to recall information about them.
neutrality in their pursuits, some have fallen to the dark, You choose one additional type of creature at 6th and 14th
seductive side of hemocraft and use their abilities for selfish level.
and evil purposes. These deviants are always thrown from
the order, and often hunted along with the creatures they
once trained to fell.

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Class redesign by Michael Williams, et al.
The Blood Hunter
Level Proficiency Bonus Features Hemocraft Die Blood Curses Known
1st +2 Hunter's Bane, Blood Maledict 1d4 1
2nd +2 Fighting Style, Crimson Rite 1d4 1
3rd +2 Blood Hunter Order 1d4 1
4th +2 Ability Score Improvement 1d4 1
5th +3 Extra Attack 1d6 1
6th +3 Brand of Castigation, Blood Maledict (two uses) 1d6 2
7th +3 Order feature, Crimson Rite improvement 1d6 2
8th +3 Ability Score Improvement 1d6 2
9th +4 Grim Psychometry 1d6 2
10th +4 Dark Augmentation 1d6 3
11th +4 Order feature, Crimson Rite improvement 1d8 3
12th +4 Ability Score Improvement 1d8 3
13th +5 Brand of Tethering, Blood Maledict (three uses) 1d8 3
14th +5 Hardened Soul, Crimson Rite improvement 1d8 4
15th +5 Order feature 1d8 4
16th +5 Ability Score Improvement 1d8 4
17th +6 Blood Maledict (four uses) 1d10 4
18th +6 Order feature 1d10 5
19th +6 Ability Score Improvement 1d10 5
20th +6 Sanguine Mastery 1d10 5

Blood Maledict Some of your features require your target to make a saving
throw to resist the feature’s effects. The saving throw DC is
Also at 1st level, you gain the ability to channel, or sometimes calculated as follows:
sacrifice, a part of your vital essence to curse and manipulate
creatures through hemocraft magic. You know one blood Hemocraft save DC = 8 + your proficiency bonus +
curse of your choice, detailed in the “Blood Curses” section your Intelligence modifier
at the end of the class description. You learn one additional Once you use this feature, you must finish a short or long rest
blood curse of your choice at 6th, 10th, 14th, and 18th level. before you can use it again. You can use Blood Maledict twice
Each time you gain a level in this class, you can also choose starting at 6th level, three times starting at 13th level, and
one of the blood curses you know and replace it with another four times starting at 17th level.
blood curse.
Each time you use your Blood Maledict feature, you choose Fighting Style
which curse to invoke from the curses you know and your
current and maximum hit points are reduced by an amount At 2nd level, you adopt a style of fighting as your specialty.
equal to one roll of your hemocraft die, as shown in the Choose one of the following options. You can’t take a Fighting
Hemocraft Die column of the Blood Hunter table. While Style option more than once, even if you later get to choose
invoking a blood curse, but before it affects the target, you again.
can choose to amplify the curse and reduce your current and
maximum hit points by an amount equal to your hemocraft Archery
die's maximum value instead of rolling. The reduction to your You gain a +2 bonus to attack rolls you make with ranged
hit point maximum lasts until you finish a short or long rest. weapons.
An amplified curse gains an additional effect, noted in the
curse’s description. Creatures that do not have blood in their Dueling
bodies are immune to blood curses, unless you have When you are wielding a melee weapon in one hand and no
amplified the curse. other weapons, you gain a +2 bonus to damage rolls with that
weapon.

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Class redesign by Michael Williams, et al.
Great Weapon Fighting Ability Score Improvement
When you roll a 1 or 2 on a damage die for an attack you When you reach 4th level, and again at 8th, 12th, 16th and
make with a melee weapon that you are wielding with two 19th level, you can increase one ability score of your choice
hands, you can reroll the die and must use the new roll, even by 2, or you can increase two ability scores of your choice by
if the new roll is a 1 or a 2. The weapon must have the two- 1. As normal, you can’t increase an ability score above 20
handed or versatile property for you to gain this benefit.
using this feature.
Two-Weapon Fighting If your DM allows the use of feats, you may instead take a
When you engage in two-weapon fighting, you can add your feat.
ability modifier to the damage of the second attack.
Extra Attack
Crimson Rite Beginning at 5th level, you can attack twice, instead of once,
At 2nd level, you learn to invoke a rite of hemocraft within whenever you take the Attack action on your turn.
your weapon at the cost of your own vitality. Choose one rite
from the Primal Rites list below to learn. Brand of Castigation
As a bonus action, you can activate a crimson rite of your At 6th level, whenever you damage a creature with your
choice on a single weapon you are holding. When you crimson rite feature, you can choose to sear an arcane brand
activate a rite, your current and maximum hit points are of hemocraft magic into it as a reaction and your current and
reduced by an amount equal to one roll of your hemocraft die, maximum hit points are reduced by an amount equal to one
as shown in the Hemocraft Die column of the Blood Hunter roll of your hemocraft die, as shown in the Hemocraft Die
table. The reduction to your hit point maximum lasts until column of the Blood Hunter table. The reduction to your hit
you finish a short or long rest. point maximum lasts until you finish a short or long rest.
The rite lasts for 1 minute, or until you aren’t holding the You always know the direction to the branded creature
weapon at the end of your turn. while it is within 1 mile of you, and each time the branded
While the rite is in effect, attacks you make with this creature deals damage to you, the branded creature takes
weapon are magical, and when you hit a creature with an psychic damage equal to your Intelligence modifier
attack made with the weapon, you can deal extra damage (minimum of 1).
equal to your hemocraft die of the type determined by the Your brand lasts for 1 hour, or until you apply a brand to
chosen rite. You can deal this extra damage only once per another creature. Your brand counts as a spell for the
turn, but starting at 11th level you may deal the extra damage purposes of dispel magic, and the spell level is equal to a
from this feature more than once a turn. The amount of third of your blood hunter level (rounded down).
damage increases as you level up, as shown in the hemocraft Once you use this feature, you can’t use it again until you
die column on Blood Hunter class table. A weapon can hold finish a short or long rest.
only one active rite at a time.
You learn an additional Rite of your choice at 7th level, and Grim Psychometry
another at 14th.
When you reach 9th level, you can call up visions of the past
Primal Rites that relate to an object you hold. You spend at least 10
Starting at 3rd level you may choose from the following: minutes in meditation, then receive dreamlike, shadowy
Rite of the Flame. Your rite damage is fire damage. glimpses of recent events.
Rite of the Frozen. Your rite damage is cold damage. After meditating for 10 minutes, you learn how the owner
Rite of the Storm. Your rite damage is lightning damage. acquired and lost the object, as well as the most recent
significant event involving the object and that owner. If the
Esoteric Rites object was owned by another creature in the recent past
Starting at 14th level you may choose from the following: (within a number of days equal to your Intelligence modifier),
Rite of the Acrid. Your rite damage is acid damage. you can spend 1 additional minute for each owner to learn
Rite of the Dead. Your rite damage is necrotic damage. the same information about that creature.
Rite of the Roar. Your rite damage is thunder damage. You can continue meditating in this way after the visions
begin for a number of minutes equal to your Intelligence
Blood Hunter Order modifier and must maintain concentration during that time,
as if you were casting a spell.
At 3rd level, you commit to an order of blood hunter martial If this feature has been used on the held object within the
focus. Choose Order of the Ghostslayer, Order of the Profane last 7 days it yields no visions at all.
Soul, Order of the Mutant, or Order of the Lycan, all detailed Once you use this feature, you can't use it again until you
at the end of the class description. The order you choose finish a short or long rest.
grants you features at 3rd level, and again at 7th, 11th, 15th,
and 18th level.

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Class redesign by Michael Williams, et al.
Dark Augmentation Order of the Ghostslayer Features
Blood Hunter Level Feature
Upon reaching 10th level, arcane blood magic suffuses your
body, permanently reinforcing your resilience. Your speed 3rd Rite of the Dawn, Curse Specialist
increases by 5 feet, and whenever you make a Strength, 7th Supernal Surge
Dexterity, or Constitution saving throw, you gain a bonus to 11th Brand of Sundering
the saving throw equal to your Intelligence modifier
(minimum of 1). 15th Blood Cruse of the Exorcist
18th Vengeful Spirit
Brand of Tethering
Starting at 13th level, the psychic damage from your Brand of Rite of the Dawn
Castigation feature increases to twice your Intelligence When you join this order at 3rd level, you learn the Rite of the
modifier (minimum of 2). Dawn esoteric rite (detailed below).
In addition, a branded creature's speed is halved, and if a Rite of the Dawn. Your rite damage is radiant damage.
creature branded by you attempts to teleport or leave their While the rite is active, you gain following benefits:
current plane via a feature, trait or spell (such as misty step Your weapon sheds bright light in a 10-foot radius and dim
or plane shift), they must first make a Wisdom saving throw light for an additional 10 feet.
against your hemocraft save DC. On a failed save the feature, Whenever you hit an undead creature with a weapon
trait or spell fails and the creature takes 3d6 psychic damage. using this rite, it takes extra radiant damage equal to your
Intelligence modifier (minimum of 1).
Hardened Soul
When you reach 14th level, you have advantage on saving Curse Specialist
throws against being charmed and frightened. Beginning at 3rd level, your ancient order teaches advanced
mastery over blood curses. You gain an additional use of your
Sanguine Mastery Blood Maledict feature. In addition, your blood curses can
target any creature, whether it has blood or not.
Upon becoming 20th level, you honed your control over blood
magic, mitigating your sacrifice and empowering your Supernal Surge
capability. Whenever a blood hunter feature requires you to At 7th level, you've learned to briefly step into the spirit world,
roll a hemocraft die, you can choose to use half the die's enabling a swift and deadly strike. When you use the Attack
maximum value instead of rolling; this can be applied even action you can spend a use of this feature to make one
when amplifying a blood curse. additional weapon attack as a bonus action and become
You can use this feature a number of times equal to your temporarily spectral. Until the end of your next turn, you can
Intelligence modifier (minimum of 1) and regain all expended move through other creatures and objects as if they were
uses of this feature when you finish a long rest. difficult terrain. You take 1d10 force damage if you end your
In addition, whenever you score a critical hit with a weapon turn inside a creature or an object. If you are inside a
attack empowered by your Crimson Rite, you regain one creature or an object when you are no longer spectral, you are
expended use of your Blood Maledict feature. immediately shunted to the nearest unoccupied space that
you can occupy and take force damage equal to twice the
Blood Hunter Orders number of feet you moved.
You can use this feature once. Beginning at 15th level, you
There are a handful of secretive orders of blood hunters that can use your Supernal Surge feature twice. You regain all
guard their cryptic techniques and rituals. One must adhere expended uses when you finish a long rest.
to one of these orders to even be granted access to the
Hunter’s Bane rite that starts their journey, and only once Brand of Sundering
they’ve proven their dedication and ability will the secrets of Beginning at 11th level, your Brand of Castigation now
the order begin to be revealed. It’s within these small, exposes a fragment of your foe’s essence, leaving them
enigmatic sects that the real power of a blood hunter is vulnerable to your Crimson Rite. Whenever you damage a
learned. branded creature with your Crimson Rite, your weapon deals
one additional hemocraft die of damage, the same type as
Order of the Ghostslayer your active Crimson Rite. In addition, the branded creature
The Order of the Ghostslayer is the oldest of the orders, can’t move through creatures or objects.
having originally rediscovered the secrets of blood magic and Blood Curse of the Exorcist
refined them for combat against the scourge of undeath. At 15th level, you’ve honed your hemocraft to tear wicked
Ghostslayers seek out and study the moment of death, influence from your allies, punishing those who would
obsessing over the mysteries of the transition and how it can infiltrate their body and mind. You gain the Blood Curse of
become corrupted by unholy powers to rise once more. the Exorcist for your Blood Maledict feature. This doesn’t
Tuning their abilities to annihilate such abominations, these count against your number of blood curses known.
zealous blood hunters seek out the sources of such
necromantic energies, intent to destroy them wherever they
arise.

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Class redesign by Michael Williams, et al.
Vengeful Spirit Profane Soul Spellcasting
Upon reaching 18th level, you learn to project your spirit to Blood Hunter Cantrips Spells Spell Slot
continue fighting while on the edge of death. When you are Level Known Known Slots Level
reduced to 0 hit points but not killed outright, you can choose 3rd 2 2 1 1st
to let your soul emerge from your body to fight on. Your body 4th 2 2 1 1st
remains unconscious and you continue to make death saving
throws as per normal. 5th 2 3 1 1st
At the beginning of your next turn, you manifest a spirit 6th 2 3 2 1st
form in your space that picks up your weapons and acts on
each of your turns under your control. Your spirit form shares 7th 2 4 2 2nd
your game statistics, can move through other creatures and 8th 2 4 2 2nd
objects as if they were difficult terrain, and is immune to cold, 9th 2 5 2 2nd
necrotic and nonmagical damage.
If your spirit form takes any damage, your body dies, your 10th 3 5 2 2nd
spirit moves more than 30 feet away from your body or you 11th 3 6 2 2nd
regain at least 1 hit point, your spirit form vanishes and drops
your weapons in its space. 12th 3 6 2 2nd
Once you use this feature, you can't use it again until you 13th 3 7 2 3rd
finish a long rest. 14th 3 7 2 3rd
Order of the Profane Soul 15th 3 8 2 3rd
Those who have taken to the Order of the Profane Soul have 16th 3 8 2 3rd
seen the limits of hemocraft against some of the most ancient 17th 3 9 2 3rd
and cruel fiends and terrors of the world. Unable to pursue
beings of such power, creatures able to vanish amongst the 18th 3 9 2 3rd
nobles without a trace, or bend the mind of the most stalwart 19th 3 10 2 4th
warrior with but a glance, this order trusted in their 20th 3 11 2 4th
resilience and delved into this same well of corrupting arcane
knowledge, making pacts with lesser evils to better combat
the greater. While they may have traded a part of themselves, Pact Magic
members of this order believe the power gained far When you reach 3rd level, you can augment your combat
outweighs the price, for even devils now quake when they techniques with the ability to cast spells. See chapter 10 of
know they’ve drawn the attention of the Order of the Profane the Player’s Handbook for the general rules of spellcasting
Soul. and chapter 11 of the Player’s Handbook for the Warlock
spell list.
Order of the Profane Soul Features Cantrips. You learn two cantrips of your choice from the
Blood Hunter warlock spell list. You learn an additional warlock cantrip of
Level Feature your choice at 10th level.
3rd Otherworldly Patron, Pact Magic, Rite
Spell Slots. The Profane Soul Spellcasting table shows
Focus how 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.
7th Mystic Frenzy, Revealed Arcana To cast one of your warlock spells of 1st level or higher, you
11th Brand of the Sapping Scar must expend a spell slot. You regain all expended spell slots
when you finish a short or long rest.
15th Unsealed Arcana For example, when you are 8th level, you have two 2nd-
18th Blood Curse of the Souleater 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
Otherworldly Patron spell.
When you reach 3rd level, you strike a bargain with an Spells Known of 1st Level and Higher. At 3rd level, you
otherworldly being of your choice: know two 1st-level spells of your choice from the warlock
spell list.
The Archfey, the Fiend, or the Great Old One, detailed in The Spells Known column of the Profane Soul table shows
the Player’s Handbook when you learn more warlock spells of your choice of 1st
The Undying, from Sword Coast Adventurer’s Guide level and higher. A spell you choose must be of a level no
The Celestial or the Hexblade, from Xanathar’s Guide to higher than what’s shown in the table’s Slot Level column for
Everything your level. When you reach 13th level, for example, you learn
The Fathomless or the Genie, from Tasha’s Cauldron of a new warlock spell, which can be 1st, 2nd, or 3rd level.
Everything Additionally, when you gain a level in this class and order,
The Undead, from Van Richten’s Guide to Ravenloft you can choose one of the warlock spells you know and
The choice you make determines some of your subclass replace it with another spell from the warlock spell list, which
features, as noted below. also must be of a level for which you have spell slots.

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Class redesign by Michael Williams, et al.
Spellcasting Ability. Intelligence is your spellcasting ability Mystic Frenzy
for your warlock spells, so you use your Intelligence Starting at 7th level, when you use your action to cast a
whenever a spell refers to your spellcasting ability. In cantrip, you can immediately make one weapon attack as a
addition, you use your Intelligence modifier when setting the bonus action.
saving throw DC for a warlock spell you cast and when
making an attack roll with one. Revealed Arcana
Spell save DC = 8 + your proficiency bonus + At 7th level, your patron grants you the use of a distinctive
your Intelligence modifier spell based on your pact. You can cast this spell once without
Spell attack modifier = your proficiency bonus + expending a spell slot, and can't do so again until you finish a
your Intelligence modifier long rest.
The Archfey. You can cast blur.
Rite Focus The Celestial. You can cast lesser restoration.
Beginning at 3rd level, your weapon becomes a core to your The Fathomless. You can cast gust of wind.
pact with your chosen dark patron. While you have an active The Fiend. You can cast scorching ray.
Crimson Rite, you can use your weapon as a spellcasting The Genie. You can cast phantasmal force.
focus (found in chapter 5 of the Player’s Handbook) for your The Great Old One. You can cast detect thoughts.
warlock spells, and you gain a specific benefit based on your The Hexblade. You can cast branding smite.
chosen pact (outlined below). The Undead. You can cast blindness/deafness.
The Archfey. When you damage a creature with a weapon The Undying. You can cast silence.
for which you have an active crimson rite, that creature glows
with faint light until the end of your next turn. For the Brand of the Sapping Scar
duration the creature can't benefit from being invisible or Upon reaching 11th level, your Brand of Castigation feature
from any cover, except for full cover. digs dark arcane scars into your target, leaving them
The Celestial. You can expend a use of your Blood vulnerable to your magic. A creature branded by you has
Maledict feature as a bonus action to heal one creature that disadvantage on saving throws against your warlock spells.
you can see within 60 feet of you other than yourself. They
regain a number of hit points equal to one roll of your Unsealed Arcana
hemocraft damage die + your Intelligence modifier (minimum At 15th level, your patron grants you the use of an additional
of 1). spell based on your pact. You can cast this spell once without
The Fathomless. You can breathe underwater. expending a spell slot, and can’t do so again until you finish a
Additionally, once per turn when you damage a creature with long rest.
a weapon for which you have an active crimson rite, you can The Archfey. You can cast slow.
reduce that creature’s speed by 10 feet until the start of your The Celestial. You can cast revivify.
next turn. The Fathomless. You can cast lightning bolt.
The Fiend. When you damage a creature with a weapon The Fiend. You can cast fireball.
for which you have an active crimson rite, if you roll a 1 or 2 The Genie. You can cast protection from energy.
on your hemocraft die, you can reroll the die and choose The Great Old One. You can cast haste.
which roll to use. The Hexblade. You can cast blink.
The Genie. As a bonus action, you expend a use of your The Undead. You can cast speak with dead.
Blood Maledict feature to give yourself a flying speed of 30 The Undying. You can cast bestow curse.
feet, which lasts until the end of your next turn.
The Great Old One. When you score a critical hit against Blood Curse of the Souleater
a creature, that creature and any other creatures of your Starting at 18th level, you’ve learned to siphon the soul from
choice within 5 feet of it are frightened of you until the end of your fallen prey. You gain the Blood Curse of the Souleater
your next turn. for your Blood Maledict feature. This does not count against
The Hexblade. When you successfully target a creature your number of blood curses known.
with a blood curse, the next time you hit that creature with an
attack while the curse is in effect, the attack deals additional Order of the Mutant
damage equal to your proficiency bonus.
The Undead. When you take necrotic damage, you can use The process of the Hunter’s Bane is a painful, scarring, and
your reaction to halve that damage. In addition, your sometimes fatal experience. Those that survive find
appearance changes to reflect some aspect of your patron themselves irrevocably changed, enhanced. Some found this
while you have any crimson rite active. experience exalting, embracing the ability to alter one’s own
The Undying. Whenever you reduce a hostile creature physiology through a combination of hemocraft and
with a CR equal to half your character level (rounded up) or corrupted alchemy. Over generations of experimentation, a
higher to 0 hit points, you regain a number of hit points equal splinter order of blood hunters began to emerge, one that
to one roll of your hemocraft die. focused on brewing toxic elixirs to modify their capabilities in
battle, altering their blood and, over time, become something
beyond what they once were. They called themselves the
Order of the Mutant. Researching their targets to know their
strengths and weaknesses, these blood hunters can alter
their biology to be best prepared for the coming conflict.

7
Class redesign by Michael Williams, et al.
Order of the Mutant Features Blood Curse of Corrosion
Blood Hunter Starting at 15th level, your blood curse can wrack a creature’s
Level Feature body with terrible toxins. You gain the Blood Curse of
3rd Formulas (4), Mutagencraft Corrosion for your Blood Maledict feature. This does not
count against your number of blood curses known.
7th Strange Metabolism, Formulas (5),
Mutagens (3/rest)
Exalted Mutation
11th Brand of Axiom, Formulas (6) At 18th level, your body has adapted to produce mutagens
15th Blood Curse of Corrosion, Formulas (7),
naturally in a moment of need. As a bonus action, choose one
Mutagens (4/rest) mutagen currently affecting you. Its effects and side effects
end, and you can immediately have a mutagen you know the
18th Exalted Mutation, Formulas (8) formula for take effect in its place.
Or instead you can spend two uses of this feature to gain
Formulas the effects and side effects of one mutagen you know the
You begin to uncover forbidden alchemical formulas that formula for, as if you had consumed the mutagen normally.
temporarily alter your mental and physical abilities. You can use this feature a number of times equal to your
Beginning at 3rd level, you choose to learn four mutagen Intelligence modifier (minimum of 1). You regain all uses of
formulas. Your formula options are detailed at the end of this this feature after you finish a long rest.
order description. You gain an additional formula at 7th level,
11th level, 15th level, and 18th level. Mutagens
Additionally, when you gain a new mutagen formula, you These mutagens are presented in alphabetical order. You can
can choose one of the formulas you already know and replace learn a mutagen at the same time you meet its prerequisites.
it with a new mutagen formula. Aether (11th Level Required). You gain a flying speed
equal to your movement speed. As a side effect, you gain
Mutagencraft disadvantage on Strength and Dexterity ability checks.
At 3rd level, you can concoct two mutagens when you finish a Alluring. Your skin and voice become malleable, allowing
long rest. Starting at 7th level, the number of mutagens you you to enhance your appearance and presence. You have
can create when you finish a long rest increases to three, and advantage on Charisma ability checks. As a side effect, you
to four mutagens at 15th level. gain disadvantage on initiative rolls.
As a bonus action you can consume a single mutagen, the Celerity. Your Dexterity score increases by 2, as does your
effects and side effects last for 1 hour. While one or more Dexterity maximum. This bonus increases by 1 at 11th level
mutagens are affecting you, you can use an action to focus (+3) and 18th level (+4). As a side effect, you gain
and flush the toxins from your system, immediately ending disadvantage on Wisdom saving throws.
the effects and side effects of all mutagens. Conversant. You gain advantage on Intelligence ability
Mutagens are designed for your biology and have no effect checks. As a side effect, you gain disadvantage on Wisdom
on other creatures. They are also unstable by nature, losing ability checks.
their potency over time and becoming inert if not used within Cruelty (11th level required). You can make a single
24 hours. weapon attack as a bonus action. As a side effect, you gain
disadvantage on Intelligence, Wisdom, and Charisma saving
Strange Metabolism throws.
Beginning at 7th level, your body has begun to adapt to toxins Deftness. You gain advantage on Dexterity ability checks.
and venoms, ignoring their corroding effects. You gain As a side effect, you gain disadvantage on Wisdom ability
advantage on saving throws against poison, and you have checks.
resistance against poison damage. Embers. You gain resistance to fire damage. As a side
In addition, you can instill a burst of adrenaline to effect, you gain vulnerability to cold damage.
temporarily resist the negative effects of a mutagen. As an Gelid. You gain resistance to cold damage. As a side effect,
action, you can choose to ignore the side effect of a mutagen you gain vulnerability to fire damage.
affecting you for 1 minute. Impermeable. You gain resistance to piercing damage. As
Once you use this feature to resist side effects, you can’t do a side effect, you gain vulnerability to slashing damage.
so again until you finish a long rest. Mobile. You are immune to the grappled and restrained
conditions. At 11th level, you also are immune to the
Brand of Axiom paralyzed condition. As a side effect, you gain disadvantage
At 11th level, your mutagenic hemocraft lets your Brand of on Constitution saving throws.
Castigation reveal a foe’s true nature. Nighteye. You gain darkvision for up to 60 feet. If you
If a creature branded by you is under the effect of any already have darkvision, this increases its range by 60
illusion spell, the polymorph spell, the Change Shape action, additional feet. As a side effect, you have disadvantage on
the Shapechanger trait, the Wild Shape feature, or a similar attack rolls and on Wisdom (Perception) checks that rely on
effect, it must succeed on a Wisdom saving throw. On a failed sight when you, the target of your attack, or whatever you are
save the illusion spell (if any) ends, it reverts to its true form trying to perceive is in direct sunlight.
(if changed) and is stunned until the end of your next turn. Percipient. You gain advantage on Wisdom ability checks.
If a creature's saving throw is successful, the creature is As a side effect, you gain disadvantage on Intelligence ability
immune to the Brand of Axiom for the next 10 minutes. checks.

8
Class redesign by Michael Williams, et al.
Potency. Your Strength score increases by 2, as does your Heightened Senses
Strength maximum. This bonus increases by 1 at 11th level Starting when you choose this archetype at 3rd level, you
(+3) and 18th level (+4). As a side effect, you have begin to adopt the improved abilities of a natural predator.
disadvantage on Dexterity saving throws. You have advantage on Wisdom (Perception) checks that rely
Precision (11th level required). Your weapon attacks on hearing or smell.
score a critical hit on a roll of 19 or 20. As a side effect, you
gain disadvantage on Strength saving throws. Hybrid Transformation
Rapidity. Your speed increases by 10 feet. At 15th level, Upon choosing this archetype at 3rd level, you begin to
your speed increases by 15 feet instead. As a side effect, you control the lycanthropic curse that now flows through your
gain disadvantage on Intelligence ability checks. blood. As an action, you can transform into your hybrid form
Reconstruction (7th level required). At the start of each for 10 minutes. You can speak, use equipment, and wear
of your turns, you regain hit points equal to your proficiency armor in this form. You can revert to your normal form earlier
bonus if you have at least 1 hit point but no more than half of by using an action on your turn. You automatically revert to
your maximum hit points left. As a side effect, your speed your normal form if you fall unconscious, drop to 0 hit points,
decreases by 10 feet. or die. Once you use this feature, you must finish a short or
Sagacity. Your Intelligence score increases by 2, as does long rest before you can use it again.
your Intelligence maximum. This bonus increases by 1 at While you are transformed, you gain the following benefits:
11th level (+3) and 18th level (+4). As a side effect, you gain Feral Might. You have advantage on Strength checks and
disadvantage on Charisma saving throws. Strength saving throws. When you make a melee weapon
Shielded. You gain resistance to slashing damage. As a attack using Strength, you gain a +1 bonus to the damage
side effect, you gain vulnerability to bludgeoning damage. roll. This bonus increases to +2 at 11th level and to +3 at
Unbreakable. You gain resistance to bludgeoning damage. 18th level.
As a side effect, you gain vulnerability to piercing damage. Resilient Hide. You have resistance to bludgeoning,
Vermillion. You gain one additional use of your Blood piercing, and slashing damage from nonmagical attacks that
Maledict feature. As a side effect, you gain disadvantage on aren't silvered. While you are not wearing heavy armor or
death saving throws. wielding a shield, you gain a +1 bonus to your AC.
Predatory Strikes. You can apply your Crimson Rite
Order of the Lycan feature to your unarmed strikes, which you treat as one
Of the many terrible curses that plague the realm, few are as weapon. Your unarmed strikes deal 1d4 bludgeoning or
ancient or as feared as Lycanthropy. Passed through blood, slashing damage (your choice). This damage increases to 1d6
this affliction seeds a host with the savage strength and at 7th level and 1d8 at 11th level.
hunger for violence of a wicked beast. The Order of the Lycan Additionally, when you use the Attack action to make an
is a proud order of blood hunters who undergo “The Taming,” unarmed strike, you can make one additional unarmed strike
a ceremonial inflicting of lycanthropy from a senior member. as a bonus action.
These hunters then use their abilities to harness the power of Cursed Weakness. You have vulnerability to damage from
the monster they harbor without losing themselves to it. silvered weapons.
Through intense honing of one’s own willpower, combined Bloodlust. If you've taken damage since the start of your
with the secrets of the order’s blood magic rituals, members last turn, you must make a Wisdom saving throw to maintain
learn to control and unleash their hybrid form for short control of yourself at the start of your turn. The DC equals 10,
periods of time. Enhanced physical prowess, unnatural or half of the total damage you've taken since the start of your
resilience, and razor sharp claws make these warriors a previous turn, whichever number is higher.
terrible foe to any evil that crosses their path. Yet, no training On a failed save, you must move directly towards the
is perfect, and without care and complete focus, even the nearest creature to you and use the Attack action against that
greatest of blood hunters can temporarily lose themselves to creature; if you can make extra attacks as part of the Attack
the bloodlust. action, you use those extra attacks. If there is more than one
possible target, the DM chooses between the targets. You
Order of the Lycan Features then regain control of your character for the remainder of
Blood your turn.
Hunter Level Feature If you’re concentrating on a spell or are under an effect that
3rd Heightened Senses, Hybrid Transformation prevents you from concentrating (such as the barbarian’s
Rage feature), you automatically fail this saving throw.
7th Stalker's Prowess, Predatory Strikes (1d6)
11th Advanced Transformation, Feral Might (+2), The benefits of this feature replace the rules for Lycanthropy
Predatory Strikes (1d8) within the Monster Manual.
15th Iron Volition, Brand of the Voracious Stalker's Prowess
18th Hybrid Transformation Mastery, Blood Curse At 7th level, your speed increases by 10 feet while you aren't
of the Howl, Feral Might (+3) wearing heavy armor. You also can add 10 feet to your long
jump distance and 3 feet to your high jump distance. In
addition, your hybrid form gains the Improved Predatory
Strikes feature.

9
Class redesign by Michael Williams, et al.
Improved Predatory Strikes. While in your hybrid form, Blood Curse of Bloated Agony
your unarmed strikes are considered magical for the purpose As a bonus action, you curse a creature that you can see
of overcoming resistance and immunity to nonmagical within 30 feet of you to painfully swell until the end of your
attacks and damage. next turn. The target must make a Constitution saving throw.
On a failed save, for the duration of this curse the creature
Advanced Transformation has disadvantage on Strength and Dexterity ability checks,
Starting at 11th level, you learn to unleash and control more and suffers 1d8 necrotic damage for each melee or ranged
of the beast within. You can use your Hybrid Transformation attack it makes after the first during its turn.
feature twice, regaining all expended uses when you finish a Amplify. This curse lasts for 1 minute. At the end of each
short or long rest. In addition, your hybrid form gains the of its turns, the cursed creature can make a Constitution
Lycan Regeneration feature. saving throw. On a success, this curse ends.
Lycan Regeneration. At the start of each of your turns, you
regain hit points equal to 1 + your Constitution modifier Blood Curse of Corrosion
(minimum of 1) if you have at least 1 hit point and no more Prerequisite: 15th level, Order of the Mutant
than half of your maximum hit points left. As a bonus action, choose a creature within 30 feet of you
that you can see, they must make a Constitution saving throw
Iron Volition or become poisoned for 1 minute. At the end of each of its
At 15th level, you have advantage on your Wisdom saving turns, the target can make another Constitution saving throw.
throws to maintain control of your bloodlust in hybrid form. On a success, the curse ends.
Amplify. The cursed creature takes 4d6 necrotic damage
Brand of the Voracious on a failed save, and takes this damage again every time it
Also at 15th level, your Brand of Castigation now binds your fails its Constitution saving throw to end this curse at the end
foe to your hunter’s thirst for savagery. While in your hybrid of its turn.
form, your attacks have advantage against a creature branded
by you. Blood Curse of the Exorcist
Prerequisite: 15th level, Order of the Ghostslayer
Hybrid Transformation Mastery As a bonus action, you can choose one creature you can
At 18th level, you have wrestled your inner predator and see within 30 feet of you that is charmed, frightened, or
mastered it. You can now use your Hybrid Transformation possessed by another creature. The target creature is no
feature three times instead of two, and your hybrid form now longer charmed, frightened, or possessed by another
lasts for up to 1 hour. creature.
Amplify. The creature that charmed, frightened, or
Blood Curse of the Howl possessed the target of your curse must make a Wisdom
Also at 18th level you gain the Blood Curse of the Howl for saving throw or take 3d6 psychic damage and be stunned
your Blood Maledict feature. This does not count against until the end of your next turn.
your number of blood curses known.
Blood Curse of Exposure
Blood Curses Prerequisite: 10th level
When a creature you can see within 30 feet is hit with an
The blood curses are presented in alphabetical order. attack or spell, you can use your reaction to temporarily
weaken their resilience against it. Until the end of the turn,
Blood Curse of the Anxious the target loses their resistance to the damage types of the
As a bonus action, you harry the body or mind of a creature triggering attack or spell.
within 30ft of you, that you can see or is under the effect of Amplify. The target instead loses immunity to the damage
your brand, making them susceptible to forceful influence. types of the triggering attack or spell, having resistance to
The target must make a Wisdom saving throw. On a failed them instead until the end of the turn.
save, Charisma (Intimidation) checks made against the
cursed creature have advantage until the end of your next Blood Curse of the Eyeless
turn. When a creature you can see within 30 feet of you makes an
Amplify. Additionally the target has disadvantage on attack roll, you can use your reaction to roll one hemocraft
Wisdom saving throws until the end of your next turn. die and subtract the number rolled from the creature’s attack
roll. You can choose to use this curse after the creature’s roll,
Blood Curse of Binding but before the DM determines whether the attack roll
As a bonus action, you can attempt to bind a creature you can succeeds or fails. The creature is immune if it is immune to
see within 30 feet of you that is no more than one size larger the blinded condition.
than you. The target must succeed on a Strength saving Amplify. You apply this curse to all of the creature’s attack
throw or have their speed reduced to 0 and they can’t use rolls until the end of the turn. You roll a new hemocraft die
reactions until the end of your next turn. for each affected attack.
Amplify. This curse lasts for 1 minute and can affect a
creature regardless of their size category. At the end of each
of its turns, the cursed creature can make another Strength
saving throw. On a success, this curse ends.

10
Class redesign by Michael Williams, et al.
Blood Curse of the Fallen Puppet Blood Curse of Mutual Suffering
When a creature you can see within 30 feet of you drops to 0 Prerequisite: 6th level
hit points, you can use your reaction to instil that creature As a bonus action you can target a creature you can see
with a final act of aggression. The creature immediately within 30 feet of you and attune it to the suffering it afflicts on
makes one weapon attack against a target of your choice others. The target must make a Wisdom saving throw. On a
within its range. failed save, until the end of its next turn whenever the target
Amplify. You can first cause the cursed creature to move damages another creature with an attack, spell, or other
up to half its speed, and you grant a bonus to its attack roll effect it takes psychic damage, which can't be reduced in any
equal to your Intelligence modifier (minimum of 1). way, equal to half the damage it inflicted.
Amplify. The curse deals damage to the target equal to the
Blood Curse of the Howl damage they inflict instead of half.
Prerequisite: 18th level, Order of the Lycan
As an action, you unleash a blood-curdling howl. Each Blood Curse of the Scorpion's Sting
creature within 30 feet of you that can hear you must succeed Prerequisite: 6th level
on a Wisdom saving throw or become frightened of you until As an action you can target a creature you can see within
the end of your next turn. A creature that succeeds on its 10 feet of you, projecting a burst of foul venomous blood at
saving throw is immune to this blood curse for the next 24 them. The target must make a Constitution saving throw,
hours. taking posion damage equal to one roll of your hemocraft die
You can choose any number of creatures you can see to be and becoming poisoned for 1 minute on a failed save or
unaffected by this howl. taking half as much damage and not becoming poisoned on a
Amplify. The range of this curse increases to 60 feet. If a successful save.
creature fails its saving throw by 5 or more, it is stunned Amplify. Until the poisoned condition ends, the target is
while frightened in this way. unconscious. Another creature can use an action to shake the
target awake.
Blood Curse of Igneous Exsanguination
Prerequisite: 15th level, Exiled Blood Curse of the Souleater
As an action you can target a creature you can see within Prerequisite: 18th level, Order of the Profane Soul
30 feet of you and cause its blood to superheat within its When a creature you can see with a CR or level equal to
veins, exploding out in jets of searing vermillion ichor. The half your character level (rounded up) or higher is reduced to
target must make a Constitution saving throw, taking 8d8 fire 0 hit points within 30 feet of you, you can use your reaction to
damage on a failed save or half as much on a successful one. offer their life energy to your patron in exchange for power.
This curse treats immunity to fire damage as resistance. Until the end of your next turn, you make attack rolls with
Amplify. Each creature within 10 feet of the target must advantage. This curse has no effect on constructs or undead.
succeed a Dexterity saving throw, or take half the damage Amplify. Additionally, you regain an expended warlock
dealt to the original target of the curse. spell slot and you have resistance to all damage until the end
of your next turn. Once you’ve amplified this blood curse, you
Blood Curse of the Marked must finish a long rest before you can amplify it again.
Prerequisite: 6th level
As a bonus action, you mark a creature that you can see Blood Curse of the Warding Rite
within 30 feet of you. Until the end of your turn, whenever Prerequisite: 6th level
you hit the cursed creature with a weapon for which you have When a creature you can see within 30 feet of you casts a
an active crimson rite, you roll an additional hemocraft die spell which targets you and requires you to make an
when determining the extra damage from the rite. Intelligence, Wisdom or Charisma saving throw, you can use
Amplify. The next attack roll you make against the target your reaction to repel the spell with your hemocraft. You gain
before the end of your turn has advantage. a bonus to the spell's saving throw equal to your Intelligence
modifier (minimum of 1). You can wait until after you roll the
Blood Curse of the Muddled Mind d20 before deciding to use this curse, but must decide before
As a bonus action, you curse a creature that you can see the DM says whether the roll succeeds or fails.
within 30 feet of you that is concentrating on a spell or using Amplify. Each friendly creature within 5 feet of you that is
a feature that requires concentration. That creature has also a target of the triggering spell gains a bonus to their
disadvantage on the next Constitution saving throw it makes saving throw equal to your Intelligence modifier (minimum of
to maintain concentration before the end of your next turn. 1). A creature can only gain this bonus before the DM says
Amplify. The cursed creature has disadvantage on all whether their saving throw succeeds or fails.
Constitution saving throws made to maintain concentration
until the end of your next turn.

11
Class redesign by Michael Williams, et al.
Exiled

P
Forbidden Lore
erhaps they had begun to use their powers for At 7th level your continued delving into the secrets you
their own ends, maybe there was no cost too gleaned during your time in your previous order have yielded
high to pay for the destruction of their quarry, new means to exercise your powers. Depending on which
or they simply learned something the order order you chose for your Stolen Secrets feature, you gain one
would rather keep hidden... of the following:
Ghostslayer — Cursed Control. Rather than simply
Called 'selfish', 'deviants' or even 'evil' by both their former destroying undead, you considered the possibility of bending
peers and the order as a whole the Exiled find themselves them to your will through your hemocraft. As an action you
cast out and alone against the world. may spend a use of your blood maledict feature to target one
However having survived the Hunter's Bane and the undead creature you can see within 30 feet of you. The target
various trials of blood hunter training they remain unfaltering must make a Charisma saving throw. On a failed save, the
in their ambitions and desires, continuing to hone their target obeys your commands for the next 24 hours, or until
bloody craft without the strict guidance of their mentors, no you use this feature again. A creature whose challenge rating
matter what dark path it may ultimately lead them down. or character level is equal to or greater than your character
level is immune to this effect.
Exiled Features Additionally at 11th level you may spend a use of your
Blood Hunter blood maledict feature to reduce your current and maximum
Level Feature hit points by an amount equal to your hemocraft die's
3rd Stolen Secrets, Ravenous Rite
maximum value and cast the spell danse macabre; when you
do so, you must finish a long rest before you can do so again.
7th Forbidden Lore Profane Soul — Dark Bargain. You have learned how to
11th Brand of Vital Hunger use your own life force to power your spells; you are able to
cast a Warlock spell you know of 1st level or higher by
15th Blood Curse of Igneous reducing your current and maximum hit points by an amount
Exsanguination of your hemocraft dice equal to the level of the spell. The
18th Twisted Teachings reduction to your hit point maximum lasts until you finish a
long rest. You die if this reduces your hit point maximum to 0.
Stolen Secrets Mutant — Malleable Physiology. Absent of the strictures
At 3rd level you begin to use the secrets you studied from the of the order your experimentation with more exotic mutagens
order that ousted you, wielding their knowledge for your own has given you abilities beyond those of your rule-bound peers.
gains. Choose one of the following to represent your old You learn one exotic mutagen formula of your choice from the
blood hunter order: options listed at the end of this subclass. You gain an
Ghostslayer. You gain the Rite of the Dawn and Curse additional exotic mutagen formula at 11th and 15th levels.
Specialist features from the Order of the Ghostslayer Additionally, when you gain a level in this class, you can
subclass. choose one of the mutagen or exotic mutagen formulas you
Profane Soul. You gain the Pact Magic feature from the already know and replace it with a new exotic mutagen
Order of the Profane Soul subclass. Additionally while you formula.
have an active Crimson Rite, you can use your weapon as a Lycan — Hunter's Boon. While you are in your hybrid
spellcasting focus (found in chapter 5 of the Player’s form you gain a formidable bite attack. When making a melee
Handbook) for your warlock spells. attack with your bite, you have a reach of 5 feet and deal
Mutant. You learn four mutagen formulas of your choice; 1d10 piercing damage on a hit. You add your Strength
formula options are detailed at the end of the Mutant Order's modifier to the attack and damage rolls. A creature hit by
description. Additionally you gain the Mutagencraft feature your bite must succeed on a Constitution saving throw with a
from the Order of the Mutant subclass. DC of 8 + your proficiency bonus + your Constitution
Lycan. You gain the Hybrid Transformation and modifier or be cursed with lycanthropy. When you apply your
Heightened Senses features from the Order of the Lycan Crimson Rite to your unarmed strikes, this includes your bite.
subclass. Additionally at 11th level you gain the Advanced
Transformation feature from the Order of the Lycan subclass.
The choice you make determines some of your other subclass
features, as noted below. Brand of Vital Hunger
At 11th level your delving into dark lore allows your brand to
Ravenous Rite drain the very life from your foes and feed your own.
Additionally at 3rd level your own studies have borne fruit, When a creature is branded by you it must make a
having discovered a way to bolster yourself as your hemocraft Constitution saving throw against your hemocraft save DC.
causes harm to your foes. On a failed save the branded creature gains 1 level of
Whenever you hit a creature with a weapon for which you exhaustion and takes necrotic damage, which can't be
have an active crimson rite, you gain temporary hit points reduced in any way, equal to your Blood Hunter level while
equal to the roll of your hemocraft die. you gain temporary hit points equal to the same amount.

12
Class redesign by Michael Williams, et al.
The creature repeats the Constitution saving throw every 10 This change can only be reverted by a spell such as
minutes for the duration of the Brand, if a creature's saving reincarnate, true resurrection, or wish.
throw is successful, the creature is immune to the Brand of Lycan — Unstoppable Beast. You've felt the call of the
Vital Hunger for the next 10 minutes. All levels of exhaustion wild growing inside you since you were first afflicted with
gained from this brand are removed at the end of the brand's lycanthropy, although no longer do you call it a curse but a
duration. blessing; your very soul becoming as feral as your
countenance, surrendering control almost completely. While
Blood Curse of Igneous Exsanguination you are in your hybrid form you have immunity to
At 15th level you've unlocked the secret to simply bludgeoning, piercing, and slashing damage from nonmagical
manipulating the blood within other's veins to your needs, attacks that aren't silvered, and when you use the attack
something you use to violent and visceral effect. You gain the action to make an unarmed strike or an attack with your bite
Blood Curse of Igneous Exsanguination for your Blood you can make two additional unarmed strikes as a bonus
Maledict feature. This does not count against your number of action rather than just one.
blood curses known. Additionally the bloodlust feature of your hybrid form is
replaced entirely with the following: whenever a hostile
Twisted Teachings creature damages you while you are in your hybrid form, you
Starting at 18th level your pursuit for forbidden knowledge must succeed on a DC 15 Wisdom saving throw or go
leads finally, to your enlightenment; the true realisation of berserk. While berserk, you must use your action each round
your bloody power unfolds before you as easily as you might to attack the creature nearest to you. If you can make extra
turn pages in a book. Depending on which order you chose attacks as part of the Attack action, you use those extra
for your Stolen Secrets feature, you gain one of the following: attacks, moving to attack the next nearest creature after you
Ghostslayer — Sinister Siphon. A terrible thought has fell your current target. If you have multiple possible targets,
plagued but broadened your mind as you've grown in power, you attack one at random. You are berserk until you start your
what are the living but undead-in-waiting? Even you will one turn with no creatures within 60 feet of you that you can see
day perish and become nought but a plaything of some foul or hear.
necromancer, unless...
As a bonus action you may choose one creature under your Exotic Mutagens
control and deal necrotic damage to it, which can't be These mutagens are presented in alphabetical order.
reduced in any way, equal to your Blood Hunter level; you Amplify. Your size doubles in all dimensions, and your
then regain hit points equal to the damage dealt. If the weight is multiplied by eight. This growth increases your size
targeted creature is reduced to 0 hit points by this feature it by one category — from Medium to Large, for example. If
dies instantly and turns to dust. Each time you use this there isn't enough room for you to double in size, you attain
feature you extend your life by 1 month, however your the maximum possible size in the space available.
appearance becomes steadily more gaunt and pallid. Additionally your weapon attacks deal 1d4 extra damage. As
Additionally your Cursed Control feature can now affect a side effect, attack rolls have advantage against you.
any type of creature, not only undead. Aquatic. You adapt your body to an aquatic environment,
Profane Soul — Soul Stealer. You learn how to use the sprouting gills, growing webbing between your fingers and
souls of other creatures to power your magic, instead of just your lower body morphing to be akin to a merfolk's. You can
your own. You may use your action to touch a creature within breathe underwater and gain a swimming speed of 40ft. As a
your reach, the target must make a Charisma saving throw. If side effect your walking speed is reduced by 20 feet (to a
it fails, it takes 10d10 necrotic damage and you regain all minimum of 0 feet) and you are unable to breathe air.
your expended Warlock spell slots. If it succeeds, it takes half Bladed. Your arm warps into a sharpened edge. One of
as much necrotic damage and you regain one expended your forearms becomes a +1 one-handed melee weapon of
Warlock spell slot. If a creature is reduced to 0 hit points by your choice. You cannot be disarmed of this weapon and
this damage it dies instantly as its soul is consumed. Once when you take the attack action you may make one additional
you use this feature, you can't use it again until you finish a attack with it as a bonus action. As a side effect you are
short or long rest. unable to hold or use objects with that hand.
Mutant — Monstrous Mutagens. Continued and eager Boneless. You are able to compress your body beyond
experimentation has unlocked the keys to mold your flesh what one might imagine possible, you can squeeze through a
like clay, allowing you to take on truly terrfying new forms. space as narrow as 6 inches wide. As a side effect, you gain
You learn one monstrous mutagen formula of your choice disadvantage on Constitution saving throws.
from the options listed at the end of this subclass; Echolocation. You gain blindsight, out to a range of 30
additionally you can choose one of the mutagen or exotic feet, while you are not deafened. As a side effect you are blind
mutagen formulas you already know and replace it with a beyond this radius and have disadvantage on Wisdom
new monstrous mutagen formula. (Perception) checks that rely on sight, other than your
When the effect of one of these mutagens ends roll 1d100, blindsight, within this radius.
on a 1 you are permanently transformed into a Mutated Elongate. Your arms extend, practically dragging along the
Spawn. Your game statistics, including mental ability scores, ground; when you make a melee attack on your turn, your
are replaced by the statistics of the mutated spawn. You reach for it is 5 feet greater than normal. As a side effect, you
assume the hit points of your new form, and you are limited have disadvantage on ranged attack rolls.
in the actions you can perform by the nature of your new
form. Your gear falls to the ground.

13
Class redesign by Michael Williams, et al.
Envenom. Your saliva becomes highly poisonous. As a bonus Horrifying. Your appearance becomes that of an
action you may spit acid at a creature within 10 feet of you. indescribable terror. Each creature within 30 feet that can
The creature must make a Constitution saving throw against see you must succeed on a Wisdom saving throw against
your hemocraft save DC or take 1d4 plus your Constitution your hemocraft save DC or drop whatever it is holding and
modifier in poison damage. As a side effect you are unable to become frightened of you. While frightened by you, a creature
speak. must take the Dash action and move away from you by the
Hardened. Your skin hardens and thickens, becoming safest available route on each of its turns, unless there is
almost stone-like. While you are not wearing heavy armor or nowhere to move. If the creature ends its turn in a location
wielding a shield, you gain a +2 bonus to your AC. As a side where it doesn't have line of sight to you, the creature can
effect, you have disadvantage on Dexterity saving throws and make a Wisdom saving throw against your hemocraft save
your speed is halved. DC. On a successful save, the effect ends for that creature.
Lightweight. You reduce your mass and density, making Inferno. Your body sets alight, however the flames are
yourself almost weightless. You do not set off traps such as harmless to you. You emit bright light in a 30-foot radius and
pressure plates nor do you leave footprints in surfaces such dim light for an additional 30 feet. You are immune to fire
as mud or snow, and your rate of descent when falling slows damage and any creature that moves within 5 feet of you for
to 60 feet per round. As a side effect, your jumping distance is the first time on a turn or ends its turn there takes 2d8 fire
halved and you deal only half damage with weapon attacks damage. The fire damages objects in the area and ignites
that use Strength. flammable objects; additionally the flames ignite any non-
Panorama. Numerous clusters of eyes are scattered about magical objects you are wearing or carrying.
your body, you gain the effects of the see invisibility spell. As a Mimic. Your form is malleable enough to change
side effect, you have disadvantage on melee attack rolls. appearance entirely, even to appear non-living. As an action
Remembrance. It is best left unsaid how you discovered you can change your form to an object or another creature
this. You gain advantage on Intelligence checks to learn you have knowledge of. The new form must be the same size
information known to a creature you have consumed a part of as you or one size smaller than you. Your statistics are the
within the last hour. As a side effect, you gain disadvantage same in each form, you retain the benefit of any features from
on Charisma ability checks. your class, race, or other source and can use them if the new
Rending. Your fingers extend into vicious talons. Your form is physically capable of doing so. However your ability to
unarmed strikes deal 2d4 slashing damage and when you use speak or take any action that requires hands is limited to the
the Attack action to make an unarmed strike, you can make capabilities of your new form.
one additional unarmed strike as a bonus action. As a side Phased. Mastery of your mutations allows you almost
effect, you cannot hold any objects in your hands. magical maneuverability. While this mutagen is in effect you
Spined. You gain the ability to shoot out spines in response may use your action to shift from being material to being
to danger. When you are hit by a melee attack and are not phased, or vice versa. While phased you are unable to speak,
wearing metal armour, you may use your reaction to cause or take any other actions other than becoming unphased. You
each creature within 5 feet of you to make a Dexterity saving are immune to all nonmagical damage. You can move in any
throw against your hemocraft save DC, or take 1d8 piercing direction however, if you move up or down, every foot of
damage. As a side effect any non-magical clothing or armour movement costs an extra foot; you may move through
you are wearing is destroyed when you use this reaction. creatures and objects as if they were difficult terrain.
If you occupy the same spot as a solid object or creature
Monstrous Mutagens when you become material, you are immediately shunted to
These mutagens are presented in alphabetical order. the nearest unoccupied space that you can occupy with both
Anathema. You sprout a single colossal extra eye, which you and the creature or object taking force damage equal to
you can open and close as a bonus action. While the eye is twice the number of feet you are moved. If you are phased
open, it requires your concentration, you may cast no spells, when the effect of this mutagen ends you automatically
and the eye creates an area of antimagic, as per the antimagic become material again.
field spell, in a 15-foot cone. At the start of each of your turns, Polymelia. You grow two slightly smaller secondary arms
you may decide which way the cone faces. The eye closes if below your primary pair of arms. The secondary arms
you lose concentration on the effect. function like your primary arms, with the following
Caustic. Your blood itches and seems to boil in your veins. exceptions: you can use a secondary arm to wield a weapon
When a creature hits you with a melee attack, your acidic that has the light property, but you can't use a secondary arm
blood sprays forth with great pressure and they take 2d8 acid to wield other kinds of weapons and you can't wield a shield
damage. If the creature used a nonmagical weapon as part of with a secondary arm.
the attack that hit you, the weapon is corroded by the acid Tendrils. Six slick appendages sprout from your flesh. As a
and destroyed. bonus action you can attempt to grapple one creature you can
Devourer. Your face twists and becomes akin to that of an see within 30 feet of you with one of your tendrils. On a
illithid, able to remove and consume the brain of a helpless success you can drag the creature up to 15 feet towards you;
victim. As an action, you can make an attack against one while a creature is grappled by one of your tendrils it is
humanoid that is grappled by you. On a hit, the target takes restrained and has disadvantage on Strength checks and
6d10 piercing damage. If this damage reduces the target to 0 Strength saving throws, and you can't use the same tendril on
hit points, you kill the target by extracting and devouring its another target. You may only grapple as many creatures as
brain. This has no effect on creatures without nervous you have tendrils.
systems, such as oozes, elementals, and constructs.

14
Class redesign by Michael Williams, et al.
Mutated Spawn Mutated Beyond Reason. At the start of each of the
mutated spawn's turns roll a d6, the mutated spawn
Large Monstrosity, Unaligned
gains the corresponding effect from the following table
Armor Class 13 (18 with subcutaneous armour) until the start of its next turn:
Hit Points 126 (11d10 + 66) 1d6 Result
Speed 45 ft.
1–2 Subcutaneous Armour. The mutated spawn's flesh
under its skin hardens into thick armoured plates.
STR DEX CON INT WIS CHA Its AC increases to 18.
22 (+6) 16 (+3) 22 (+6) 2 (-4) 14 (+2) 6 (-2) 3–4 Grasping Pseudopods. The mutated spawn's limbs
melt into grasping tentacles; it makes all its melee
attacks with its tentacles instead of its unnatural
Saving Throws Str +10, Con +10 claws when it takes the multiattack action.
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks 5–6 Toxic Haemorrhage. The mutated spawn's limbs
Condition Immunities charmed, frightened drip deadly venom from sharp barbs in its skin; it
makes all its melee attacks with its venom barbs
Senses darkvision 60 ft., passive Perception 12
instead of its unnatural claws when it takes the
Languages Can't speak but understands the languages it multiattack action.
knew previously
Challenge 10 (5,900 XP)
Actions
Aggressive. As a bonus action, the mutated spawn can Multiattack. The mutated spawn makes 3 (1d6) attacks
move up to its speed toward a hostile creature that it with its unnatural claws.
can see.
Unnatural Claws. Melee Weapon Attack: +10 to hit,
Mostly Mindless. Due to the mutated spawn's physical reach 10ft., one target. Hit 9 (1d6 + 6) slashing
instability and maddened nature it is incapable of using damage. This attack ignores both resistance &
objects. immunity to slashing damage.
Additionally if the mutated spawn has taken damage Tentacles. Melee Weapon Attack: +10 to hit, reach
since the end of its last turn, it must make a Wisdom 15ft., one target. Hit 10 (1d8 + 6) bludgeoning
saving throw at the start of its turn. The DC equals 10, damage and the target is grappled (escape DC 18).
or half of the total damage its taken since the end of its Until the grapple ends, the target is restrained and has
previous turn, whichever number is higher. On a failed disadvantage on Strength checks and Strength saving
save, the mutated spawn must move directly towards throws; the target remains grappled even if the
the nearest creature and use the multiattack action mutated spawn's limbs change.
against that creature. If there is more than one possible
target, it attacks one at random. The mutated spawn Venom Barbs. Melee Weapon Attack: +10 to hit, reach
then regains control of itself for the remainder of its 10ft., one target. Hit 8 (1d4 + 6) piercing damage, plus
turn. 3 (1d6) poison damage, and the target must succeed
on a DC 18 Constitution saving throw or be poisoned
for 1 minute.

Blood Hunter Multiclassing with


Blood Hunter Warlock
Multiclassing If your blood hunter is part of the Order of the Profane Soul,
or otherwise gains the pact magic feature from this class, and
Should you wish to multiclass into a blood hunter, the also has warlock levels, add one-third of your blood hunter
prerequisites and proficiencies gained are listed below. levels (rounded down) to your warlock level and consult the
Blood Hunter Multiclassing Prerequisites warlock progression table in the Player’s Handbook for total
Ability Score
spell slots, cantrips known, and spell slot level.
Minimum Proficiencies Gained
Strength 13 or Light armor, medium armor, Credits
Dexterity 13, and
Intelligence 13
shields, simple weapons, martial
weapons, alchemist's supplies.
Original class design and lore by Matthew Mercer
Edits and Balancing by Michael Williams
Exiled subclass and Mutated Spawn stat block by Michael
Williams
Background art by Michael Williams
Special thanks for the great help from GattlingGolduck,
ExplorerOfEden, goldenglow & NovaTrance

15
Class redesign by Michael Williams, et al.
Additional Works The Inquisitor
Hello! Hopefully you've enjoyed what you read here! If you're The Inquisitor is a class designed to represent those
interested in checking out other things I've done, here's some dedicated to a cause; be it foiling fiends, stopping spellcasters
things that may take your fancy: or annihilating aberrations Inquisitors will stop at nothing to
thwart the machinations of their foes. Drawing inspiration
from both its pathfinder counter-part and a grim, far-distant
The Lycanthrope future it's a half-caster with its own list of spells capable of
All lycanthropes get their curse from somewhere. Were you both martial prowess and support magic to harry foes and
born with it, transferred from the blood of your parents? help allies.
Were you bitten by another lycanthrope during an adventure Check it out here!
or attack on your home? Did you get cursed by some craven
mage who sought to punish you? Was it a life you chose to Advanced Arcaneries Vol.1
accept, being granted such power by a deity? A collection of 46 new spells designed to add some variety
That's what this class explores, covering all types of and innovation to your caster's spell lists! Every spell has
lycanthropy! A strong and very customisable martial class for been balanced for it's level and lists the classes and
those who want to walk on the wild side. subclasses that can access these newfound powers.
Check it out here! Check it out here!
The Spellblade Armour, Items, and Weapons
There exists a versatile brand of warriors who combine the Galore!
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death and destruction. These are the Spellblades, a rare but This collection of gear includes 45 new melee weapons, 6
powerful figure certain to be more than a match for most new ranged weapons, 7 new firearms, 4 new sets of armour,
foes. 3 new types of shields and 8 new pieces of equipment all
A capable magical and martial class that fans of the designed to add the spice of variety into your games and
Eldritch Knight and the Hexblade are sure to love! character builds; from the mundane such as Bardiches and
Check it out here! Broadswords to the exotic such as Meteor Hammers and
Kusarigama there's bound to be something for everyone!
Honorable Heroes Check it out here!
Ever thought encounters with humanoid enemies seemed a School of Explosion Magic
little samey? Wanted to spice things up with a few new
surprises for your players? Honorable Heroes has you Apathetic to Abjuration? Tired of Transmutation? Bored of
covered! Bladesinging and disinterested in Divination? Well have I got
A set of 33 humanoid "hero" stat blocks with CRs ranging the school of magic that's right for you: Explosion Magic!
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Check it out here! secrets of the most powerful magic known to all the planes
but be warned, such incantations can toll a heavy price if one
The Oath Daemonicus strains themselves too far; for the pay off may be mighty but
so too will be the cost!
A Paladin subclass primarily designed for evil aligned player Check it out here!
characters and evil NPCs, and inspired by the possessed
warrior monks of a dark and far flung future this subclass lets Way of the Brick Brawler
you invite a demon along for the ride; adding a whole new
dimension to making an oath. Monks of the Way of the Brick Brawler are taught to study
Check it out here! the ways in which anything around them can be made into a
weapon, from the smallest stone to the biggest brick.
College of Metal Inspired by brash brawlers, and savvy street fighters the
Way of the Brick Brawler brings a uniquely resourceful style
A strange breed of Bards the members of the college of metal of martial arts, capable with anything they have to hand. If
are known for their love of loud music and raucous, near- you're a fan of Jackie Chan (or even Gambit) this is one
violent parties which often involve a strange form of dance- subclass to check out!
combat; a style copied by their more enthusiatic fans. Check it out here!
A fan of heavy metal? A lover of power chords and killer
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shoots to thrill. A three pack of different races to add some more variety to
Check it out here! your adventuring parties and worlds, complete with racial
feats, naming conventions & height & weight tables!
Check it out here!

16
Class redesign by Michael Williams, et al.
Rite Revival replaced with Vengeful Spirit.
Changelog Otherworldly Patrons from TCE and VRGR added.
Rite Focus: The Fiend now applies to all Crimson Rite
Version 1 flavours, not just Rite of the Flame.
Hemocraft ability locked to Intelligence. Rite Focus: The Great Old One now only frightens
Removed martial weapons proficiency, replaced with a set creatures within 5ft of the creature hit, rather than 10ft.
of specific weapons. Rite Focus: The Undying now specifies clearly what
Common saving throw changed from Dexterity to creatures grant you hit points, rather than "a creature of
Constitution. mild threat".
Lowered number of skill choices from 3 to 2. Mutagencraft can now only create mutagens when
Changed option for Studded Leather to an option for finishing a long rest, instead of short or long.
Leather armour. Mutagencraft can now create 2 mutagens which scales up
Added option for a dungeoneer's pack. to 4, rather than 1 which scales up to 3.
Hunter's Bane changed to only give bonus to one creature Mutagencraft now states mutagens last for 1 hour, rather
type at 1st level, upgrades at 6th and 14th level in line with than until you finish a rest.
a Ranger's Favoured Enemy feature. Strange Metabolism now grants resistance to poison
Hemocraft save DC formula moved to Blood Maledict damage, instead of immunity.
feature. Strange Metabolism now grants advantage on saving
Blood Maledict now lets you swap known curses when throws against poison, rather than immunity to the
you gain a Blood Hunter level, rather than a new curse. poisoned condition.
Using a blood curse lowers your current/maximum hit Brand of Axiom's wording is now much clearer, creatures
points by an amount equal to your hemocraft die, get to save against its effects and a successful save makes
amplifying costs and additional die roll; max HP reduction the creature immune to its effects for 10 minutes.
lasts until a short/long rest. Mutagen: Aether's flying speed is now 30ft instead of 20ft.
Blood Maledict uses now only recharge after a long rest. Mutagen: Celerity's bonus is now +2/3/4 rather than
Crimson Rite now only works on melee weapons. +3/4/5.
Crimson Rite usage now reduces your current/maximum Mutagen: Cruelty now allows you to make a single bonus
hit points by an amount equal to your hemocraft die, max action attack even without taking the attack action.
HP reduction lasts until a short/long rest. Mutagen: Mobile now gives disadvantage on Constitution
Crimson Rite has a max duration of 1 minute rather than saving throws, rather than Strength ability checks.
potentially infinite. Mutagen: Percipient now gives disadvantage on
Crimson Rite makes your weapon magical, as per to the Intelligence ability checks rather than Charisma ability
D&DBeyond version. checks.
Crimson Rite damage can only be applied once per turn. Mutagen: Potency now allows you to make a single bonus
Rite of the Oracle replaced with Rite of the Acrid. action attack even without taking the attack action.
Brand of Castigation now requires your reaction. Mutagen: Sagacity now allows you to make a single bonus
Brand of Castigation usage now reduces your action attack even without taking the attack action.
current/maximum hit points by an amount equal to your Hybrid Transformation now requires an action, instead of
hemocraft die, max HP reduction lasts until a short/long a bonus action.
rest. Hybrid Transformation now lasts 10 minutes instead of 1
Brand of Castigation maximum tracking range limited to hour.
within 300ft of you, rather than infinite. Feral Might now applies only to attacks made with
Brand of Castigation psychic damage only occurs when Strength.
the branded creature hits you. Resilient Hide now no longer grants its AC bonus if you're
Brand of Castigation duration limited to 1 hour, rather using a shield.
than potentially infinite. Predatory Strikes can no longer be used with Dexterity.
Brand of Castigation "spell level" is 1/4 of your Blood Predatory Strikes now scale from 1d4 at 3rd, to 1d6 at
Hunter level, rather than 1/3. 7th, to 1d8 at 11th; instead of 1d6 at 3rd to 1d8 at 11th.
Grim Psychometry massively reworked akin to a weaker Bloodlust reworked to be based around damage taken in a
version of the Knowledge Cleric's Visions of the Past round rather than current hit points, and no longer allows
feature. you to pull punches when you fail the save.
Brand of Tethering now halves a creature's speed rather Stalker's Prowess no longer grants its speed bonus when
than stopping them from taking the dash action. in heavy armour.
Brand of Tethering now deals 3d6 psychic damage, rather Improved Predatory Strikes removed.
than 4d6. Iron Volition feature created by separating out Brand of
Brand of Tethering now only deals psychic damage if the the Voracious for clarity.
creature fails the Wisdom saving throw, rather than before Hybrid Transformation Mastery now grants three uses
they save. and increases the duration to 30 minutes, rather than
Rite of the Dawn now creates 10ft of bright light and 10ft granting infinite uses and infinite duration.
of dim light, rather than 20ft of bright light. Blood Curse of the Howl feature created by separating out
Rite of the Dawn necrotic resistance removed. Hybrid Transformation Mastery for clarity.
Ethereal Step/Aether Walk feature replaced with
Supernal Surge.
17
Class redesign by Michael Williams, et al.
Blood Curse of the Anxious now allows the target to Added Blood Curse of the Warding Rite, Blood Curse of
Wisdom save against its effect, rather than getting no the Scorpion's Sting, and Blood Curse of Mutual Suffering
save. Added Exiled subclass and Blood Curse of Igneous
Blood Curse of the Bloated now allows the target to Exsanguination.
Constitution save against its effect, rather than getting no Added Mutated Spawn stat block
save. Fixed typo with "alchemist's supplies" in multiclassing
Blood Curse of Corrosion now has a duration of 1 minute, proficiencies.
rather than potentially infinite. Fixed typos in Mercer's fluff text such as "neigh" instead of
Blood Curse of Corrosion now only deals necrotic damage "nigh".
on a failed save, rather than before the save is rolled. Fixed more of my typos.
Blood Curse of the Exorcist now only deals psychic Brand of Castigation range increased to 500ft.
damage on a failed save, rather than before the save is Sanguine Mastery now has a number of uses equal to
rolled. your Intelligence modifier rather than proficiency bonus.
Blood Curse of Exposure now requires 10th level. Archfey Rite Focus now allows benefits from full cover.
Blood Curse of Exposure amplify wording improved. Aether Mutagen now grants a flying speed equal to your
Blood Curse of the Eyeless wording improved. movement speed.
Blood Curse of Howl's stun effect now only occurs if you Bloodlust now specifies you have to use your extra
amplify the curse. attack(s) on the nearest target instead of leaving that
Blood Curse of the Marked now requires 6th level to assumed.
prevent non-functionality at 1st level. Blood Curse of the Anxious now causes disadvantage on
Blood Curse of the Souleater now specifies clearly what all Wisdom saves until the curse ends rather than just
creatures grant you hit points, rather than allowing any one.
creature reduced to 0 hit points to be used. The Exiled Lycan path now grants you the Heightened
Blood Curse of the Souleater's resistance to all damage Senses feature.
only occurs when amplifying the curse. The Exiled subclass' Profane Soul path Dark Bargain
Multiclassing into Blood Hunter no longer grants you a feature only ends the hit point reduction when you finish a
skill proficiency. long rest and kills you if your hit point maximum reaches
0 from using the feature.
Version 2
Crimson Rite can now only be applied to melee weapons. Version 2.5
Actually it can be used on both melee and ranged Brand of Castigation's spell level has been changed to 1/3
weapons. of your Blood Hunter level instead of 1/4; scaling it from
Blanket martial weapons proficiency added back in due to level 2-6 rather than 1-5.
the above change. Brand of Castigation's tracking range has been increased
Replaced hand crossbow with two daggers in the starting to 1 mile from 500 ft to facilitate better tracking but
equipment options, because hand crossbows shouldn't be without being ridiculous.
starting gear. Sanguine Mastery now clarifies it has a minimum of 1
Cleaned up typos. uses.
Blood Maledict uses once again recharge on a short and Rite of the Dawn now clarifies it deals a minimum of 1
long rest. extra damage to undead.
Improved clarity of wording for "additional minutes" in Supernal Surge now specifies what happens when you
Grim Psychometry. end your turn or are no longer spectral when inside a
Cost of amplifying blood curses changed from rolling two creature.
dice to taking the maximum value of 1. Hybrid Transformation Mastery duration has been
Using Sanguine Mastery allows you to reduce your increased from 30 minutes per use to 1 hour to better
current/max hit points by half the max value of your match 5e's usual time scaling.
hemocraft die rather than rolling, even when amplifying a Mutagencraft now correctly states that Mutagens become
blood curse. inert after 24 hours rather than a short or long rest.
Crimson Rite can now be applied more than once a turn, Exalted Mutation now allows you to expend 2 uses to
but only from 11th level. spontaneously generate a mutagen from a known formula.
Crimson Rite choice updated to match D&D Beyond Archfey Rite Focus reworded for better clarity of its
version, ability to choose third Primal Rite at 14th level effects.
instead of an Esoteric Rite. Genie Rite Focus' flying speed duariton changed to last
Added fluff quote to first page. until the end of your next turn to remove round counting.
Added cover page. Revealed Arcana now grants a free cast of the spell, rather
Actually it's now just the fluff text and a foreword. than requiring a slot for it to be cast.
Fixed error in class table showing incorrect Blood Curses The Ghostslayer path of the Exiled subclass now gains the
Known at 17th level. Rite of the Dawn at 3rd level.
Slightly changed wording of Blood Curse of the Exorcist. Exiled Mutant's Exotic Mutagens can now be swapped
Added in class feature table for Order of the Lycan each level, rather than only when gaining a new formula.
because it was missing.

18
Class redesign by Michael Williams, et al.
Exiled Lycan's Hunter's Boon now specifies that the bite
attack gains the benefits of a Crimson Rite when it's been
applied to the Hybrid Form's unarmed strikes.
Cleaned up typos.
Flavour text tweaks.
Fix speed unit formatting on Reconstruction Mutagen
Brand of Vital Hunger now specifies what it uses for the
save DC rather than assuming.
Improved Predatory Strikes re-added, but the feature only
makes the Lycan Hybrid Form's unarmed strikes magical
rather than breaking bounded accuracy like it used to.

19
Class redesign by Michael Williams, et al.

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