Blood Hunter
Blood Hunter
Blood Hunter
Marred but resolute, his grimacing face dripping with sweat, a half-orc reddens a nger across his
wounds to draw a glowing, ruby glyph in the air. He grips the weightless, completed sigil, twisting it to
unleash dark magical energies that re forward, cursing the stalking behemoth from within its own veins
to better even the odds.
A mysterious half-elf swathed in a worn cloak and rugged leather armor carefully investigates a grizzly
scene off the roadway, her eyes ashing with recognition as she meditates on the remnants of the
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massacre. The survivor who warily hired her withdraws with a jump as the half-elf suddenly shoots to
her feet, sure in the knowledge of the culprit, where it calls home, and how little time there is to nd it.
Stepping into the lightless chambers of ancient dust and lingering whispers, the hal ing’s nose picks up
the pungent smell of imminent danger as she hears the scraping of bone and claw on nearby stone. She
winces as she runs her blade across her palm, the steel transmuting her blood into glowing runes of
powerful magic, her sword suddenly engulfed in arcane ames, eager to brand and burn the esh of her
enemies.
Often feared or misunderstood, and driven by an unending drive to destroy the wicked, blood hunters are
clever, arcane warriors who have bound their essence to the dark creatures they hunt to better stalk and
survive their prey. Armed with the rites of forbidden blood magic and a willingness to sacri ce their own
vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid
becoming the same monsters they choose to hunt.
While most of the classic schools of magical study are well known and widely respected, the less re ned
and macabre incantations of Hemocraft have long been forbidden and lost to most of the civilized
world. Blood Hunters have reclaimed these techniques away from the judging eyes of society, nding
blood magic’s esoteric nature effective against the evils that often defy the divine powers that
historically hold the line.
Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat
prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and
summoning the elements to envelop their strikes. They can sear an arcane brand into the body of their
quarry that hinders their foe’s abilities and punishes their aggression, or call blood curses upon their
enemies, manipulating their bodies from the inside. Willing to suffer whatever it takes to achieve victory,
these adept warriors have forged themselves into a potent force against the terrors that threaten the
innocent.
Whether driven by the wish to make a difference in a dangerous world, the need to take vengeance for a
great wrong they have suffered, being inspired by witnessing the strange and powerful techniques of
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another blood hunter in person, or just seeking a place to belong in an uncaring world, the reasons one
may take up the Hunter’s Bane and choose this life are many and varied. In joining an order of blood
hunters, one is also joining a tight family bound by service to each other and the common cause. For
many, this is the only family they have known or have left, so the kinship felt between members of an
order is a bond neigh unbreakable.
Beyond the boundaries of the order, however, the life of a blood hunter is often not an easy one. The
rituals of the Hunter’s Bane regularly leave one visibly changed and prone to unsettle common folk, and
the witnessing of hemocraft can invoke a superstitious fear from even the most learned scholar. While
some societies have come to accept the good deeds of the orders, many blood hunters publicly hide
their nature unless absolutely necessary, feeling more comfortable in the wilds and wastes of the world
where the Orders commonly train. Even so, the best work a blood hunter can do usually involves the poor
and defenseless on the outskirts of society, those prone to the corrupting touch of ends and dark
intension. Braving the threat of vili cation, these dark protectors wade through civilization, earning coin
as mercenaries or bounty hunters, ever watching for the signs of something more nefarious beneath the
surface.
In choosing this path, a blood hunter has irrevocably given 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 these guardians.
Many wrestle with the fear of losing this struggle, so a life of discipline and vigilance drives their travels
as they wander the countryside in search of like-minded adventurers and whispers of dark deeds afoot.
As you create a blood hunter, the most important aspects of your character are why you were driven to
this lifestyle, and why do you seek to give up everything to wallow in the dark with the evils you hunt? Did
you lose a loved one to a endish beast and now wish to prevent others from suffering the same fate?
Do you seek a sense of purpose and security, and found this among the order that has taken you in?
Have you always carried a seed of darkness within you, and seek kin to watch over you and prevent you
succumbing to it? Were you once a holy warrior who strayed from his faith and was cast out, but still
seek to give yourself to the cause of protecting the innocent? Or are you a criminal with a dark past
seeking to make amends, taking this life as a path of penance?
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What is your relationship with the powers of hemocraft and the abilities it promises to grant you as you
step closer to its mastery? Do you respect and fear the ancient power that surges through your veins,
using them only when necessary? Do you relish in the strength it offers you, embracing your gifts and
using them freely? Are you worried the superstitions are right, and this power will eventually turn you into
one of the monsters you hunt? Or has your study instilled you with the con dent control of mind over
matter, certain you can bend these gifts to bring a brighter dawn?
Consider too that while a blood hunter belongs to an order, many strike out on their own to do their best
work. What made you leave the comfort of your order? Do you intend to return, or have you decided you
have more to learn in the world beyond? What do you seek in other adventurers that can help you meet
your goals?
While most blood hunters follow a path of good or neutrality in their pursuits, some have fallen to the
dark, seductive side of hemocraft and use their abilities for sel sh and evil purposes. These deviants are
always thrown from the order, and often hunted along with the creatures they once trained to fell.
Quick Build
You can make a blood hunter quickly by following these suggestions. First, make Strength or Dexterity your
highest ability score, depending on whether you want to focus on melee weapons, or archery (or nesse
weapons). Make Intelligence your next highest if you plan to focus on the potency of blood curses and mystical
power. Choose a higher Constitution next, as you want to have extra hit points to burn on your crimson rite or
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(2/rest)
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Should you wish to multiclass into a blood hunter, the prerequisites and pro ciencies gained are listed
below.
Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class’s skill
list, alchemical supplies.
Class Features
Hit Points
Hit Dice: 1d10 per blood hunter level
Hit Points at 1st Level: 10 + your Constitution modi er
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modi er per blood hunter level after 1st
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Pro ciencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Alchemist’s supplies
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Athletics, Acrobatics, Arcana, History, Insight, Investigation, Religion, and
Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Hunter's Bane
Beginning at 1st level, you have survived the Hunter’s Bane, a dangerous, long-guarded ritual that alters
your life’s blood, forever binding you to the darkness and honing your senses against it. You have
advantage on Wisdom (Survival) checks to track fey, ends, or undead, as well as on Intelligence ability
checks to recall information about them.
The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own
blood and life essence to fuel your abilities. Some of your features require your target to make a saving
throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Hemocraft save DC = 8 + your pro ciency bonus + your Intelligence modi er.
Blood Maledict
At 1st level, you gain the ability to channel, and sometimes sacri ce, a part of your vital essence to curse
and manipulate creatures through hemocraft magic. You gain one blood curse of your choice, detailed in
the “Blood Curses” section at the end of the class description. You learn one additional blood curse of
your choice, and you can choose one of the blood curses you know and replace it with another blood
curse, at 6th, 10th, 14th, and 18th level.
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When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but
before it affects the target, you can choose to amplify the curse by losing a number of hit points equal to
one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. An
ampli ed curse gains an additional effect, noted in the curse’s description. Creatures that do not have
blood in their bodies are immune to blood curses, unless you have ampli ed the curse.
You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice, at
13th level you can use it three times between rests, and at 17th level, you can use it four times between
rests. You regain all expended uses when you nish a short or long rest.
Fighting Style
At 2nd level, you adopt a style of ghting as your specialty. Choose one of the following options. You
can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to
damage rolls with that weapon.
Two-Weapon Fighting
When you engage in two-weapon ghting, you can add your ability modi er to the damage of the second
attack.
Crimson Rite
At 2nd level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality.
Choose one rite from the Primal Rites list below to learn.
As a bonus action, you can activate a crimson rite on a single weapon with the elemental energy of a
known rite of your choice that lasts until you nish a short or long rest, or if you aren’t holding the
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weapon at the end of your turn. When you activate a rite, you lose a number of hit points equal to one roll
of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table.
For the duration, attacks from this weapon deal an additional 1d4 damage of the chosen rite’s type. This
damage is magical, and increases as you gain levels as a blood hunter, as shown in the Hemocraft Die
column of the Blood Hunter table. A weapon can only hold a single active rite at a time.
You learn an additional Primal Rite at 7th level, and access to an Esoteric Rite at 14th level.
Primal Rites
Choose from the following:
Esoteric Rites
Choose from the following:
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
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Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on
your turn.
Brand of Castigation
At 6th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an
arcane brand of hemocraft magic into it (requires no action). You always know the direction to the
branded creature, and each time the branded creature deals damage to you or a creature you can see
within 5 feet of you, the creature takes psychic damage equal to your Intelligence modi er (minimum of
1 damage).
Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a
spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level
(maximum of 9th level spell).
Once you use this feature, you can’t use it again until you nish a short or long rest.
Grim Psychometry
When you reach 9th level, you have a supernatural talent for discerning the history surrounding
mysterious objects or places touched by evil. When making an Intelligence (History) check to recall
information about a darker past surrounding an object you are touching, or a location you are present in,
you have advantage on the roll. The information gleaned often leans towards the more sinister
in uences of the past, and sometimes conveys visions of things previously unknown to the character on
higher rolls.
Dark Augmentation
Upon reaching 10th level, arcane blood magic suffuses your body, permanently reinforcing your
resilience. Your speed increases by 5 feet, and whenever you make a Strength, Dexterity, or Constitution
saving throw, you gain a bonus to the saving throw equal to your Intelligence modi er (minimum of +1).
Brand of Tethering
Starting at 13th level, the psychic damage from your Brand of Castigation increases to twice your
Intelligence modi er (minimum of 2 damage).
In addition, a branded creature can’t take the Dash action, and if a creature branded by you attempts to
teleport or leave their current plane via ability, spell, or portal, they take 4d6 psychic damage and must
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make a Wisdom saving throw. On a failure, the teleport or plane shift fails.
Hardened Soul
When you reach 14th level, you have advantage on saving throws against being charmed and frightened.
Sanguine Mastery
Upon becoming 20th level, you hone your control over blood magic, mitigating your sacri ce and
empowering your capability. Once per turn, whenever a blood hunter feature requires you to roll a
hemocraft die, you can choose to reroll the die and choose which result to use.
In addition, whenever you score a critical hit with a weapon attack empowered by your Crimson Rite, you
regain one expended use of your Blood Maledict feature.
Blood Curses
The blood curses are presented in alphabetical order.
Amplify. The next Wisdom saving throw the target makes before this curse ends has disadvantage.
Once you’ve ampli ed this blood curse, you must nish a long rest before you can amplify it again.
Amplify. This curse lasts for 1 minute and can affect a creature regardless of their size. At the end of
each of its turns, the cursed creature can make another Strength saving throw. On a success, this curse
ends.
Amplify. This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a
Constitution saving throw. On a success, this curse ends.
As a bonus action, a creature within 30 feet of you becomes poisoned. At the end of each of its turns,
the target can make another Constitution saving throw. On a success, the curse ends.
Amplify. The cursed creature suffers 4d6 necrotic damage, and suffers this damage again every time it
fails its Constitution saving throw to end this curse at the end of its turn.
As a bonus action, you can choose one creature you can see within 30 feet of you that is charmed,
frightened, or possessed. The target creature is no longer charmed, frightened, or possessed.
Amplify. The creature that charmed, frightened, or possessed the target of your curse suffers 3d6
psychic damage and must make a Wisdom saving throw or be stunned until the end of your next turn.
Amplify. The target instead loses invulnerability to the damage types of the triggering attack or spell,
having resistance to them until the end of the turn.
Amplify. You apply this curse to all of the creature’s attack rolls until the end of the turn. You roll a new
hemocraft die for each affected attack.
When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to give
that creature a nal act of aggression. That creature immediately makes a single weapon attack against
a target of your choice within its attack range.
Amplify. You can rst move the cursed creature up to half their speed, and you grant a bonus to the
cursed creature’s attack roll equal to your Intelligence modi er (minimum of +1).
As an action, you unleash a blood-curdling howl. Each creature within 30 feet of you that can hear you
must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If
they fail their saving throw by 5 or more, they are stunned while frightened in this way. A creature that
succeeds on this saving throw is immune to this blood curse for the next 24 hours.
You can choose any number of creatures you can see to be unaffected by the howl.
Amplify. The next attack roll you make against the target before the end of your turn has advantage.
Amplify. The cursed creature has disadvantage on all Constitution saving throws made to maintain
concentration of spells until the end of your next turn.
When a creature that isn’t a construct or undead is reduced to 0 hit points within 30 feet of you, you can
use your reaction to usher their soul to your patron in exchange for power. Until the end of your next turn,
your weapon attacks have advantage.
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Amplify. In addition, you regain an expended warlock spell slot. Once you’ve ampli ed this blood curse,
you must nish a long rest before you can amplify it again.
There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals.
One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts
their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin
to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.
The Order of the Ghostslayer is the oldest of the orders, having originally rediscovered the secrets of
blood magic and re ned them for combat against the scourge of undeath. Ghostslayers seek out and
study the moment of death, obsessing over the mysteries of the transition and how it can become
corrupted by unholy powers to rise once more. Tuning their abilities to annihilate such abominations,
these zealous blood hunters seek out the sources of such necromantic energies, intent to destroy them
wherever they arise.
Rite of the Dawn. Your rite damage is radiant damage. While the rite is active, you gain the following
bene ts:
Curse Specialist
Beginning at 3rd level, your ancient order teaches advanced mastery over blood curses. You gain an
additional use of your Blood Maledict feature. In addition, your blood curses can target any creature,
whether it has blood or not.
Ethereal Step
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Upon reaching 7th level, at the start of your turn, if you aren’t incapacitated, you can choose to magically
step into the veil between the planes.
You can move through other creatures and objects as if they were di cult terrain, as well as see and
affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn
inside an object. If you are inside an object when this feature ends, you are immediately shunted to the
nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet
you moved. This feature lasts for a number of rounds equal to your Intelligence modi er (minimum of 1
round).
You can use this feature once. Beginning at 15th level, you can use your Ethereal Step feature twice
between rests. You regain all expended uses when you nish a short or long rest.
Brand of Sundering
Beginning at 11th level, your Brand of Castigation now exposes a fragment of your foe’s essence, leaving
them vulnerable to your Crimson Rite. Whenever you damage a branded creature with your Crimson Rite,
your weapon deals one additional hemocraft die of rite damage. In addition, the branded creature can’t
move through creatures or objects.
Rite Revival
Upon reaching 18th level, you learn to protect your fading life by absorbing your blood rite. When you are
reduced to 0 hit points while you have an active Crimson Rite, but don’t die outright, the rite ends and you
drop to 1 hit point instead. If you have rites active on multiple weapons, you choose which one ends.
Of the many terrible curses that plague the realm, few are as ancient or as feared as Lycanthropy.
Passed through blood, this a iction seeds a host with the savage strength and hunger for violence of a
wicked beast. The Order of the Lycan is a proud order of blood hunters who undergo “The Taming,” a
ceremonial in icting of lycanthropy from a senior member. These hunters then use their abilities to
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harness the power of the monster they harbor without losing themselves to it. Through intense honing of
one’s own willpower, combined with the secrets of the order’s blood magic rituals, members learn to
control and unleash their hybrid form for short periods of time. Enhanced physical prowess, unnatural
resilience, and razor sharp claws make these warriors a terrible foe to any evil that crosses their path.
Yet, no training is perfect, and without care and complete focus, even the greatest of blood hunters can
temporarily lose themselves to the bloodlust.
Those inducted into the Order of the Lycan choose this path with conviction, understanding the terrible burden it
is and the challenges it brings. Where most who embrace this curse grow wicked, mad, even murderous, these
blood hunters accept the gifts of the beast while maintaining control through intense training and blood magic.
These factors enable a member of the Order of the Lycan to prevent the spread of their curse through blood,
should they wish to. One of the most sacred oaths of this order is to never infect another without the order’s
sanction.
Should a member of the Order of the Lycan be cured of the lycanthropic curse, it is a terrible shame on their
name, the order, and those who carry the curse still. There have been passages written about members being
cleansed against their will, but those brothers and sisters readily return to the order to undergo a renewed
initiation of The Taming, reintroducing the curse to their bodies and restoring their honor.
Lycanthropy comes in many forms. Each version of the curse is bound to a speci c beast: wolf, bear, tiger, boar,
and rat are a few of the more well-known variations. The strain of the curse de nes the beast a hybrid form will
share, but the features the curse bestows remain relatively uniform across strains.
Heightened Senses
Starting when you choose this archetype at 3rd level, you begin to adopt the improved abilities of a
natural predator. You gain advantage on Wisdom (Perception) checks that rely on hearing or smell.
Hybrid Transformation
Upon choosing this archetype at 3rd level, you begin to learn to control the lycanthropic curse that now
lives in your blood. As a bonus action, you can transform into your hybrid form for up to 1 hour. You can
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speak, use equipment, and wear armor in this form. You can revert to your normal form earlier as a
bonus action. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points,
or die. This feature replaces the rules for Lycanthropy within the Monster’s Manual.
Once you use this feature, you must nish a short or long rest before you can use it again.
In the Character Builder, set the option for Hybrid Transformation to Hybrid Form to activate the bonuses for
Feral Might. You gain a +1 to melee damage rolls. This bonus increases by 1 at 11th and 18th level. You
also have advantage on Strength checks and Strength saving throws.
Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical
attacks not made with silver weapons. While you are not wearing heavy armor, you gain a +1 bonus to
your AC.
Predatory Strikes. You can apply your Crimson Rite feature to your unarmed strikes as a single weapon.
You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes. When
you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action.
Your unarmed strikes deal 1d6 slashing damage. The damage increases to 1d8 at 11th level.
Bloodlust. If you begin your turn with no more than half of your maximum hit points, you must succeed
on a DC 8 Wisdom saving throw or move directly towards the nearest creature to you and use the Attack
action against that creature. You can choose whether or not to use your Extra Attack feature for this
frenzied attack. If there is more than one possible target, roll to randomly determine the target. You then
regain control for the remainder of your turn.
If you are under an effect that prevents you from concentrating (like the barbarian’s Rage feature), you
automatically fail this saving throw.
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Stalker's Prowess
At 7th level, your speed increases by 10 feet. 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.
Improved Predatory Strikes. You gain a +1 bonus to attack rolls made with your unarmed strikes. This
bonus increases by 1 at 11th level (+2) and 18th level (+3). In addition, when you have an active Crimson
Rite while in your hybrid form, your unarmed strikes are considered magical for the purpose of
overcoming resistance and immunity to nonmagical attacks and damage.
Advanced Transformation
Starting at 11th level, you learn to unleash and control more of the beast within. You can use your Hybrid
Transformation feature twice, regaining all expended uses when you nish a short or long rest. In
addition, your hybrid form gains the Lycan Regeneration feature.
Lycan Regeneration. At the start of each of your turns, before you roll for bloodlust, you regain hit points
equal to 1 + your Constitution modi er (minimum of one) if you have at least 1 hit point and no more
than half of your hit points left.
You also gain the Blood Curse of the Howl for your Blood Maledict feature. This does not count against
your number of blood curses known.
The process of the Hunter’s Bane is a painful, scarring, and sometimes fatal experience. Those that
survive nd themselves irrevocably changed, enhanced. Some found this experience exalting, embracing
the ability to alter one’s own physiology through a combination of hemocraft and corrupted alchemy.
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Over generations of experimentation, a splinter order of blood hunters began to emerge, one that
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 con ict.
Formulas
You begin to uncover forbidden alchemical formulas that temporarily alter your mental and physical
abilities.
Beginning at 3rd level, you choose to learn four mutagen formulas. Your formula options are detailed at
the end of this order description. You gain an additional formula at 7th level, 11th level, 15th level, and
18th level.
Additionally, when you gain a new mutagen formula, you can choose one of the formulas you already
know and replace it with a new mutagen formula.
Mutagencraft
At 3rd level, you can concoct a single mutagen when you nish a short or long rest. Starting at 7th level,
the number of mutagens you can create when you nish a rest increases to two, and at 15th level, you
can now create three mutagens.
As a bonus action you can consume a single mutagen, and the effects and side effects last until you
nish a short or long rest, unless otherwise speci ed. While one or more mutagens are affecting you,
you can use an action to focus and ush the toxins from your system, ending the effects and side
effects of all mutagens.
Mutagens are designed for your biology and have no effect on other creatures. They are also unstable by
nature, losing their potency over time and becoming inert if not used before you nish your next short or
long rest.
Strange Metabolism
Beginning at 7th level, your body has begun to adapt to toxins and venoms, ignoring their corroding
effects. You gain immunity to poison damage and the poisoned condition.
In addition, you can instill a burst of adrenaline to temporarily resist the negative effects of a mutagen.
As a bonus action, you can choose to ignore the side effect of a mutagen affecting you for 1 minute.
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Once you use this feature to resist side effects, you can’t do so again until you nish a long rest.
Brand of Axiom
At 11th level, your hemocraft has altered your Brand of Castigation to enforce a foe’s true nature. Any
illusions disguising or making a creature invisible when you brand them end, and they can’t bene t from
such illusions while branded. If a creature branded by you is polymorphed or has changed shape, they
must succeed on a Wisdom saving throw or revert to their true form and be stunned until the end of your
next turn. Whenever a branded creature attempts to polymorph or change shape, they must succeed on
a Wisdom saving throw or the attempt fails, and they are stunned until the end of your next turn.
Exalted Mutation
At 18th level, your body has adapted to produce your toxins naturally in a moment of need. As a bonus
action, you can choose one mutagen currently affecting you to ush from your system and end, then
immediately have a mutagen you know the formula for take effect in its place.
You can use this feature a number of times equal to your Intelligence modi er (minimum of 1). You
regain all uses of this feature after you nish a long rest.
Mutagens
These mutagens are presented in alphabetical order. You can learn a mutagen at the same time you
meet its prerequisites.
Aether
Prerequisite: 11th level.
You gain a ying speed of 20 feet for 1 hour.
Side effect. You have disadvantage on Strength and Dexterity ability checks for 1 hour.
Alluring
Your skin and voice become malleable, allowing you to slightly enhance your appearance and presence.
You have advantage on Charisma ability checks.
Side effect. You have disadvantage on initiative rolls.
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Celerity
Your Dexterity score increases by 3, as does your Dexterity maximum. This bonus increases by 1 at 11th
and 18th level.
Side effect. You have disadvantage on Wisdom saving throws.
Conversant
You gain advantage on Intelligence ability checks.
Side effect. You have disadvantage on Wisdom ability checks.
Cruelty
Prerequisite: 11th level.
When you use the Attack action, you can make an additional weapon attack as a bonus action.
Side effect. You have disadvantage on Intelligence, Wisdom, and Charisma saving throws.
Deftness
You gain advantage on Dexterity ability checks.
Side effect. You have disadvantage on Wisdom ability checks.
Embers
You gain resistance to re damage.
Side effect. You gain vulnerability to cold damage.
Gelid
You gain resistance to cold damage.
Side effect. You gain vulnerability to re damage.
Impermeable
You gain resistance to piercing damage.
Side effect. You gain vulnerability to slashing damage.
Mobility
You gain immunity to the grappled and restrained conditions. At 11th level, you also are immune to the
paralyzed condition.
Side effect. You have disadvantage on Strength ability checks.
Nighteye
You gain darkvision for up to 60 feet. If you already have darkvision, this increases its range by 60
additional feet.
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Side effect. You gain sunlight sensitivity (detailed in the Dark Elf section of the Player’s Handbook).
Percipient
You gain advantage on Wisdom ability checks.
Side effect. You have disadvantage on Charisma ability checks.
Potency
Your Strength score increases by 3, as does your Strength maximum. This bonus increases by 1 at 11th
and 18th level.
Side effect. You have disadvantage on Dexterity saving throws.
Precision
Prerequisite: 11th level
Your weapon attacks score a critical hit on a roll of 19-20.
Side effect. You have disadvantage on Strength saving throws.
Rapidity
Your speed increases by 10 feet. At 15th level, your speed increases by 15 feet instead.
Side effect. You have disadvantage on Intelligence ability checks.
Reconstruction
Prerequisite: 7th level
For 1 hour, at the start of each of your turns, you regain hit points equal to your pro ciency bonus if you
have at least 1 hit point, but no more than half of your hit points.
Side effect. Your speed decreases by 10 ft for 1 hour.
Sagacity
Your Intelligence score increases by 3, as does your Intelligence maximum. This bonus increases by 1 at
11th and 18th level.
Side effect. You have disadvantage on Charisma saving throws.
Shielded
You gain resistance to slashing damage.
Side effect. You gain vulnerability to bludgeoning damage.
Unbreakable
You gain resistance to bludgeoning damage.
Side effect. You gain vulnerability to piercing damage.
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Vermillion
You gain an additional use of your Blood Maledict feature.
Side effect. You have disadvantage on death saving throws.
Those who have taken to the Order of the Profane Soul have seen the limits of hemocraft against some
of the most ancient and cruel ends and terrors of the world. Unable to pursue beings of such power,
creatures able to vanish amongst the nobles without a trace, or bend the mind of the most stalwart
warrior with but a glance, this order trusted in their 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, members of this order believe the power gained far outweighs the
price, for even devils now quake when they know they’ve drawn the attention of the Order of the Profane
Soul.
Otherworldly Patron
When you reach 3rd level, you strike a bargain with an otherworldly being of your choice: the Archfey, the
Fiend, or the Great Old One, each detailed in the Player’s Handbook, the Undying within the Sword Coast
Adventurer’s Guide, and the Celestial or Hexblade in Xanathar’s Guide to Everything. Your choice
augments some of your order features.
The Archfey
You have chosen the Archfey as your otherworldly patron.
The Celestial
You have chosen the Celestial as your otherworldly patron.
The Fiend
You have chosen the Fiend as your otherworldly patron.
The Hexblade
You have chosen the Hexblade as your otherworldly patron.
The Undying
You have chosen the Undying as your otherworldly patron.
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Pact Magic
When you reach 3rd level, you can augment your combat techniques with the ability to cast spells. See
chapter 10 of the PHB for the general rules of spellcasting and chapter 11 of the Player’s Handbook for
the Warlock spell list.
Cantrips. You learn two cantrips of your choice from the warlock spell list. You learn an additional
warlock cantrip of your choice at 10th level.
Spell Slots. The Profane Soul Spellcasting table shows 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. To cast one of your
warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots
when you nish a short or long rest.
For example, when you are 8th level, you have two 2nd-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 spell.
Spells Known of 1st Level and Higher. At 3rd level, you know two 1st-level spells of your choice from the
warlock spell list.
The Spells Known column of the Profane Soul table shows when you learn more warlock spells of your
choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the
table’s Slot Level column for your level. When you reach 11th level, for example, you learn a new warlock
spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class and order, you can choose one of the warlock spells you
know and replace it with another spell from the warlock spell list, which also must be of a level for which
you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your warlock spells, so you use your
Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence
modi er when setting the saving throw DC for a warlock spell you cast and when making an attack roll
with one.
Spell attack modi er = your pro ciency bonus + your Intelligence modi er
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3rd 2 2 1 1st
4th 2 2 1 1st
5th 2 3 1 1st
6th 2 3 2 1st
7th 2 4 2 2nd
8th 2 4 2 2nd
9th 2 5 2 2nd
10th 3 5 2 2nd
11th 3 6 2 2nd
12th 3 6 2 2nd
13th 3 7 2 3rd
14th 3 7 2 3rd
15th 3 8 2 3rd
16th 3 8 2 3rd
17th 3 9 2 3rd
18th 3 9 2 3rd
19th 3 10 2 4th
20th 3 11 2 4th
Rite Focus
Beginning at 3rd level, your weapon becomes a core to your pact with your chosen dark patron. While
you have an active Crimson Rite, you can use your weapon as a spellcasting focus (found in chapter 5 of
the Player’s Handbook) for your warlock spells, and you gain a speci c bene t based on your chosen
pact (outlined below).
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The Archfey
When you deal rite damage to a creature, it glows with faint light until the end of your next turn. For the
duration, the creature can’t bene t from half cover, three-quarters cover, or being invisible.
The Celestial
You can expend a use of your Blood Maledict feature as a bonus action to heal one creature that you can
see within 60 feet of you. They regain a number of hit points hit points equal to one roll of your
hemocraft die + your Intelligence modi er (minimum of +1).
The Fiend
While using the Rite of the Flame, if you roll a 1 or 2 on your rite damage die, you can reroll the die and
choose which roll to use.
The Hexblade
Whenever you target a creature with a blood curse, your next attack against the cursed creature deals
additional damage equal to your pro ciency modi er.
The Undying
Whenever you reduce a hostile creature to 0 hit points using a weapon attack, you regain a number of hit
points equal to one roll of your hemocraft die.
Mystic Frenzy
Starting at 7th level, when you use your action to cast a cantrip, you can immediately make one weapon
attack as a bonus action.
Revealed Arcana
At 7th level, your dark patron grants you the rare use of a dangerous arcane spell based on your pact.
The Archfey
You can cast blur once using a pact magic spell slot. You can’t do so again until you nish a long rest.
The Celestial
You can cast lesser restoration once using a pact magic spell slot. You can’t do so again until you nish
a long rest.
The Fiend
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You can cast scorching ray once using a pact magic spell slot. You can’t do so again until you nish a
long rest.
The Hexblade
You can cast branding smite once using a pact magic spell slot. You can’t do so again until you nish a
long rest.
The Undying
You can cast blindness/deafness once using a pact magic spell slot. You can’t do so again until you
nish a long rest.
Unsealed Arcana
At 15th level, your patron grants you the rare use of an additional arcane spell based on your pact.
The Archfey
You can cast slow once without expending a spell slot. You can’t do so again until you nish a long rest.
The Celestial
You can cast revivify once without expending a spell slot. You can’t do so again until you nish a long
rest.
The Fiend
You can cast reball once without expending a spell slot. You can’t do so again until you nish a long
rest.
The Hexblade
You can cast blink once without expending a spell slot. You can’t do so again until you nish a long rest.
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The Undying
You can cast bestow curse once without expending a spell slot. You can’t do so again until you nish a
long rest.
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