Blood Hunter

You must have a INT and STR or DEX score of 13 or higher in order to multiclass in or out of this class.


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


Hitpoints (HP):

  • Hit Dice: 1d10 per Blood Hunter level
  • HP at lv1: 10 + CON
  • HP increase: 1d10 (6) + CON per level

Proficiencies:

  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: Alchemist's supplies
  • Saving throws: DEX, INT
  • Skills: Choose 3 from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Religion, Survival

Equipment:

  • A martial weapon, or two simple weapons
  • A light crossbow and 20 bolts, or a hand crossbow and 20 bolts
  • Studded leather armor, or scale mail armor
  • An explorer's pack and alchemist's supplies

Proficiency bonus: +2

Level 1

You have advantage on Survival (WIS) checks to track fey, fiends, or undead, as well as on INT checks to recall information about such creatures. .

  • Hemocraft Save DC. Some of your features require your target to make a saving throw to resist the feature's effect. The saving throw DC is 8 + your proficiency bonus + your hemocraft modifier. Your hemocraft modifier is either WIS or INT (your choice).

You gain the ability to channel a part of your vital essence to curse and manipulate creatures through hemocraft magic. You know one blood curse of your choice. You may use this feature once per short rest. Additionally, each time you use this feature, you may choose to amplify the curse by taking necrotic damage equal to one roll of your hemocraft die. Your hemocraft die is 1d4. This damage cannot be reduced in any way. An amplified curse gains an additional effect, noted in the curse's description. Creatures that do not have blood are immune to blood curses, unless you have amplified the curse. You may choose from the following curses:

  • Blood Curse of the Anxious. As a bonus action, you harry the body or mind of a creature within 30ft. of you, making them susceptible to forceful influence. Until the end of your next turn, Intimidation (CHA) checks made against the cursed creature have advantage.

    • Amplify. The next WIS saving throw the creature makes before this curse ends has disadvantage.

  • Blood Curse of Binding. As a bonus action, you attempt to bind a Large or smaller creature you can see within 30ft. of you, which must succeed on a STR saving throw, or have its speed reduced to 0, and be unable to use reactions until the end of your next turn.

    • Amplify. The curse lasts for 1 minute and can affect a creature of any size. The target may repeat the saving throw at the end of each of its turns, ending the curse on itself on a success.

  • Blood Curse of Bloated Agony. As a bonus action, you curse a creature that you can see within 30ft. of you, causing its body to swell until the end of your next turn. For the duration, the creature gains disadvantage to STR and DEX checks, and takes 1d8 necrotic damage if it makes more than one attack during its turn.

    • Amplify. The curse lasts for 1 minute. The target may make a CON saving throw at the end of each of its turns, ending the curse on itself on a success.

  • Blood Curse of Exposure. Whenever a creature you can see within 30ft. of you takes damage from an attack or spell, you may use your reaction to temporarily weaken its resilience. Until the end of the target's next turn, it loses resistance to all the damage tyupes dealt by the triggering attack or spell (including for the effect that triggers your reaction).

    • Amplify. The target instead loses invulnerability to the damage types of the triggering attack or spell, instead gaining resistance to them until the end of its next turn.

  • Blood Curse of Eyeless. Whenever a creature you can see within 30ft. of you makes an attack, you may use your reaction to roll one hemocraft die and subtract the number rolled from the creature's attack roll. You may choose to use this feature after the creature's roll, but before the DM determines whether the attack hits or misses. The creature is immune to this curse if it is immune to the @blinded condition.

    • Amplify. You apply this curse to all the creature's attack rolls until the end of the creature's turn. You roll seperately for each affected attack.

  • Blood Curse of the Fallen Puppet. Whenever a creature you can see within 30ft. of you drops to 0 hitpoints, you may use your reaction to instill that creature with a final act of aggression. The creature immediately makes one weapon attack against a target of your choice within its range.

    • Amplify. You may first cause the cursed creature to move up to half its speed, and you grant a bonus to its attack roll equal to your Hemocraft modifier (minimum of 1).

  • Blood Curse of the Marked. As a bonus action, you mark a creature that you can see within 30ft. of you. Until the end of your turn, whenever you hit the cursed creature with a weapon for which you have an active crimson rite, you may roll an additional hemocraft die when determining the extra damage from the rite.

    • Amplify. The next attack roll you make against the cursed creature before the end of your turn has advantage.

  • Blood Curse of the Muddled Mind. As a bonus action, you curse a creature that you can see within 30ft. of you that is concentrating on a spell, or using a feature that requires concentration. The cursed creature gains disadvantage on the next CON saving throw it makes to maintain concentration before the end of your next turn.

    • Amplify. The cursed creature gains disadvantage on all CON saving throws made to maintain concentration until the end of your next turn.

Level 2

Choose one of the following. You cannot take a style option more than once, even if you get to choose again. You may replace your fighting style with a different one if you gain a level in this class.

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

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

  • Great Weapon Fighting. Whenever you roll a 1 or 2 on a damage die for an attack you make with a melee weapon you are wielding with two hands, you may reroll the die and must use the new roll. The weapon must have the two-handed or versatile property.

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

You learn to invoke a rite of hemocraft that infuses your weapon strikes with elemental energy. As a bonus action, you can activate any rite you know on one weapon you're holding. The effect of the rite lasts until you finish a short rest. A weapon can only hold one active rite at a time, and other creatures cannot gain the benefit of your rite. When you activate a rite, you take necrotic damage equal to one roll of your hemocraft die. This damage cannot be reduced in any way. Choose one of the following rites:

  • Rite of the Flame. Your rite damage is fire damage.

  • Rite of the Frozen. Your rite damage is cold damage.

  • Rite of the Storm. Your rite damage is lightning damage.


Level 3

Choose a subclass:

Level 4

You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.


Proficiency bonus: +3

Level 5

You may attack twice instead of once whenever you take the attack action on your turn.

Your hemocraft die increases to 1d6.

Level 6

When you damage a creature with a weapon for which you have an active crimson rite, you may channel hemocraft magic to sear an arcane brand into that creature. This requires no action by you. You always know the direction to the branded creature as long as it's on the same plane as you. Further, each time the branded creature deals damage to you or a creature you can see within 5ft. of you, the branded creature takes psychic damage equal to your hemocraft modifier (minimum of 1). Your brand lasts until you dismiss it or until you use this feature to apply a brand to another creature. Your brand can be dispelled with the dispel magic spell, and is treated as a spell with a level equal to half your blood hunter level, with a maximum of 9th level. You may use this feature once per short rest.

You learn an additional blood curse, for a total of 2, and may use this feature twice per short rest instead of once.


Level 7

You gain a feature depending on your blood hunter order.

You learn an additional rite, for a total of 2. Choose one of the following rites:

  • Rite of the Flame. Your rite damage is fire damage.

  • Rite of the Frozen. Your rite damage is cold damage.

  • Rite of the Storm. Your rite damage is lightning damage.

Level 8

You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.


Proficiency bonus: +4

Level 9

Whenever you make a History (INT) check to recall information about the sinister or tragic history of an object you are touching or your current location, you gain advantage on the check. At the DM's discretion, a suitably high roll might cause your character to experience brief visions of the past connected to the object or location.

Level 10

The magic of hemocraft suffuses your body to permanently reinforce your resilience. Your movement speed increases by 5ft., and you gain a bonus to STR, DEX and CON saving throws equal to your hemocraft modifier (minimum of 1).

You learn an additional blood curse, for a total of 3.


Level 11

You gain a feature depending on your blood hunter order.

Your hemocraft die increases to 1d8.

Level 12

You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.


Proficiency bonus: +5

Level 13

The psychic damage from your brand of castigation trait increases to 2 times your hemocraft modifier (minimum of 2). Additionally, a branded creature cannot take the dash action, and if it attempts to teleport or to leave its current plane by any means, it takes 4d6 psychic damage and must succeed on a WIS saving throw, or the attempt to teleport or leave the plane fails.

You may use this feature three times per short rest instead of two.

Level 14

You gain advantage on saving throws against being charmed or frightened.

You learn an additional blood curse, for a total of 4.

You learn an additional rite, for a total of 3. Choose one of the following rites:

  • Rite of the Flame. Your rite damage is fire damage.

  • Rite of the Frozen. Your rite damage is cold damage.

  • Rite of the Storm. Your rite damage is lightning damage.

  • Rite of the Dead. Your rite damage is necrotic damage.

  • Rite of the Oracle. Your rite damage is psychic damage.

  • Rite of the Roar. Your rite damage is thunder damage.


Level 15

You gain a feature depending on your blood hunter order.

You gain access to the following blood curses:

  • Blood Curse of Corrosion. Prerequisite: order of the mutant. As a bonus action, you cause a creature within 30ft. of you to become poisoned. The cursed creature may make a CON saving throw at the end of each of its turns, ending the curse of itself one a success.

    • Amplify. The cursed creature takes 4d6 necrotic damage when you inflict this curse, and it takes this damage again each time it fails the CON saving throw to end the curse.

  • Blood Curse of the Exorcist. Prerequisite: order of the ghostslayer. As a bonus action, you choose a creature within 30ft. of you that is charmed or frightened, or which is under a possession effect. The target creature is no longer charmed, frightened, or possessed.

    • Amplify. A creature that charmed, frightened, or possessed the target of your curse takes 3d6 psychic damage, and must succeeed on a WIS saving throw or be stunned until the end of your next turn.

Level 16

You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.


Proficiency bonus: +6

Level 17

You may use this feature four times per short rest instead of three.

Your hemocraft die increases to 1d10.

Level 18

You gain a feature depending on your blood hunter order.

You learn an additional blood curse, for a total of 5. You gain access to the following blood curses:

  • Blood Curse of the Howl. Prerequisite: order of the lycan. Each creature of your choice within 30ft. of you that can hear you must succeed on a WIS saving throw, or become frightened of you until the end of your next turn. If a creature fails its saving throw by 5 or more, it is stunned while frightened in this way. A creature that succeeds on its saving throw is immune to this blood curse for the next 24 hours.

    • Amplify. The range of this curse increases to 60ft.

  • Blood Curse of the Soul Eater. Prerequisite: order of the profane soul. Whenever a creature that is not a construct or undead is reduced to 0 hitpoints within 30ft. of you, you may use your reaction to offer their life energy to your patron in exchange for power. Until the end of your next turn, you make attacks with advantage, and you gain resistance to all damage.

    • Amplify. You additionally regain an expended warlock spell slot. You may amplify this blood curse once per long rest.


Level 19

You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.

Level 20

Once per turn, whenever a blood hunter feature requires you to roll a hemocraft die, you may reroll the die and use either roll. Additionally, whenever you score a critical hit with a weapon for which you have an active crimson rite, you regain one expended use of your blood maledict feature.