Blood Hunter (Alt. LaserLlama)
LaserLlama's Alternate Blood Hunter v2.1.2 p. 1 (Homebrew)
- Hit Die
- 12
- Proficiencies
- Constitution, Charisma, Acrobatics, Arcana, Athletics, History, Insight, Nature, Investigation, Religion, Survival
- Skill Choices
- 3
- Armor
- Light Armor, Medium Armor, Shields
- Weapons
- Martial Weapons, Simple Weapons
- Tools
- Alchemist's Supplies
- Spellcasting Ability
- Intelligence
- Slot Recovery
- Short Rest
- Starting Wealth
- 5d4x10
Progression
| Level | Prof. | Traits | Blood Rite | Spells Known | Crimson Brand |
|---|---|---|---|---|---|
| 1 | +2 | Starting Blood Hunter, Multiclass Blood Hunter, Multiclass Features, Variant Hemocraft Ability Score, Hunter's Bane, Weapon Mastery, Fighting Style | — | — | — |
| 2 | +2 | Blood Rites, Crimson Offering | 2 | — | — |
| 3 | +2 | Occult Order, Aberrant Alchemy (Order of Alchemists), Monstrous Awareness (Order of Alchemists), Blasphemous Prayer (Order of Heretics), Heretical Knowledge (Order of Heretics), Spectral Nature (Order of Salt and Iron), Warrior of the Dawn (Order of Salt and Iron), Beast Form (Order of the Pale Moon), Hybrid Form (Order of the Pale Moon), Feral Sense (Order of the Pale Moon), Blood Magic Specialist (Order of Undying Thirst), Vampiric Nature (Order of Undying Thirst), Pact Magic (Order of Witch Knights), Crimson Smite (Order of Witch Knights) | 2 | 2 | — |
| 4 | +2 | Ability Score Improvement | 2 | 2 | — |
| 5 | +3 | Extra Attack, Grim Psychometry | 3 | 3 | — |
| 6 | +3 | Crimson Brand | 3 | 3 | 1 |
| 7 | +3 | Order Feature, Enduring Mutation (Order of Alchemists), Unholy Restoration (Order of Heretics), Curse Specialist (Order of Salt and Iron), Lycan Warrior (Order of the Pale Moon), Essence Drain (Order of Undying Thirst), Sinister Resilience (Order of Undying Thirst), Rite Focus (Order of Witch Knights) | 3 | 4 | 1 |
| 8 | +3 | Ability Score Improvement | 3 | 4 | 1 |
| 9 | +4 | Grim Psychometry (Upgrade) | 4 | 5 | 1 |
| 10 | +4 | Dark Augmentation | 4 | 5 | 1 |
| 11 | +4 | Improved Crimson Offering, Vital Control | 4 | 5 | 1 |
| 12 | +4 | Ability Score Improvement | 4 | 5 | 1 |
| 13 | +5 | Order Feature, Noxious Strike (Order of Alchemists), Divine Anathema (Order of Heretics), Warrior Exorcist (Order of Salt and Iron), Feral Prowess (Order of the Pale Moon), Misty Escape (Order of Undying Thirst), Bewitched Strikes (Order of Witch Knights) | 4 | 6 | 1 |
| 14 | +5 | Crimson Anchor | 5 | 6 | 1 |
| 15 | +5 | Hardened Soul | 5 | 6 | 1 |
| 16 | +5 | Ability Score Improvement | 5 | 6 | 1 |
| 17 | +6 | — | 6 | 7 | 1 |
| 18 | +6 | Order Feature, Rapid Mutation (Order of Alchemists), Utmost Transgression (Order of Heretics), Sacrificial Offering (Order of Salt and Iron), Spectral Mastery (Order of Salt and Iron), Lycanthropic Mastery (Order of the Pale Moon), Crimson Lord (Order of Undying Thirst), Profane Sacrifice (Order of Witch Knights) | 6 | 7 | 1 |
| 19 | +6 | Epic Boon | 6 | 7 | 1 |
| 20 | +6 | Sanguine Mastery | 6 | 7 | 1 |
Los espacios de conjuro no son de la clase base: el compendio cuelga aquí la progresión de su subclase lanzadora, que empieza más tarde.
Features by level
Nivel 1
Starting Blood Hunter
As a 1st-level Blood Hunter, you begin play with 12 + your Constitution modifier hit points.
You are proficient with the following items, in addition to any proficiencies provided by your race or background.
- Armor: light armor, medium armor, shields
- Weapons: simple weapons, martial weapons
- Tools: Alchemist's supplies
- Skills: Choose 2 from Athletics, Acrobatics, Arcana, History, Insight, Investigation, Nature, Religion, Survival
You begin play with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon or (b) two simple weapons
- (a) a light crossbow and 20 bolts or (b) hand crossbow and 20 bolts
- (a) studded leather armor or (b) scale mail armor
- alchemist's supplies and an explorer's pack
If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4x10 gp to buy your equipment.
Multiclass Blood Hunter
If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose blood hunter as one of your classes.
Ability Score Minimum: As a multiclass character, you must have at least the following ability score(s) to take a level in this class, or to take a level in another class if you are already a blood hunter.
- Strength or Dexterity 13
- Constitution 13
Proficiencies Gained: When you gain your first level in a class other than your initial class, you gain only some of your new class's starting proficiencies, here are the proficiencies you gain when you take your first level as a blood hunter.
- Armor: light armor, medium armor, shields
- Weapons: simple weapons, martial weapons
- Tools: alchemical supplies
Blood Hunter Multiclassing with Warlock: If your blood hunter is part of the Order of Witch Knights and also has warlock levels, add one-third of your blood hunter levels (rounded down) to your warlock level and consult the warlock progression table in the Player's Handbook for total spell slots, cantrips known, and spell slot level.
You should consider aligning your Otherworldly Patron feature between both classes, but your DM might allow you to have two different patrons at their discretion.
Multiclass Features
When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.
Channel Divinity: If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes.
Extra Attack: If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the fighter's version of Extra Attack does). Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack.
Unarmored Defense: If you already have the Unarmored Defense feature, you can't gain it again from another class.
Spellcasting: Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.
Spells Known and Prepared: You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1 st-level ranger spells based on your levels in the ranger class. As a 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook. Each spell you know and prepare is associated with one of your classes, and you use the spell casting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus. If a cantrip of yours increases in power at higher levels, the increase is based on your character level, not your level in a particular class.
Spell Slots: You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, half your levels (rounded down) in the paladin and ranger classes, and a third of your fighter or rogue levels (rounded down) if you have the Eldritch Knight or the Arcane Trickster feature. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table. If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower level spell that you cast, like burning hands, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level. For example, if you are the aforementioned ranger 4/ wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know-and potentially enhance their effects.
Pact Magic: If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know.
Variant Hemocraft Ability Score
As a blood hunter, you use your Intelligence modifier for some of your class and subclass features. However, with your DM's permission, you can choose to instead use your Wisdom modifier for all your blood hunter features that use your Intelligence modifier by default.
Hunter's Bane
You have survived the Hunter's Bane, a dark alchemical ritual that suffuses your blood with sinister magic, granting you an enhanced knowledge and awareness of evil. At 1st level, you gain proficiency in either Arcana, Nature, or Religion. As a bonus action, you can use this dark insight to analyze a creature you can see within 30 feet, making an ability check using the corresponding skill below (DC equals 8 + its CR):
Hunter's Bane:
| Skill | Creature Types |
| Arcana | Aberrations, Dragons, Monstrosities |
| Nature | Beasts, Elementals, Oozes, Plants |
| Religion | Celestials, Fey, Fiends, Undead |
On a success, you learn one characteristic of your choice from the following list: its highest ability score, lowest ability score, damage vulnerabilities, damage immunities, damage resistances, condition immunities, or another weakness (like a troll's Regeneration being stopped by taking fire damage). If the characteristic you choose doesn't apply to the target then the DM can reveal another relevant characteristic to you.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.
Fighting Style
At 1st level, you adopt a Fighting Style that best reflects your training. You cannot select a Fighting Style more than once, even if a feature allows you to select another Fighting Style. Whenever you gain a level in this class, you can switch your Fighting Style for another Fighting Style of your choice.
(You can find a list of all fighting styles in ‘Feats’)
Fighting Style: Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Especial
Fighting Style: Archery
Fighting Style: Dual Wielding
While two-weapon fighting, you make your off-hand attack as part of your Attack action instead of as your bonus action, and you add your ability modifier to the damage of this attack. You cannot also make an off-hand attack as a bonus action.
Especial
Fighting Style: Two-Weapon Fighting
Fighting Style: Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Especial
Fighting Style: Dueling
Fighting Style: Featherweight Fighting
While you are unarmed or wielding only light weapons, and are not wearing medium or heavy armor, your walking speed increases by 10 feet, and you gain a +1 bonus to your damage rolls with light melee weapons and unarmed strikes.
Fighting Style: Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Especial
Fighting Style: Great Weapon Fighting
Fighting Style: Melee Marksman
Having a hostile creature within 5 feet of you doesn't impose disadvantage on your ranged weapon attacks, so long as you are attacking a creature within 5 feet. When you make a ranged weapon attack against a creature within 5 feet, you can use your bonus action to make a melee attack against it with your ranged weapon. On hit, you deal bludgeoning damage equal to 1d4 + your Strength modifier.
Fighting Style: Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. Moreover, when you hit with a ranged weapon attack using a thrown weapon, you gain a +2 bonus to the damage roll of that attack.
Fighting Style: Versatile Fighting
While wielding a single versatile weapon and no shield, you gain a +1 bonus to your attack rolls with that weapon. While doing so, you can also use your bonus action to make a single grapple or shove attack, or to take the Use an Object action.
Nivel 2
Blood Rites
At 2nd level, you learn to harness the sinister magicks within your bloodstream to invoke the ancient power of Blood Rites:
Blood Rites Known: At 2nd level, you know two Blood Rites of your choice from the list at the end of this class. When you reach certain Blood Hunter levels you learn more Rites of your choice, as shown in the Rites Known column of the Blood Hunter class table. Once you invoke a Blood Rite you must finish a short or long rest before you can invoke that Blood Rite again. When you have no uses of a Blood Rite remaining, you can make a Vital Sacrifice (detailed below) to use that Rite again. Blood Rites can only be used against creatures with blood.However, when you make a Vital Sacrifice to empower a Rite, you can target any creature, regardless if it has blood or not.
Rite Die: Some Blood Rites use your Rite Die, which starts as a d4. At certain Blood Hunter levels, this die grows, as shown in the Rite Die column of the Blood Hunter class table.
Vital Sacrifice: Some Blood Rites allow you to sacrifice your own life to fuel deadly effects. When you make a Vital Sacrifice, you reduce both your maximum and current hit points by one roll of your Rite Die. This reduction cannot be lessened in any way. If you have temporary hit points, you can reduce these in place of reducing your current hit points. You always reduce your maximum hit points when you make a Vital Sacrifice. At the end of your next long rest, any reductions to your maximum hit points from Vital Sacrifices return to normal.
Saving Throws: If a Blood Rite requires a creature to make a saving throw to resist its effects, you use your Rite save DC, as shown below:
Rite save DC = 8 + your proficiency bonus + your Constitution modifier
Crimson Offering
Starting at 2nd level, you can use a bonus action on your turn to make a Vital Sacrifice to empower one melee weapon you are holding with blood magic. Choose acid, cold, fire, lighting, or poison, and for 1 hour, your attacks with that weapon deal bonus damage of that type equal to one roll of your Rite Die.
Nivel 3
Occult Order
At 3rd level, you choose the Occult Order that best represents your training and blood magic: Order of Alchemists, Heretics Pale Moon, Salt And Iron, Undying Thirst, or Witch Knights. Your Occult Order grants you features at 3rd level, and again when you reach 7th, 13th, and finally at 18th level in this class.
Occult Order: Order of Alchemists
Blood Hunters that join this Order make use of dark alchemy and transmutation magic to mutate their physical form. The sinister power in their blood triggers massive physiological changes thanks to experimental Mutagens. These mutants enhance their mortal form to meet monsters as their peer.
Aberrant Alchemy (Order of Alchemists)
You knowledge of dark alchemy allows you to inoculate your blood with Mutagens, granting you the following benefits:
Latent Mutagens. You inoculate your bloodstream with three Mutagens of your choice from the list at the end of this Occult Order description. You don't gain the benefits of these Latent Mutagens until you use a bonus action to Mutate. During a long rest, you can spend 1 hour using alchemist's supplies to perform an alchemical procedure to replace one Latent Mutagen in your blood with another of your choice. You gain two additional Latent Mutagens of your choice when you reach 7th level, and again at 13th and 18th level.
Mutation. As a bonus action you can Mutate, radically changing your physical form and gaining the benefits from a number of your Latent Mutagens equal to your Constitution modifier (minimum of 1 Mutagen) for the next 10 minutes, or until you use a bonus action to revert to your normal form. You can Mutate once between each short or long rest at no cost, after which, you make a Vital Sacrifice to Mutate again.
Monstrous Awareness (Order of Alchemists)
The unnatural power of the Mutagens in your blood also empowers your blood magic. When you make an ability check that uses alchemist's supplies, or use Hunter's Bane to analyze an Aberration, Monstrosity, or Ooze you can add one roll of your Rite Die to your roll.
Occult Order: Order of Heretics
Excommunicated from their religious orders, the founders of the Order of Heretics were holy priests who desired to utilize forbidden rites to combat darkness. Branded heretics, these conduits of divine power supplemented their holy knowledge with blood magic. Now, this Order of priestly Blood Hunters works to combat wayward divine entities, both good and evil.
Blasphemous Prayer (Order of Heretics)
You are able to channel divine energies despite your status as a heretic. You gain two Channel Divinity options: Censure the Divine, which is detailed below, and one Channel Divinity of your choice from those available to Cleric Divine Domains at 2nd level. For the second, you use your Blood Hunter level in place of Cleric level and your Rite save DC. You can only use one Channel Divinity per turn. You can use each of your Channel Divinities once, and you regain the ability to do so when you finish a long rest. When you have no uses left, you can make a Vital Sacrifice to use either of your Channel Divinity options again.
Censure the Divine: As an action, you utter blasphemies painful to divine entities. Celestials, Fiends, or other creatures capable of divine magic (such as Clerics or Paladins) of your choice within 30 feet of you must succeed a Charisma saving throw against your Rite save DC or be incapacitated and restrained for 1 minute. Creatures repeat this saving throw at the end of their turns and when they take damage, ending this effect on a success.
Heretical Knowledge (Order of Heretics)
Despite your beliefs, you understand the traditional religious practices, rites, and prayers. You gain the following benefits:
- You gain proficiency in Religion. If already proficient, you add double your proficiency bonus to all Religion checks.
- You learn two Cantrips of your choice from the Cleric spell list. Constitution is your spellcasting modifier.
- If you use Hunter's Bane to analyze a Celestial, Fiend, or Undead, you add one roll of your Rite Die to your ability check.
Occult Order: Order of Salt and Iron
Since the dawn of time, the ancient Order of Salt And Iron has trained exorcists to defend the living from the undead. Willing to sacrifice all that they are, these Blood Hunters stain their souls with spectral power. They then use the power of darkness to drive back the darkness itself, and work tirelessly to prevent the tide of undeath from overwhelming the living.
Exorcists, Clerics, & Gods: Traditions within the Order of Salt & Iron claim the founding of their Order predates gods themselves. Exorcists claim to have stood against the tide of undeath long before the first Clerics and Paladins.
Spectral Nature (Order of Salt and Iron)
You have tainted your soul with ghastly power. You require half the amount of sleep, food, and drink for the average member of your race. Also, you can use a bonus action to enter a temporary Spectral State, which lasts until the end of your current turn. While in this state, you are resistant to all bludgeoning, piercing, and slashing damage from nonmagical and non-silvered attacks, and you can move through solid objects and creatures as if they were difficult terrain. If you end your movement inside a creature or object, you are instantly shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet you were shunted. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all uses when you finish a long rest. You can make a Vital Sacrifice to use this feature again. At certain levels in this class, the duration of this Spectral State increases: at 7th-level (1 minute), 13th-level (1 hour), and at 18th level (indefinite). You can end this state as a bonus action.
Warrior of the Dawn (Order of Salt and Iron)
Your blood magic is especially potent when used against the undead. whenever you use Hunter's Rite to analyze Undead, you can add one roll of your Rite Die to your ability check. You also learn to use Crimson Offering to empower your weapon with the signature magic of your Order, granting the weapon grants following additional benefits for the duration:
- The bonus damage of Crimson Offering from radiant.
- You gain resistance to necrotic damage.
- The weapon sheds bright light in a 30-foot radius.
Occult Order: Order of the Pale Moon
Lycanthropy is an ancient curse that changes those afflicted into mindless beasts with an unquenchable hunger for flesh. In order to combat these monsters, some Blood Hunters will purposefully contract this curse. These warriors willingly give their lives so that they may draw on this bestial power to rid the world of lycanthropes and other shapeshifting monsters.
Beast Form (Order of the Pale Moon)
You can control your lycanthropy, allowing you to shift your form. Choose one beast of CR 1 or lower without a flying or a swimming speed, to be the Beast Form of the animal your lycanthropic curse is based on. Common Beast Forms are boars, brown bears, dire wolves, tigers, and rats. As a bonus action, you can make a Vital Sacrifice to shift into the Beast Form chosen above, following all the rules of Wild Shape from the Druid class, as found in Chapter 3 of the Player's Handbook, except for the following changes:
- You retain your current and maximum hit points.
- You gain temporary hit points equal to twice your level.
- Your Beast Form's natural weapons use your Rite Die as their damage die, unless their damage die is higher.
You can remain in your Beast Form for 1 hour. You revert to your normal form if you are incapacitated or you use your bonus action to revert. At the end of the hour, you can make another Vital Sacrifice to remain in Beast Form for 1 hour.
Hybrid Form (Order of the Pale Moon)
As a bonus action, you can shift into a Hybrid Form, a fusion of both beast and humanoid, gaining the benefits listed below:
- Your walking speed increases by 10 feet.
- You gain temporary hit points equal to your level.
- You manifest claws and fangs that count as simple weapons with the Light property. On hit, they deal slashing damage equal to one roll of your Rite Die + your Strength modifier.
You can remain in your Hybrid Form 1 minute. You revert to your normal form early if you are incapacitated or you use your bonus action to revert. At the end of the transformation you can make a Vital Sacrifice to extend it by 1 minute. Once you transform into your Hybrid Form you must finish a short or long rest before you can transform again. If you have no uses left, you can make a Vital Sacrifice to transform into your Hybrid Form again.
Feral Sense (Order of the Pale Moon)
Your lycanthropy heightens your primal senses. When you make a Wisdom (Perception) or Wisdom (Survival) check that is based on your sense of hearing, sight, or smell, you gain a bonus to your roll equal to one roll of your Rite Die. Also, whenever you use Hunter's Bane to analyze a beast, monstrosity, or a shapeshifter of any kind, you gain a bonus to your ability check equal to one roll of your Rite Die.
Occult Order: Order of Undying Thirst
Legends speak of an ancient vampire who came to regret the many atrocities he had committed when driven by his thirst. He gathered to himself a group of vampire hunters, and once they had vowed to scour the curse of vampirism from the world, passed his curse on to them and instructed them in the power of ancient blood magic. Known as the Order of Undying Thirst, these Blood Hunters relentlessly carry out their founding vow to exterminate all vampires.
Optional Rule: True Vampirism: True vampiric power comes at significant cost. If you'd like to play as a true vampire, you gain ALL abilities below when you join this Occult Order:
- Deathless Nature. You don't need to breathe.
- Spider Climb. You gain a climbing speed equal to your walking speed. Upon reaching 7th level, you can move across vertical surfaces, including upside down on ceilings, while leaving your hands free.
- Superior Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, you can only see shades of gray.
- Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to see is in direct sunlight.
If you already have this trait from another source then you gain vulnerability to radiant damage.
Blood Magic Specialist (Order of Undying Thirst)
Your curse grants you increased control over your blood magic. You learn one additional Blood Rite, but it doesn't count against your total number of Blood Rites Known. Also, your affinity for blood magic increases the size of your Rite Die to a d6. At certain Blood Hunter levels, your Rite Die increases again: at 5th level it becomes a d8, at 11th level a d10, and finally a d12 at 17th level. Finally, whenever you use Crimson Offering, you can choose for its bonus damage to be necrotic damage.
Vampiric Nature (Order of Undying Thirst)
The ancient disease of your Order has irreparably changed your physiology. Your teeth elongate into fangs which you can use for unarmed strikes. On hit, they deal piercing damage equal to one roll of your Rite Die + your Strength modifier. Moreover, whenever you use Hunter's Bane to analyze an Undead, you can add one roll of your Rite Die to the check.
Occult Order: Order of Witch Knights
Blood Hunters who join the dark Order of Witch Knights are driven by an overwhelming desire to destroy the great evils of the world. Those especially dedicated, those willing to give up anything, are often approached by Eldritch Powers, beings of otherworldly might. These benefactors offer power in return for a fraction of the warrior's soul or unquestioning fealty.
Pact Magic (Order of Witch Knights)
The bargain you have struck with your Patron has granted you the ability to cast spells, much like a Warlock does:
Cantrips. You learn two Cantrips of your choice from the Witch Knight spell list. Upon reaching 13th level in this class you learn one additional Witch Knight Cantrip of your choice.
Spell Slots. The Witch Knight Spellcasting table shows how many spell slots you have, and the level of those spell slots. All of your spell slots from this feature are the same level. To cast one of your Witch Knight spells of 1st-level or higher, you must expend a spell slot. You regain all of your expended spell slots when you finish a short or long rest.
Spells Known of 1st Level and Higher. You learn two 1st-level spells of your choice from the Witch Knight spell list. The Spells Known column of the Witch Knight Spellcasting table shows when you learn more Witch Knight spells of 1st level or higher. Spells you choose must be of a level no higher than the level in the table's Slot Level column for your level. Whenever you gain a Blood Hunter level, you can choose one Witch Knight spell you know and replace it with another Witch Knight spell of a level for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your Witch Knight spells. You use your Intelligence when a spell refers to your spellcasting ability, when setting the saving throw DC, and when making a spell attack roll.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Crimson Smite (Order of Witch Knights)
Magic seeps into the blood you sacrifice to empower your weapons. You can use any weapon empowered by Crimson Offering as a spellcasting focus for Witch Knight spells. In addition, when you hit with a Crimson Offering attack, you can expend a Pact Magic spell slot to deal bonus damage of your Crimson Offering damage type. This bonus damage is two rolls of your Rite Die for a 1st-level spell slot, plus one roll of your Rite Die for each spell level higher than 1st.
Nivel 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Blood Hunter levels 8, 12, and 16.
Nivel 5
Extra Attack
Starting at 5th level, you can attack twice, instead of once, when you take the Attack action on your turn.
Grim Psychometry
Your familiarity with dark magic allows you to decipher the influence of similar effects. Also at 5th level, you can use alchemist's supplies to cast identify as a ritual. When you do so, you also learn if the object is cursed. At 9th level, you can use this feature to cast legend lore, targeting an object or creature you touch, or your current location. When you do so, the target can have an evil, violent, or cursed history instead of legendary importance. You make a Vital Sacrifice in place of expending a spell slot, and your alchemist's supplies replace the material components.
Nivel 6
Crimson Brand
Your abilities with blood magic have grown. Starting at 6th level, you can use Crimson Brand once between each short or long rest without making a Vital Sacrifice. In addition, when you damage a creature with a Crimson Offering weapon attack, you can sear it with blood magic to place a Crimson Brand upon it. While this Crimson Brand lasts, you gain the following benefits against that creature:
- You know its exact direction while on the same plane.
- Whenever it damages you, or a friendly creature that you can see within 15 feet of you, it takes Crimson Offering damage equal to one roll of your Rite Die.
This Brand lasts until the creature is slain, or you Brand another creature. It can also be dispelled by remove curse. Once you use this feature you must complete a short or long rest before you can use it again. When you have no uses left you can make a Vital Sacrifice to use this feature again.
Nivel 7
Order Feature
At 7th level, you gain a feature from your Occult Order.
Enduring Mutation (Order of Alchemists)
The potency of your dark alchemical experiments has grown. During a long rest, you can spend 1 hour using alchemist's supplies to make the effects of a single Latent Mutagen permanent, even when you aren't Mutated. When you Mutate, this Enduring Mutagen always counts as one of the Latent Mutagens that you gain the benefits of. You can replace this Enduring Mutagen with another one of your Latent Mutagens during a subsequent long rest.
Unholy Restoration (Order of Heretics)
You can draw life from one creature and transfer it to another in a dark mockery of the divine. As an action, you can force a creature you can see within 30 feet to make a Constitution saving throw against your Rite save DC. On a failure, it takes necrotic damage equal to four rolls of your Rite Die, and half as much necrotic damage on a success. It has disadvantage on its saving throw if you touch it as part of this action. As part of the action, a creature you can see within 30 feet regains hit points equal to half the necrotic damage dealt. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all uses when you finish a long rest. When you have no uses left, you can make a Vital Sacrifice to use this feature again.
Curse Specialist (Order of Salt and Iron)
Your knowledge and experience with undead enhances the power of your blood magic. You can target any creature with your Blood Rites, even if it does not have blood in its veins. In addition, at the end of each long rest you can choose one Blood Rite you know. You can invoke that Rite one additional time before you must make a Vital Sacrifice to use it again.
Lycan Warrior (Order of the Pale Moon)
You are able to draw out more power from your curse. While you are in Beast or Hybrid Form you gain the benefits below:
- Your Form's attacks count as magical for overcoming resistances and immunities to nonmagical damage.
- You gain resistance to bludgeoning, piercing, and slashing damage from non-magical and non-silvered attacks.
- If you are holding a Crimson Offering weapon when you shift, the effect transfers to one of your Form's weapons.
Essence Drain (Order of Undying Thirst)
You can drain the very life-essence from your foes. When you hit a creature with a fang attack, you can restore a number of your maximum hit points equal to the piercing damage dealt. Piercing damage from your fang attacks ignores resistances and immunities to non-magical damage. Once you use this feature to restore maximum hit points must finish a short or long rest before you can use it again.
Sinister Resilience (Order of Undying Thirst)
When you deal necrotic damage to a creature with a Blood Rite or another Blood Hunter feature, you can choose to gain temporary hit points equal to half the necrotic damage dealt. While these temporary hit points last, you are resistant to necrotic, poison, and all bludgeoning, piercing, and slashing damage from all non-magical and non-silvered attacks. However, if you take radiant damage, all of your temporary hit points from this feature are immediately dispelled, and the total radiant damage is applied to your normal hit points.
Rite Focus (Order of Witch Knights)
You seamlessly weave minor spells with weapon attacks. If you use your action to cast a Witch Knight spell, or activate a spell you are concentrating on (such as witch bolt), you can make a weapon attack as a bonus action on that turn. Moreover, when you cast a Witch Knight spell while you are holding a weapon empowered by Crimson Offering, you can cause the spell to deal the damage type of your Crimson Offering in place of the normal damage of that spell.
Nivel 9
Grim Psychometry (Upgrade)
At 9th level, you can use this feature to cast legend lore, targeting an object or creature you touch, or your current location. When you do so, the target can have an evil, violent, or cursed history instead of legendary importance. You make a Vital Sacrifice in place of expending a spell slot, and your alchemist's supplies replace the material components.
Nivel 10
Dark Augmentation
The dark magic of the Hunter's Bane enhances your physical abilities. Starting at 10th level, whenever you make an ability check or saving throw that uses your Strength, Dexterity, or Constitution, you add one roll of your Rite Die to the result.
Nivel 11
Improved Crimson Offering
You are a master of combining blood magic with martial skill. Beginning at 11th level, you can choose for the bonus damage of Crimson Offering to also be necrotic, psychic, or thunder.
Vital Control
Also at 11th level, you gain a greater measure of control over your blood magic. Whenever you make a Vital Sacrifice, you can roll your Rite Die twice and choose which result to use. Also, once between each long rest, you can empower one Blood Rite you know without making a Vital Sacrifice.
Nivel 13
Noxious Strike (Order of Alchemists)
You can weaponize the strange toxins in your blood to afflict your enemies. Once per turn when you hit a creature with a melee attack, you can force it to make a Constitution saving throw against your Rite save DC. On a failure, it takes acid damage equal to four rolls of your Rite Die and is blinded or stunned (your choice) for 1 minute. On a successful save, it takes half as much damage and suffers no other effects. A blinded or stunned creature repeats this saving throw each time it takes damage, ending this effect on a success. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest. When you have no uses left you can make a Vital Sacrifice to use it again.
Divine Anathema (Order of Heretics)
When you use Censure the Divine you can empower it with a Vital Sacrifice, forcing creatures of your choice within 30 feet must make on a Constitution saving throw against your Rite save DC, in place of its normal effects. On a failed save, creatures have their speed reduced by 10 feet. Creatures repeat this saving throw at the end of each of their turns. On a failure, their speed is further reduced by 10 feet, and on a success they regain 10 feet of speed. This effect ends when a creature's speed returns to normal, or when the speed reduction from this feature equals the creature's total speed, at which point it is Petrified. Celestials and Fiends have disadvantage on saving throws to resist this feature. Once a creature succeeds against this feature it is immune to its effect until the following dawn.
Warrior Exorcist (Order of Salt and Iron)
You use the power of blood magic to drive out the influence of extraplanar creatures. As a bonus action on your turn, you can choose one willing creature within 30 feet that can hear you that is currently charmed, frightened, or being magically controlled, and instantly end one of the above effects on it. If the creature that inflicted this condition is also within 30 feet, it must make a Wisdom saving throw against your Rite save DC. On a failure it takes radiant damage equal to four rolls of your Rite Die, and half damage on a success. Once you use this feature you must finish a short or long rest before you can use it again. When you have no uses left, you can make a Vital Sacrifice to use this feature again.
Feral Prowess (Order of the Pale Moon)
Your curse fuels your bloodlust and allows you to shrug off minor wounds. At the start of each of your turns while you are in Beast or Hybrid Form, you regain hit points equal to your Constitution modifier (minimum of 1), so long as you have at least 1 hit point and less than half your hit points. Also, you have advantage on attack rolls against creatures marked by Crimson Brand while in Beast or Hybrid Form.
Misty Escape (Order of Undying Thirst)
When a creature you can see hits you with an attack, you can use your reaction to turn into a cloud of swirling mist, and the triggering attack automatically misses. You instantly reappear in an unoccupied space you can see within 30 feet. Once you use this reaction you must finish a short or long rest before you can use it again. When you have no uses left, you can make a Vital Sacrifice to use this reaction again.
Bewitched Strikes (Order of Witch Knights)
The Eldritch magic in your blood seeps into your weapons. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a Blood Rite or spell you cast before the end of your next turn.
Nivel 14
Crimson Anchor
Your Crimson Brand is infused with potent abjuration magic. Starting at 14th level, in order for a creature marked by your Crimson Brand to teleport or to leave your current plane, it must succeed on a Charisma saving throw against your Rite save DC. On a failure, that feature fails and it takes Crimson Offering damage equal to four rolls of your Rite Die. Also, the damage of Crimson Brand increases to two rolls of your Rite Die if the Branded target damages you or an ally.
Nivel 15
Hardened Soul
Your experiences have hardened your mind against all but the most esoteric attacks. Beginning at 15th level, whenever you make an Intelligence, Wisdom, or Charisma saving throw you gain a bonus to your roll equal to one roll of your Rite Die.
Nivel 18
Rapid Mutation (Order of Alchemists)
You have gained mastery over your body's mutability. While you are Mutated, you can use a bonus action to switch one of your active Mutagens for one of your Latent Mutagens.
Utmost Transgression (Order of Heretics)
You augment your understanding of the divine realms with forbidden occult knowledge, and use it to bind the denizens of heaven. As an action, you can cast summon celestial, at 5th-level, using Constitution as your spellcasting modifier. This Celesial is bound against its will by unholy blood magic, allowing you to ignore the material component of the spell, but the duration of the spell is reduced to 1 minute. Once you cast this spell you must finish a short or long rest before you can cast it in this way again.
Sacrificial Offering (Order of Salt and Iron)
You can sacrifice your own vitality to resist the grasp of death. When you would fall to 0 hit points but are not killed outright, you can choose to reduce your maximum hit points by one roll of your Rite Die, and fall to 1 hit point instead.
Spectral Mastery (Order of Salt and Iron)
You walk between the land of the living and the dead. For every 10 years that pass, you age 1 year, and you no longer need to sleep, eat, or drink. You gain the benefits of a long rest when you spend 6 hours performing only light activity. Moreover, when you are in your Spectral State, you gain a flying speed equal to your walking speed and can hover.
Lycanthropic Mastery (Order of the Pale Moon)
You have achieved mastery over your lycanthropic curse. You can shift into your Beast Form or Hybrid Form at will, without having to make a Vital Sacrifice. Moreover, your Beast Form and Hybrid Form transformations last indefinitely. Finally, you can take the Dash action as a bonus action on your turn, so long as you end this movement closer to a hostile creature you can see.
Crimson Lord (Order of Undying Thirst)
You have mastered your ancient curse, and your abilities rival those of true vampire lords. You gain the following benefits:
- You gain a flying speed equal to your walking speed.
- When you damage a creature with a fang attack, it has disadvantage on its saving throws to resist the effects of your Blood Rites until the end of your next turn.
- For every 10 years that pass, your body only ages 1 year.
Profane Sacrifice (Order of Witch Knights)
You can offer the death of your foes to your Eldritch Power for enhanced magicks. If a hostile creature dies within 30 feet of you, you can use your reaction to regain one Pact Magic spell slot, or gain temporary hit points equal to one roll of your Rite Die + your Intelligence modifier. Once you use this feature you must finish a short or long rest before you can use it again.
Nivel 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify.
Nivel 20
Sanguine Mastery
You have gained unparalleled mastery over the dark power of your blood magic, improving its potency while minimizing the sacrifices required. At 20th level, whenever you roll a Rite Die for another Blood Rite or a Blood Hunter ability, you roll your Rite Die twice and choose which result to use. Finally, whenever you make a Vital Sacrifice, you subtract your Constitution modifier (minimum of 1) from your Vital Sacrifice roll before you reduce your maximum and currenthit points. This cannot reduce your Vital Sacrifice below 1.
Traits
Blood Hunter
When the young man's blindfold was removed he found himself in a dimly lit room surrounded by hooded figures. He stood in front of a small dais that held a vial of gleaming crimson liquid. Months of training had led him to this moment. If he survived drinking the vial, the Hunter's Bane, he would never be the same. Becoming more than human, he would finally have the power to avenge his family that lay dead all these years. As the horde of demonic spawn lurched toward her, the aging half-elf ran her thin blade along her palm, coating it in her blood. In an instant, the blood ignited, wreathing her sword in a ghastly blue flame. She fell upon the horde as a blur of azure fire and cold steel. The hellspawn would find no mercy from her today. In the light of the pale moon, an almost feral halfling got down on all fours to sniff the tracks before him. The scent of goblin was unmistakable, vile rags and rotten meats. With a bestial howl, the halfling grew in size and wiry gray fur burst forth from his arms and legs. As fast as the wind, the halfling werewolf began another hunt in the light of the full moon. All of the strange and monstrous warriors described above are Blood Hunters, occult guardians who infect and inoculate their blood with accursed power so they may hunt monsters.
Self-sacrificing Hunters
Blood Hunters have no formal hierarchy and their Orders are as varied as the curses they choose to bear, but they do hold one thing in common, the Hunter's Bane. Those who survive this ancient and deadly ritual are able to wield the signature sanguine magic that marks them as Blood Hunters. The makeup of this sinister ritual varies by Order and era, with each incorporating monstrous curses and magic which grant a Blood Hunter the unique abilities of their Order. This ritual permanently changes the subject, inoculating its blood with monstrous power at the expense of what makes them a normal mortal. Wherever monsters lurk, there also are Blood Hunters who have given up their chance at a mundane life so they may stalk and slay the vile creatures of darkness.
Ancient And Sinister Rites
Wherever creatures of the darkness prowl, there are warriors who stand against them. Many Orders of Blood Hunters can trace their lineage back to ancient days. The blood magic they use is older than the divine magic of Clerics, and it serves asthe legacy of dark times when mortals were forced to fend for themselves. Though their blood magic is unsettling and grim in nature, many Blood Hunters place a great deal of pride in the ancient traditions, rituals, and rites of their Occult Order.
Creating a Blood Hunter
When creating a Blood Hunter, the most important thing to consider is why they would choose this accursed way of life. Were they the victim of a horrible monster attack and swore vengeance, no matter the personal cost? Were they trained from birth under the tutelage of an elder hunter, and forged into a relentless monster slayer? Or, were they recruited by a secretive society for their exceptional talent at hunting?
Quick Build: You can make a Blood Hunter quickly by following these suggestions. First, make Constitution your highest ability score, followed by Strength. Second, choose the Haunted One background. Finally, take the Versatile Fighting Style.