BANEFUL BLOOD
HUNTER
HEIRLOOMS
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Mailbox Blood Hunter Order Heirlooms
A blood hunter can receive these heirlooms from an
Order of the Ghostslayer........................................ 3
old order headquarters, exhumed from the remains of
Cursing Weapon a foul beast, or even from the lair of a sworn enemy of
Chain of Anchoring hunters.
Runed Bindings These magic items are designed to enhance the
Soulless, Cloak of the Border features of the blood hunter orders at level 3, 7, and
Order of the Lycan..................................................... 4 11. Each subclass has its own legendary item for PCs
Quenching Bracers that embody the greater secrets of hemocraft.
Boots of the Wild
Belt of Blood
Savagery, the Pack Runner. Note from Creator
Order of the Mutant................................................. 5 We appreciate this communities feedback on
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Rune of Cruelty Thank you!
Covenant, the Patron’s Promise
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Order of the Ghostslayer
Cursing Weapon Soulless, Cloak of the Border
Weapon (any). Uncommon (requires attunement). Wondrous item. Legendary (requires attunement).
The blade turns a deep red when in use. This weapon The edges of this cloak flicker in and out of the
has 3 charges and regains all expended charges at Ethereal Plane. When you use Aether Walk, you can
dawn. While Rite of the Dawn is active, you can have up to 10 creatures within 30ft of you also gain
expend a charge to cast the Bane spell on creatures the effects of Aether Walk. As an action, you gain the
within the radius of your weapons bright light. You effects of Aether Walk and your movement speed is
can target more than three creature and maintain doubled. You cannot take this action again until you
concentration on all creatures as normal. finish a short or long rest.
In addition, while a creature is effected by Bane When you move through a creature while under
in this way you can roll an additional hemocraft die the effects of Aether Walk, you can choose to rip a
when determining the extra damage from your Rite of portion of that creature’s soul from it. The target
the Dawn even if it is not undead. must make a Constitution saving throw against your
Hemocraft save DC or take 10d10 radiant damage
Chain of Anchoring and be stunned until the start of your next turn.
Wondrous item. Rare (requires attunement). On a successful save, the creature takes half damage
This necklace helps root you in the ethereal plane. and is not stunned. An incorporeal creature has
This necklace has 5 charges and regains all expended disadvantage on this saving throw. Once you rip a
charges at dawn. You can expend a charge in one of soul you cannot do so again until the next dawn.
the following ways: In addition, you can cast the Speak with Dead spell
at will, without expending a spell slot.
• When you use Aether Walk, you cast the Invisibility spell
at 2nd level with a target of self until Aether Walk ends.
• When you use Aether Walk, you have resistance to
nonmagical bludgeoning, piercing, and slashing damage until
Aether Walk ends.
• At the start of your turn, you use Aether Walk without
expending a use of the feature.
Runed Bindings
Wondrous item. Very rare (requires attunement).
These bracers have a pale, intricate chain pattern
inscribed into it. As an action, you can create a
torrent of spectral chains that enwrap your foes.
Each creature of your choice within a 60ft cone is
branded by your Brand of Sundering and must make
a Constitution saving throw against your Hemocraft
save DC or take 5d6 radiant damage and be forced
to move toward you to the nearest unoccupied space
within the area. Each forced creature is the grappled
by chains (DC 16 Escape). Once you use this feature Cursing Weapon
you cannot do so again until you finish a short or long
rest.
In addition, any melee weapon you are wielding
gains a 10ft reach.
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Order of the Lycan
Quenching Bracers Belt of Blood
Wondrous item. Uncommon (requires attunement). Wondrous item. Very rare (requires attunement).
These bracers help you focus your desire for This blood red belt enhances your life sustaining
destruction optimally. While Hybrid Transformation power. When you lose hit points, this belt gains
is active, you can use an action to rip into a creature regenerative charges equal to the amount of hit
with your teeth. You make an unarmed strike against points lost. When you regain hit points from a
a creature and it deals 4d6 piercing damage on a source other than Advanced Transformation: Lycan
hit. The damage increases to d8s with your Hybrid Regeneration, this belt loses regenerative charges
Transformation: Predatory Strikes and gains the equal to the amount of hit points regained. This
bonus damage from your Hybrid Transformation: belt loses all regenerative charges when there are no
Feral Might. You can use Predatory Strikes to make hostile creatures nearby.
a bonus action unarmed strike with this action. The While Hybrid Transformation is active, you can use
target and all enemies within 10ft of the target must a bonus action to use one of the following features:
make a Wisdom saving throw against your Hemocraft
• You spend a number of regenerative charges and gain
DC or be frightened of you until the end of your next
temporary hit points equal to half the number of regenerative
turn. Once you use this feature you cannot do so
charges spent. You lose these temporary hit points when this
again until you finish a short or long rest.
belt has no regenerative charges.
In addition, when you fail your saving throw for
• You howl a rallying cry and target a creature within 30ft.
Hybrid Transformation: Bloodlust and there is more
You spend a number of regenerative charges and the target
than one creature equally near you, you can choose
gains half the amount of regenerative charges you spent. At
the target.
the start of each of the target’s turns, the target regains up
Boots of the Wild to 5 hit points and loses up to 5 regenerative charges. The
target cannot regain hit points if it does not have an equal
Wondrous item. Rare (requires attunement).
amount of regenerative charges to lose. The target loses all
The soft cloth that line these boots cajole your
regenerative charges if it is reduced to 0 hit points.
lycanthropic nature. These boots have 3 charges and
regain all expended charges at dawn. As an action,
you can expend a charge to leap at a creature. Choose
a creature within your long jump range. You jump to
that creature and make three Hybrid Transformation:
Predatory Strikes against the target. The target
must make a Dexterity saving throw against your
Hemocraft save DC or be knocked prone. If you
reduce the target to 0 hit points, you can choose
another creature and use the same action.
In addition, you can long jump your maximum
distance without having to move at least 10ft
immediately before the jump and your all feet
increments from Stalker’s Prowess increase by 5ft.
Boots of the Wild
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Order of the Mutant
Savagery, the Pack Runner. Mutagenic Vial
Wondrous item (soul). Legendary (requires attune~). Wondrous item. Uncommon (requires attunement).
This soul item expresses itself through visual Your blood magic fuels the transformative powers of
alterations to your hybrid form. When you hit a this vial. When you finish a short or long rest, you
creature with a melee weapon attack, you infect it can create a cleanse or reactant within this vial. As a
with a lycanthropic curse for 1 minute. You gain bonus action, you consume the contents of this vial.
a 5ft bonus to your speed and a +1 bonus to your When you drink a cleanse, you flush all mutagens
Hybrid Transformation: Predatory Strike damage from your system, ending their effects and side
for each infected creature to a maximum of 15ft and effects. When you drink a reactant, you can choose to
+3 bonus. As an action, you give into the fury of change the effect of one mutagen in your system to a
the lycanthropic curse in your blood and double the different mutagen that you know.
bonuses gained from infected creatures. You cast the In addition, when you use Blood Maledict you can
Summon Beast spell at a spell level equal to 1/3 your swap the contents of the vial from cleanse to reactant
blood hunter level. The environment is always land, or reactant to cleanse.
you summon two bestial spirits instead of one, and
the corporeal form of these bestial spirit resembles Bracers of Bloodletting
wolves. When a wolf hits a creature with a melee Wondrous item. Rare (requires attunement).
weapon attack, it infects it with the lycanthropic Small pins on the inside of these bracers can draw the
curse. Once you take this action you cannot do so negative effects of mutagens from your blood. As a
again until the next dawn. bonus action, you use Strange Metabolism without
In addition, when an infected creature starts expending a use and you curse a creature within 10ft.
its turn you can use a reaction to have bloodlust The target must make a Constitution saving throw
overcome it. The target must make a Wisdom saving against your Hemocraft save DC or become dazed by
throw against your Hemocraft save DC or move the negative effects of your mutagen for 1 minute. A
directly toward the nearest creature and use the dazed creature suffers the effects of the Slow spell. A
Attack action against that creature. If a creature’s dazed creature can repeat the saving throw at the end
saving throw is successful, the creature is immune to of each of its turns, ending the effect on itself on a
this reaction for the next 24 hours. success.
In addition, when you use Strange Metabolism
you ignore the negative side effect of all mutagens
affecting you instead of one.
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Toxic Rapier Eureka, Goggles of the Mad Scientist
Weapon (rapier). Very rare (requires attunement). Wondrous item. Legendary (requires attunement).
The syringic shape of this rapier allows you to The lens of these goggles can tap into the formula of
weaponize your mutagens. This rapier gains a bonus the world. As an action, you activate and wear the
to attack and damage rolls equal to the number of goggles to see the essence of all mutagenic formulas
mutagens in your system. This rapier has 3 charges for 1 minute. At the start of each of your turns, you
and regains all expended charges at dawn. You can gain the effect of a random mutagen as if you had
expend a charge to use Brand of Axiom on a creature consumed it but do not gain the side effects (you do
you deal damage to with this rapier. not need to know the formula). When the activation
In addition, you can inject a branded creature with ends, the suppressed side effects accumulate suddenly
a toxic mutagen. When you deal damage to a creature and at once. You take 10d10 necrotic damage, gain 1
branded by your Brand of Axiom, you can deal an level of exhaustion, and flush all random mutagens
additional 2d6 damage and an extra 1d6 for each from your system. You cannot flush random
mutagen in your system. You also use an additional mutagens until the activation is over. Once activate
effect located on the Toxicology table. The saving the goggles you cannot do so again until the next
throws of the effects are against your Hemocraft save dawn.
DC. You can only use an effect when you have the In addition, when you take damage from your
corresponding mutagen in your system and once you hemocraft die because of a blood hunter feature you
use an effect against a branded target you cannot do can choose to gain the effects and side effects of a
so again against the same target until the target is mutagen that you know until the end of your next
branded again. turn. While under the effects of that mutagen, you
can roll a hemocraft die twice and take either result.
Toxicology Table
Mutagen Effect
Grants The target must make a Constitution
Advantage saving throw or be stunned until the end
on Ability of your next turn.
Check
Grants The target burns from the injects for 1 Toxic Rapier
Resistance minute. At the start of each of its turns,
the target takes 3d6 poison damage. At
the end of each of its turns, it can make
a Constitution saving throw to stop the
burn.
Increases an The target has disadvantage on the first
Ability Score chosen saving throw it makes before the
by 3 end of your next turn.
Other The target must make a Strength saving
throw or be restrained (Escape DC =
Hemocraft save DC).
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Order of the Profane Soul
Cloak of Chaos Mana Piercing Ring
Wondrous item. Uncommon (requires attunement). Ring. Rare (requires attunement).
This cloak changes fashion to represent the blessings The runes on this ring illuminate with eldritch energy
of a new patron. When you activate a Crimson Rite, when you cast a spell. This ring has 3 charges and
you can take maximum damage from your hemocraft regains all expended charges at dawn. When you make
die instead of rolling to then roll on the Eldritch table. one weapon attack as a bonus action with Mystic
You gain the benefits of that patron’s Rite Focus for 1 Frenzy, you can expend a charge to make a weapon
minute or until you use a bonus action to give thanks attack against each creature in a 30ft line from you
to the patron and end the effect early. When ending and each creature you hit gets mana drained. You
the effect early, roll a hemocraft die and regain hit can cast a cantrip with a cast time of 1 action as a
points equal to twice the result. Your Otherwordly bonus action against a mana drained creature and the
Patron should be removed from the table and all creature is no longer mana drained.
patrons should shift up, such that you roll a d8 to In addition, when you cast a Revealed Arcana spell
determine results. Once you use this feature you you can make a weapon attack as part of the same
cannot do so again until you finish a short or long action or bonus action.
rest.
Rune of Cruelty
Eldritch Table
Wondrous item (soul). Very rare (requires attune~).
d8 Patron This soul item expresses itself through a perfect runic
1 Archfey design scarred into your skin. As an action, you can
2 Celestial draw the blood from those around you. Creature of
3 Fathomless your choice within 30ft must make a Constitution
4 Fiend saving throw against your Hemocraft save DC or
be branded by your Brand of the Sapping Scar for 1
5 Genie
minute and take 3d10 necrotic damage. If a creature
6 Great Old One fails this saving throw, you regain an expended Pact
7 Hexblade Magic spell slot. Once you use this feature you cannot
8 Undead do so again until you finish a short or long rest.
Undying In addition, a creature branded by your Brand of
the Sapping Scar has disadvantage on saving throws
against your Blood Maledict.
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Covenant, the Patron’s Promise
Ring. Legendary (requires attunement).
This golden band holds the blood of your patron.
While attuned to this ring, you gain the effects of
two Eldritch Invocations for which you meet the
prerequisites for. Your warlock level is considered
two less than your blood hunter level. When you use
Blood Maledict or cast a Pact Magic spell of 1st level
or higher, this ring gains 1 favor point. This ring can
hold up to a maximum of 6 favor points and loses all
favor points each day at dawn. You can spend favor
points in following ways and all saving throws are
against your spell save DC.
Patron’s Protection. When you would make a saving throw,
you can use a reaction and spend 1 favor point to have
advantage on the roll.
Patron’s Guidance. As a bonus action, you spend 1 favor
point to have advantage on ability checks for a skill of your
choice for 1 minute.
Patron’s Movement. As a bonus action, you spend 2 favor
points to teleport to an unoccupied space you can see within
60ft. Each creature within 10ft of you after you teleport must
make Wisdom saving throw or be frightened of you until the
end of your next turn.
Patron’s Presence. When you deal damage to a creature
with a cantrip or weapon attack, you can spend 3 favor points
to force the target to make a Wisdom saving throw or be
stunned until the start of your next turn.
Patron’s Destruction. As an action, you spend favor points
to release a torrent of latent energy. Each creature in a 10
ft cone must make a Dexterity saving throw or take 3d10
psychic damage on a failed save, or half as much damage on
a successful one. The range increases by 5ft and the damage
increases by 1d10 for each favor point spent after the first. Cloak of Chaos
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