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BloodHunter 2020

The Blood Hunter is a dark, arcane warrior who uses forbidden blood magic to combat evil creatures, sacrificing parts of their own vitality to enhance their abilities. They are often misunderstood and feared, yet they form tight-knit communities to support their mission of protecting the innocent from monstrous threats. The class features include unique abilities such as Blood Maledict, Crimson Rite, and various fighting styles, allowing them to manipulate their own blood to empower their combat prowess.

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0% found this document useful (0 votes)
1K views12 pages

BloodHunter 2020

The Blood Hunter is a dark, arcane warrior who uses forbidden blood magic to combat evil creatures, sacrificing parts of their own vitality to enhance their abilities. They are often misunderstood and feared, yet they form tight-knit communities to support their mission of protecting the innocent from monstrous threats. The class features include unique abilities such as Blood Maledict, Crimson Rite, and various fighting styles, allowing them to manipulate their own blood to empower their combat prowess.

Uploaded by

lembrese198
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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BLOOD HUNTER

Marred but resolute, his grimacingface dripping with


sweat,a half-orc reddensa finger 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 fire 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 flashing with
recognition as she meditates on the remnants of the
massacre.The survivor who warily hired her
withdraws with ajump as the half-elf suddenlyshoots
to her feet, surein the knowledge of the culprit, where
it calls home, and how little time there is to find it.

Stepping into the lightless chambers of ancient


dust and lingering whispers, the halfling's nose picks
up the pungent smell of imminent dangeras 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 glowingrunes of
powerful magic, her sword suddenlyengulfed in
arcane flames, eager to brand and burn the flesh of
herenemies.
Often feared or misunderstood, and driven by an
unending drive to destroy the wicked, blood hunters
are clever, arcanewarriors who have bound their
essenceto the dark creatures they hunt to better stalk
and survive their prey. Armed with the rites of
forbidden blood magic and a willingness to sacrifice
their own vitality and humanity for the cause, they
protect the realmsfrom the shadows, ever vigilant
to avoid becoming the same monsters they
choose to hunt.

SACRIFICE TO PRESERVE LIFE


While most of the classic schools of magical study
arewell known and widely respected, the less
refined 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,finding blood magic's esoteric nature
effective against the evils that often defy the divine
powers that historically hold the line.
Through careful studyand 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 elementsto envelop their strikes. ART BYJOMA CUETO

Blood Hunter (2020) Design by Matthew Mercer


They can sear an arcane brand into the bodyof their you in? Have you always carried a seed of darkness within

quarry that hinders their foe's abilities and punishes their you, and seek kin watch over you and prevent you
to

aggression, or call blood curses upon their enemies, succumbing toWere you once a holy warrior who
it?

manipulating their bodies from the inside. Willing to suffer strayed from his faith andwas cast out, but still seek to give

whatever it takes to achieve victory, these adept warriors yourself to the cause of protecting the innocent? Or are you
have forged themselves into a potent force against the a criminal with a dark past seeking to make amends,taking
terrors that threaten the innocent. this life as a path of penance?

What is your relationship with the powers of hemocraft


A MONSTER TO FIGHT MONSTERS and the abilities it promises to grant you as you step closer
to its mastery? Do you respect and fear the ancient power

Whetherdriven by the wish to make a differencein a that surges through your veins,using them only when
dangerous world, the need to take vengeance for a great necessary? Do you relish in the strength it offers you,
wrong they have suffered, being inspired by witnessing the embracing your gifts and using them freely? Are you
strange and powerful techniques of another blood hunter in worried the superstitionsare right, and this powerwill
person, or just seeking a place to belong in an uncaring eventuallyturn you into one of the monsters you hunt? Or
world, the reasons one may take up the Hunter's Bane and has your study instilled you with the confident control of
choose this life are many and varied.Injoining an order of mind over matter, certain you can bend these gifts to bring
blood hunters, one is also joining a tight family bound by a brighter dawn?
service to each other and the common cause. For many, this Consider too that while a blood hunter belongs to an
is the only family they have known or have left, sothe order, many strike out on their own to do their best work.
kinship felt between members of an order is a bond neigh What made you leave the comfort of your order? Do you
unbreakable. intend to return, or have you decided you have more to
Beyond the boundaries of the order, however;, the life of learn in the world beyond? What do you seek in other
a blood hunter is often not an easy one. The rituals of the adventurers that can help you meet your goals?
Hunter's Bane regularly leave one visibly changed and While most blood hunters follow a path of good or
prone to unsettle common folk, and the witnessing of neutralityin their pursuits,some have fallen to the dark,
hemocraft can invoke a superstitious fear from even the seductive side of hemocraft and use their abilities for selfish
most learned scholar. While some societies have come to and evil purposes. Thesedeviants are always thrown from
accept the good deeds of the orders, many blood hunters the order, and often hunted along with the creatures they
publicly hide their nature unless absolutely necessary, once trained to fell.
feeling more comfortable in the wilds and wastes ofthe
world where the Orders commonly train. Even so, the best QUICK BUILD
work a blood hunter can do usually involves the poor and
defenseless on the outskirts of society, those prone to the You can make a blood hunter quickly by following these

corrupting touch of fiends and dark intension.Braving the suggestions. First, make Strength or Dexterity your highest
threat of vilification, these dark protectorswade through ability on whether you want to focus on
score, depending
civilization, earning coin as mercenaries or bounty hunters, melee weapons, or archery (orfinesseweapons). Make
ever watching for the signs of something more nefarious Intelligence your next highest if you plan to focus on the
beneath the surface. potency of blood curses and mystical power. Choose a

In choosing this path, a blood hunter has irrevocably higher Constitution next,asyou want to have extra hit

given a part of themselves to their cause, physically, points to burn on your crimson rite or amplifying blood
emotionally,and sometimes morally. The orders of blood curses. Then, select the urchin or soldier background.
hunters practice their own unique ideals and methods,
often employing techniques with dark origins that test the
strength and will ofthese guardians. Many wrestle with the
CLASS FEATURES
fear of losing this struggle,so a life of discipline and As a blood hunter,you gain the following class
vigilancedrives their travels wander the countryside
as they features.

in search of like-minded adventurers and whispers of dark


deeds afoot. HIT POINTS
Hit Dice: 1d10 per blood hunter level

CREATING A BLOOD HUNTER Hit Points at 1st Level: 10 + your Constitutionmodifier


Hit Points at Higher Levels: 1d10 (or 6)+your
As you create a blood hunter,the most important aspects of Constitution modifier per blood hunter level after lst.

your character are why you were driven to this lifestyle, and
why do you seek to give up everything to wallow in the dark PROFICIENCIES
with the evilsyou hunt? Did you lose a loved one to a Armor: Light armor, medium armor, shields
fiendish beast and now wish to prevent others from Weapons: Simple weapons,martial weapons
suffering the same fate? Do you seek a sense of purpose Tools: Alchemist's supplies

and security, and found this among the order that has taken Saving Throws:Dexterity, Intelligence

Blood Hunter (2020) Design by Matthew Mercer


The Blood Hunter
Proficiency Hemocraft Blood Curses
Level Bonus Die Known Features

1st +2 1d4 1 Hunter's Bane, Blood Maledict


2nd +2 1d4 1 Fighting Style, Crimson Rite
3rd +2 1d4 1 Blood Hunter Order
4th +2 1d4 1
AbilityScore Improvement
5th +3 1d6 Extra Attack
6th +3 1d6 2 Brand of Castigation, Blood Maledict (2/rest)
7th +3 1d6 2 Order feature, Primal Rite
8th +3 1d6 2 AbilityScore Improvement
9th +4 1d6 2 Grim PsychometrY
10th +4 1d6 Dark Augmentation
11th +4 1d8 3 Order feature
12th +4 1d8 3 Ability Score Improvement
13th +5 1d8 3 Brand of Tethering, Blood Maledict (3/rest)
14th +5 1d8 Hardened Soul, Esoteric Rite
15th +5 1d8 4 Order feature
16th +5 1d8 4 Ability Score Improvement
17th +6 1d10 4 Blood Maledict (4/rest)
18th +6 1d10 5 Order feature
19th +6 1d10 5 Ability Score Improvement
20th +6 1d10 5 Sanguine Mastery

Skills: Choose three from Athletics, Acrobatics, Arcana, BLOOD MALEDICT


History, Insight, Investigation, Religion, and Survival.
At lst level, you gain the ability to channel, and sometimes
EQUIPMENT sacrifice, a part of your vital essence to curse and
You start with the following equipment, in addition manipulate creatures through hemocraft magic. You gain

to the equipment granted by your background: one blood curse ofyour choice,detailed in the "Blood
Curses" section at the end of the class description.You
• (a)a martial weapon or (b) two simple weapons
learn one additional blood curse of your choice, and you
• (a)a light crossbow and 20 bolts or (b)hand crossbow
can choose one of the blood curses you know and replace it
and 20 bolts
with another blood curse, at 6th, 10th, 14th, and 18th level.
• (a)studded leather armoror (b)scale mail armor
When you use your Blood Maledict,you choose which
• an explorer's pack
curse to invoke. While invoking a blood curse, but before it
Alternatively, you could begin with startingwealth of affects the target, you can choose to amplify the curse by
4d4 x 10gp and purchase starting items of your choice. losing a number of hit points equal to one roll ofyour
hemocraft die, as shown in the Hemocraft Die column of

HUNTER'S BANE the Blood Hunter table. An amplified curse gains an addi

tionaleffect, noted in the curse's description. Creatures that


Beginning at 1st level, you have survived the Hunter's Bane, do not have blood in their bodies are immune to blood
a dangerous, long-guarded ritual that alters your life's curses,unless you have amplified the curse.
blood, foreverbinding you to the darkness and honing your You can use this feature once. Beginning at 6th level,
senses against You have advantage
it. on Wisdom (Survival) you can use your Blood Maledict feature twice, at 13th level

checks to track fey, fiends, or undead, aswell as on you can use it three times between rests, and at 17th level,

Intelligence ability checks to recall information about them. you can use it four times between rests. You regain all

The Bane also empowers your body to control


Hunter's expended uses when you finish a short or long rest.

and shape hemocraft magic, using your own blood and life
essence to fuel your abilities. Some of your features require FIGHTING STYLE
your target to make a saving throw to resist the feature's
effects. The saving throw DC is calculated asfollows: At 2nd level, you adopt a style of fighting as your specialty.
Choose one of the following options. You cant take a
Hemocraftsave DC =8+your proficiency bonus+ Fighting Style option more than once, even if you later get
your Intelligence modifier. to choose again.

Blood Hunter (2020) Design by Matthew Mercer


ARCHERY ABILITY ScORE IMPROVEMENT
You gain a+2 bonus to attack rolls you make with ranged
When you reach 4th level, and again at 8th, 1 2th, 16th and
weapons.
19th level, you can increase one ability score of your choice
DUELING by 2, or you can increase two ability scores of your choice
When you are wielding a melee weapon in one hand and no by 1. As normal, you can't increase an ability score above 20
other weapons, you gain a +2 bonus to damage rolls with using this feature.

that weapon.
ExTRA ATTACK
GREAT WEAPON FIGHTING
When you roll a 1 or on a non-rite damage die for
2 an Beginning at 5th level, you can attack twice, instead of

attack you make with a melee weapon that you are wielding once, whenever you take the Attack action.

with two hands, you can reroll the die andmust use the
new roll. The weapon must have the two-handed or versa BRAND OF CASTIGATION
tile property for you to gain this benefit.

At 6th level, whenever you damage a creature with your


Two-WEAPON FIGHTING Crimson Rite feature, you can choose to sear an arcane
When you engage in two-weapon fighting, you can add your brand of hemocraft magic into it (requiresno action). You
ability modifier to the damage of the second attack.
always know the direction to the branded creature,and
each time the branded creature deals damage to you or a
CRIMSON RITE creature you can see within 5feet ofyou, the branded
creature suffers psychic damage equal to your Intelligence
At 2nd level, you learn to invoke a rite of hemocraft within
modifier (minimum of 1 damage).
your weapon at the cost of your own vitality. Choose one
Your brand lasts until you dismiss it, or you apply a
rite from the Primal Rites list below to learn.
brand to another creature.Your brand counts as a spell for
As a bonus action, you activate a crimson rite on a
the purposes of dispel magic, and the spell level is equal to
single weapon with the elemental energy of a known rite of
half of your blood hunter level (maximum of 9th level spell).
your choice that lasts until you finish a short or long rest, or
Once you use this feature, you can't use it again until
if you aren't weapon at the end of your turn.
holding the
you finish a short or long rest.
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. GRIM PsYCHOMETRY
While active, attacks from this weapon deal an addition When you reach 9th level, you have a supernatural talent
al ld4 damage of the chosen rite's type. This damage is
for discerning the historysurrounding mysterious objects
magical, and increases asyou gain levels as a blood hunter, or places touched by evil. When making an Intelligence
as shown in the Hemocraft Die column ofthe Blood Hunter
(History)check to recall information about a darker past
table. A weapon can only hold a single active rite at a time.
surrounding an object you are touching, or a locationyou
You learn an additional Primal Rite ofyour choice at are present in, you have advantage on the roll. The
7th level, and choose an Esoteric Rite to learn at 14th level.
information gleaned often leans towards the more sinister
PRIMAL RITES influences of the past, and sometimes conveys visions of
things previously unknown to the character on higher rolls.
Choose from the following:
Rite ofthe Flame.Your rite damage is fire damage.
Rite of theFrozen. Your rite damage is cold damage. DARK AUGMENTATION
Rite of the Storm.Your rite damage is lightningdamage.
Upon reaching 10th level, arcane blood magic suffusesyour
EsoTERIC RITESs body, permanently reinforcingyour resilience. Your speed
Choose from the following: increases by 5 feet, and whenever you make a Strength,
Rite of theDead.Your rite damage is necrotic damage. Dexterity, or Constitution saving throw, you gain a bonus to
Rite of theOracie. Your rite damage is psychic damage. the saving throw equal to your Intelligence modifier
Rite ofthe Roar: Your rite damage is thunder damage. (minimum of one).

BLOOD HUNTER ORDER BRAND OF TETHERING


At 3rd level, you commit to an order of blood hunter martial Starting at 13th level, the psychic damage from your Brand
focus. Choose Order of the Ghostslayer, Order of the Pro of Castigation feature increases to twice your Intelligence
fane Soul, Order of the Mutant, or Order of the Lycan, all modifier (minimumn of 2).
detailed at the end of the class description.The order you In addition,a branded creature can't take the Dash
choose grants you featuresat 3rd level, and again at 7th, action, and if a creature branded by you attempts to teleport
11th, 15th, and 18th level. or leave their current plane via ability, spell, or portal, they

Blood Hunter (2020) Design by Matthew Mercer


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.

ORDEROF THEGHOSTSLAYER
The Order of the Ghostslayer is the oldest of the orders,
having originally rediscovered the secrets of blood magic
and refined 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 abomina


tions, these zealous blood hunters seek out the sources of

such necromantic energies, intent to destroy them wherev


er they arise.

Order ofthe Ghostslayer Features


Blood Hunter
Level Feature

3rd Rite of the Dawn, Curse Specialist

7th Ethereal Step


11th Brand of Sundering
15th Blood Curse of the Exorcist
18th Rite Revival

RITE OF THE DAWN


When you join this order at 3rd level, you learn the Rite of
the Dawn esoteric rite (detailed below).

Rite ofthe Dawn. Your rite damage is radiant damage.


ART BY While the rite is active, you gain the following benefits:
JOMA CUETO Your weapon sheds bright light out to a radius of 20feet.
.Youhave resistance to necrotic damage.
• Your weapon deals one additional hemocraft die of rite
take 4d6 psychic damage and must make a Wisdom saving
throw. On a failure, the teleport or plane shift fails.
damage when you hit an undead.

CURSE SPECIALIST
HARDENED SoUL Beginning at 3rd level, your ancient order teaches advanced
When you reach 14th level, you have advantage on saving mastery over blood curses. You gain an additional use of

throws against being charmed and frightened.


your Blood Maledict feature. In addition, your blood curses
can target any creature,whether it has blood or not.

SANGUINE MASTERY ETHEREAL STEP


Upon becoming 20th level, you honed your control over Upon reaching 7th level, at the start of your turn, if you
blood magic, mitigating your sacrifice and empowering aren't incapacitated,you can choose to magically step into

your capability. Once per turn, whenever a blood hunter the veil move through other
between the planes. You can
feature requires you to roll a hemocraft die, you can choose creatures and objects asif they were difficult terrain, as
to reroll the die and choose which result to use. well as see and affect creatures and objects on the Ethereal
In addition, whenever youscore a critical hit witha Plane. You take 1d10 force damage if you end your turn
weapon attack empowered by your Crimson Rite, you inside an object. If you are inside an object when this

regain one expended use ofyour Blood Maledict feature. featureends, you are immediately shunted to the nearest
unoccupied space that you can occupy and take force
damage equal number of feet you moved. This
twice the
BLOOD HUNTER ORDERS feature lasts for a
to

number of rounds equal to your


There are a handful of secretive orders of blood hunters Intelligence modifier (minimum of 1 round).
thatguard their cryptic techniques and rituals. One must You can use this feature once. Beginning at 15th level,
adhere to one of these orders to even be granted access to you can use your Ethereal Step featuretwice between rests.
the Hunter's Bane rite that starts their journey, and only You regain all expended uses when you finish a short or
once they'veproven their dedication and ability will the long rest.

Blood Hunter (2020) Design by Matthew Mercer


BRAND OF SUNDERING
Profane Soul Spellcasting
Beginning at 11th level, your Brand of Castigationnow
Blood Hunter Cantrips Spells Spell Slot
exposes a fragment of your foe's essence, leaving them Level Known Known Slots Level
vulnerable to your Crimson Rite. Wheneveryoudamage a 3rd 2 2 1 1st
branded creature with your CrimsonRite, your weapon 4th 2 2 1 1st
deals one additional hemocraft die of rite damage.In
5th 2 3 1st
addition, the branded creature can't move through 6th 2 3 2 1st
creatures or objects.
7th 2 4 2 2nd
8th 2 4 2 2nd
BLOOD CURSE OF THE ExORCIST 9th 2 5 2 2nd
At 15th you've honed your hemocraft
level, to tear wicked 10th 3 5 2 2nd
influence from your allies, punishing those who would infil
11th 3 6 2 2nd
trate body and mind. You gain the Blood Curse ofthe
their
12th 3 6 2 2nd
Exorcist for your Blood Maledict feature. This doesn't count 13th 3 7 2 3rd
against your number of blood curses known. 14th 3 7 2 3rd
15th 3 8 2 3rd
RITE REVIVAL 16th 3 2 3rd
Upon reaching 18th level, you learn to protectyour fading 17th 3 2 3rd
life by absorbing your blood rite. When you are reduced to 18th 3 2 3rd
0hit points while you have an active CrimsonRite, but dont 19th 3 10 2 4th
die outright,the rite ends and you drop to 1 hit point 20th 3 11 2 4th
instead. If you have rites active on multiple weapons, you
choose which one ends. techniques with the ability to cast spells. See chapter 10 of
the Player's Handbook for the general rules of spellcasting
ORDER OF THE PROFANE SOUL and chapter 11 of thePlayer's Handbook for the Warlock
spell list.

Those who have taken to the Order of the Profane Soul Cantrips. You learn two cantrips ofyour choice from
have seen the limits of hemocraft against some of the most the warlock spell list. You learn an additional warlock can
ancient and cruel fiends and terrors of the world. Unable to trip ofyour choice at 1Oth level.
pursue beings of such power, creatures able to vanish Spell Slots. The Profane Soul Spellcasting table shows
amongstthe nobles without a trace, or bend the mind of the how many spell slots you have. The table also shows what
most stalwart warrior with but a glance, this order trusted the level of those slots is; all of your spell slots are the same
in their resilience and delved into this same well of level. To cast one ofyour warlock spells of 1 st level or
corrupting arcane knowledge, making pacts with lesser higher, you must expend a spell slot. You regain all expend
evils to better combat the greater: While they may have ed spell when you finisha short or long rest.
slots
traded a part of themselves, members of this order believe For example, when you are 8th level, you have two
thepowergained far outweighs the price, for even devils 2nd-level spell slots. To cast the 1st-level spell witch bolt,

now quake when they know they've drawn the attentionof you must spend one of those slots, and you cast it as a
the Order of the Profane Soul. 2nd-level spell.

Spells Known of lst Level andHigher. At 3rd level,


Order of the Profane Soul Features
you know two lst-level spells of your choice from the war
Blood Hunter
lock spel list.
Level Feature
The Spells Known column ofthe Profane Soul table
3rd Otherworldly Patron, Pact Magic, Rite Focus showswhen you learn more warlock spells ofyour choice
7th Mystic Frenzy, Revealed Arcana of 1st level and higher. A spell you choose must be of a level
11th Brand of the Sapping Scar
no higher than what's shown in the table's Slot Level
15th Unsealed Arcana
column for yourlevel. When you reach 11th level, for exam
18th Blood Curse of the Souleater ple, you learn a new warlock spell, which can be lst, 2nd,

or 3rd level.
OTHERWORLDLY PATRON
Additionally, when you gain a level in this class and
When you reach 3rd level, you strike a bargain with an
order,you can choose one of the warlock spells you know
otherworldly being ofyour choice:the Archfey,the Fiend, or
and replace it with another spell from the warlock spell list,
the Great Old One, each detailed in the Player's Handbook,
which also must be of a level for which you have spell slots.
the Undying within the Sword Coast Adventurer's Guide,
Spellcasting Ability. Intelligence is your spellcasting
and the Celestial or Hexblade in Xanathar's Guide to
ability for your warlock spells, so youuse your Intelligence
Your choice
Everything. augmentssome of your order
whenever a spell refers to your spellcasting ability. In addi
features.
tion, you use your Intelligence modifier when setting the
PACT MAGIC saving throw DC for a warlock spell you cast and when
making an attack roll with one.
When you reach 3rd level, you can augmentyour combat
Blood Hunter (2020) Design by Matthew Mercer
BRAND OF THE SAPPING SCAR
Spell save DC = 8t your proficiencybonus + Upon reaching 11th level, your Brand of Castigationfeature
your Intelligence modifier.
now digs dark, arcane scars into your target, leaving them
Spell attack modifier =your proficiency bonus +
vulnerable to your magic. A creature branded by you has
your Intelligence modifier.
disadvantage on their saving throws against your warlock
RITE FocUs spells.

Beginning at 3rd level, your weapon becomesa core to your


pact with your chosen dark patron. While you have an UNSEALED ARCANA
active Crimson Rite, you can use your weaponasa At 15th level, your patron grants you the rare use of an addi
spellcasting focus (found in chapter 5 of the Player's tional spell based on your pact.
arcane
Handbook)for your warlock spells, and you gain a specific The Archfey. You can cast slow once without expend
benefit based on your chosen pact (outlinedbelow). ing a spell slot. You can't do so again until you finish a long
TheArchfey. When you deal rite damage to a creature, rest.

it glowswith faint light until the end ofyour next turn. For The Fiend. You can cast fireball once without expend
the duration,the creature can't benefit from half cover, ing a spell slot. You can't do so again until you finish a long
rest.
three-quarterscover,or being invisible.
TheFiend. When you hit a creature with your Rite of
The Great Old One. You can cast haste once without
the Flame, if you a 1 or 2 on your hemocraft
roll die, you expending a spell slot. You can't do so again until you finish

can reroll the die and choose which roll to use. a long rest.
The Great Old One. When you score a critical hit The Undying. You can cast bestow curse once without
against a creature while using the weapon, that creature is expending a spell slot. You can't do so again until you finish
frightened of you until the end of your next turn.
a long rest.

The Undying. Wheneveryou reduce a hostile creature The Celestial. You can cast revivify once without ex
to 0hit points using a weapon, you regain a number of hit pending a spell slot. You can't do so again until you finisha
points equal to one roll of your hemocraft die. long rest.

The Celestial.
You can expend a use ofyour Blood The Hexblade. You can cast blink once without ex
Maledict feature as a bonus action to heal one creature that pendinga spell slot. You can't do so again until you finish a
you can see within 60 feet of you. They regain a number of long rest.

hit points equal to one roll of your hemocraft damage die +

your Intelligence modifier (minimum of 1).


The Hexblade. Wheneveryou target a creature with a
blood curse, your next attack against the cursed creature
deals additional damage equal to your proficiencymodifier.

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
spellslot. You can't do so again until you finish a long rest.

The Fiend. You can cast scorching ray once using a


pact magic spell slot. You can't do so again until you finish a
long rest.

The Great Old One. You can cast detect thoughts once
using a pact magic spell slot. You can't do so again until you
finish 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
finish 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
finish 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 finish

a long rest.

Blood Hunter (2020) Design by Mathew Mercer


ART BY JOMA CUETO
BLOOD CURSE OF THE SoULEATER losing their potency over time and becoming inert if not
Starting at 18th level, you've learned to siphon the soul used before you finish your next short or long rest.

from your fallen prey. You gain the Blood Curse of the
Souleater for your Blood Maledict feature. This does not
STRANGE METABOLISM
count against your number of blood curses known. Beginning at 7th level, your body has begun to adapt to

toxins and venoms, ignoring their corroding effects. You


ORDER OF THE MUTANT gain immunity to poison damage and the poisoned
condition.
The process of the Hunter's Bane is a painful, scarring, and In addition,you can instill a burst of adrenaline to
sometimes fatal experience. Thosethat survive find temporarily resistthe negative effects of a mutagen. As a
themselves irrevocablychanged, enhanced. Some found bonus action, you can choose to ignore the side effect of a
this experience exalting, embracing the ability to alter one's
mutagen affecting you for minute.

1l
own physiology through a combination of hemocraft and Once you use this featureto resist side effects, you can't
corrupted alchemy. Over generations of experimentation,a do soagain until you finish a long rest.
splinter order of blood hunters began to emerge, one that
focused on brewing toxic elixirs to modify their capabilities BRAND OF AXIOM
in battle, altering their blood and, over time, become At 11th level, your hemocraft has alteredyour Brand of
something beyond what they once were. They called Castigation to enforce a foe's true nature. Any illusions
themselves the Order of the Mutant. Researching their disguising or making a creature invisible when you brand
targets to know their strengths and weaknesses, these them end, and they can't benefit from such illusions while
blood hunters can alter their biology to be best prepared for branded. If a creature branded by you is polymorphed or
the coming conflict. has changed shape, they must succeed on a Wisdom saving
throw or revert to their true form and be stunned until the
Order of the Mutant Features
end of your next turn. Whenevera branded creature
Blood Hunter
attempts to polymorph or change shape, they must succeed
Level Feature
on a Wisdom saving throw or the attempt fails, and they are
3rd Formulas (4), Mutagencraft
stunned until the end of your next turn.
7th Strange Metabolism, Formulas (5)
Mutagens (2/rest) BLOOD CURSE OF CORROSION
11th Brand of Axiom, Formulas (6) Starting at 15th level, your blood curse can wrack a
15th Blood Curse of Corrosion, Formulas (7) creatures body with terrible toxins. You gain the Blood
Mutagens (3/rest) Curse of Corrosion for your Blood Maledict feature. This
18th Exalted Mutation, Formulas (8) does not count against your number of blood curses known.

FORMULAS EXALTED MUTATION


You begin to uncover forbidden alchemical formulas that At 18th level, your body has adapted to produce your toxins
temporarily alter your mental and physical abilities. naturally in a moment of need. As a bonus action, you can
Beginning at 3rd level, you choose to learn four choose onemutagencurrentlyaffecting you to flush fromn
mutagenformulas. Your formula options are detailedat the your system and end, then immediately have a mutagenyou
end of this order description.You gain an additional know the formula for take effect in its place.
formula at 7th level, 11th level, 15th level, and 18th level. You can use this featurea number of times equal to
Additionally, when you
new mutagenformula,
gain a your Intelligence modifier (minimum of 1). You regain all
you can choose one of the formulas you already know and uses of this feature after you finish a long rest.

replace it with a new mutagenformula.


MUTAGENS
MUTAGENCRAFT These mutagens are presented in alphabetical order. You
At 3rd level, you can concoct a single mutagenwhen you can learn a mutagenat the same time you meet its
finish a short or long rest. Starting at 7th level, the number prerequisites.

of mutagens you can create when you finish a rest


Aether(1l th Level Required). You gain a flying speed
increases to two, and you can create three mutagens at of 20 feet for 1 hour. As a side effect, you gain disadvantage
15th level
on Strength and Dexterity ability checks for 1 hour.
As a bonus action you can consume a single mutagen, Alluring. Your skin and voice become malleable,
and the effects and side effects last until you finish a short allowing you to slightly enhance your appearance and
or long rest, unless otherwise specified. While one or more presence. You have advantage on Charisma ability checks.
mutagens are affecting you, you can use an action to focus As a side effect, you gain disadvantage on initiative rolls.
and the toxins from your system, ending the
flush effects
Your Dexterity score increases by 3, asdoes
Celerity.
and side effects of all mutagens. your Dexterity maximum. This bonus increases by 1 at 1lth
Mutagens are designed for your biology and have no level (+4) and 18th level (+5). As a side effect, you gain
effect on other creatures.They are also unstable by nature,
disadvantage on Wisdom saving throws.

Blood Hunter (2020) Design by Matthew Mercer


Conversant. You gain advantage on Intelligence ability Rapidity. Your speed increases by 10 feet. At 15th level,
checks. As a side effect, you gain disadvantage on your speed increases by 15 feet instead. As a side effect,
Wisdom ability checks. you gain disadvantage on Intelligence ability checks.
Cruelty (11th level required). When you use the Attack Reconstruction (7th level required). For lhour, at the
action, make an additional weapon attack as a
you can startofeach of your turns,you regain hit points equal to
bonus action. As a side effect, you gain disadvantage on your proficiencybonus if you have at least 1 hit point but no
Intelligence, Wisdom,and Charisma saving throws. more than half ofyour hit points left. As a side effect, your
Deftness. You gain advantage on Dexterity ability speed decreases by 10 ft for 1 hour.
checks. As a side effect, you gain disadvantage on Wisdom Sagacity. Your Intelligence score increases by 3, as
ability checks. does your Intelligence maximum. This bonus increases by
Embers.You gain resistance to fire damage. As a side 1at 11th level (+4) and 18th level (+5).As a side effect, you
effect, you gain vulnerability to cold damage. gain disadvantage on Charisma saving throws.
Gelid. You gain resistance to cold damage. Asa side Shielded. You gain resistance to slashing damage. As a
effect, you gain vulnerability to fire damage. side effect, you gain vulnerability to bludgeoning damage.
Impermeable.You gain resistance to piercing damage. Unbreakable. You gain resistance to bludgeoning
As a side effect, you gain vulnerability to slashing damage. damage. As a side effect, you gain vulnerability to piercing
Mobile. You are immune to the grappled and damage.
restrained conditions.At 11th level, you also are immune to Vermillion. You gain an additional use ofyour Blood
the paralyzed condition. As a side effect, you gain Maledict feature. As a side effect, you gain disadvantage on
disadvantage on Strength ability checks. death saving throws.
Nighteye. You gain darkvision for up to 60 feet. If you
already have darkvision,this increases its range by 60 ORDER OF THE LYCAN
additional feet. As a side effect, you gain sunlight sensitivity
(detailed in the Dark Elf section on page 24 in the Player's Ofthe many terrible curses that plague the realm, few are

Handbook). as ancient or as feared as Lycanthropy. Passed through

Percipient. You gain advantage on Wisdom ability


blood, this affliction seeds a host with the savage strength

checks. Asa side effect, you gain disadvantage on and hunger for violence of a wicked beast. The Order of the
Lycan is a proud order of blood hunters who undergo "The
Charisma ability checks.
Potency. Your Strength score increases by 3,as does Taming"a ceremonial inflicting of lycanthropy from a
senior member:Thesehunters then use their abilities to
your Strength maximum. This bonus increases by 1 at 11 th
level(+4) and 18th level (+5). As a side effect, you have harness the powerof the monster they harbor without
disadvantage on Dexterity saving throws. losing themselves to it. Through intense honing of one's

Precision (11th levelrequired). Your weapon attacks


own willpower, combined with the secrets of the
score a critical hit on a roll of 19-20. As a side effect, you order's blood magic rituals, members learn to control and

gain disadvantage on Strength saving throws. 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.

ART BY JESSICA NGUYEN

Blood Hunter(2020) Designby MathewMercer


Order of the Lycan Features
Blood Hunter
Level Feature

3rd Heightened Senses, Hybrid Transformation


7th Stalker's Prowess
11th Advanced Transformation, Unarmed (1d8)
FeralMight (+2), Predatory Strikes (+2)
15th Brand of the Voracious
18th Hybrid Transformation Mastery, Feral
Might (+3), Predatory Strikes (+3)

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 speak, use equipment,
and wear armor 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 featurereplaces the rules for
Lycanthropy within the Monster's Manual.
Once you use this feature, you must finish a short or
long rest before you can use it again. While you are
transformed, you gain the following features: The Onus of Lycanthropy
Feral Might. You gain a +1 to melee damage rolls. This Those inducted into the Order of the Lycan choose this
bonus increases by 1 at 11th level (+2) and 18th level (+3). path with conviction, understanding the terrible burden
You also have advantage on Strength checks and Strength it is and the challenges it brings. Where most who
saving throws. embracethis curse grow wicked, mad, even murderous,
Resilient Hide. You have resistance to bludgeoning,
these blood hunters accept the gifts of the beast while
piercing, and slashing damage from nonmagical attacks not
maintaining control through intense training and blood
made with silver weapons. While you are not wearing heavy
armor, you gain a +1 bonusto your AC. magic. These factors enable a member of the Order of

Predatory CrimsonRite
Strikes. You can apply your the Lycan to prevent the spread of their curse through
feature to your unarmedstrikes as single weapon. You can blood, should they wish to. One of the most sacred
use Dexterity instead of Strength for the attack and damage oaths of this order is to never infect another without the
rolls ofyour unarmed strikes. When you use the Attack order's sanction.
action with an unarmedstrike, you can make one unarmed Should a member of the Order of the Lycan be cured
strike as a bonus action.
of the lycanthropic curse, it is a terrible shame on their
Your unarmed strikes deal 1d6 slashing damage.The name, the order, and those who carry the curse still.
damage increases to ld8 at 11th level.
There have been passages written aboutmembers being
If you begin your turn with no more than
Bloodlust.
cleansed against their will, but those brothers and
half maximum hit points, you must succeed on a
of your
return to the order to undergo a renewed
DC 8 Wisdom saving throw or move directly towards the sisters readily

nearest creature to you and use the Attack action against initiation of TheTaming, reintroducing the curse to their

that creature.You can choose whether or not to use your bodies and restoring their honor.
Extra Attack feature for this frenzied attack. If there is more Lycanthropy comes in many forms. Each version of the
than one possible target, roll to randomly determine the curse is bound to a specific beast: wolf, bear, tiger, boar,
target. You then regain controlfor the remainder of your and rat are a few of the more well-known variations.
turn.
The strain of the curse defines the beast a hybrid form
are under an effect that prevents you from
If you
will share, but the features the curse bestows remain
concentrating (like the barbarian's Rage feature), you
relatively uniform across strains.
automatically fail this saving throw.

Blood Hunter (2020) Design by Matthew Mercer


STALKER'S PRoWESS BLOOD CURSE OF BINDING
At 7th level, your speed increases by 10 feet. You also can Asa bonus action, you can attempt to bind a creature you
add 10 feet to your long jump distance and 3 feet to your can see within 30 feet ofyou that is no more than one size
larger than you. The target must succeed on a Strength
high jump distance. In addition, your hybrid form gains the
Improved Predatory Strikes feature. saving throw or have their speed be reduced to 0 and they

ImprovedPredatory Strikes. You gain a +1 bonus to can't use reactions until the end of your next turn.

attack rolls made with your unarmed strikes. This bonus Amplify. This curse lasts for 1 minute and can affect a
increases by 1 at 11th level (+2) and 18th level (+3).In creature regardless of their size category.At the end of each
addition, when you have an active CrimsonRite while in
of its turns, the cursed creature can make another Strength

your hybrid form, your unarmned strikes are considered saving throw. On a success, this curse ends.

magical for the purpose of overcoming resistance and


BLOOD CURSE OF BLOATED AGONY
immunity to nonmagical attacks and damage.
As a bonus action, you curse a creature that you can see

ADVANCED TRANSFO RMATION within 30 feet of you to painfully swell until the end ofyour

Starting at 11th level, you learn to unleash and control next turn. For the duration of this curse, the creature has

more of the beast within. You can use your Hybrid disadvantage on Strength and Dexterity ability checks, and

Transformation feature twice, regaining all expended uses suffers 1d8 necrotic damage if it makes more than one
when you finish a short or long rest. In addition, your hybrid melee or ranged attack during its turn.

form gains the Lycan Regeneration feature. Amplify. This curse lasts for 1 minute. At the end of
LycanRegeneration. At the start of each of your turns, each of its turns, the cursed creature can make a
before you roll for bloodlust,you regain hit points equal to Constitution saving throw. On a success, this curse ends.

1+ your Constitution modifier (minimum of 1) if you have


BLOOD CURSE OF CORROSION
at least 1 hit point andno more than half of your hit points
Prerequisite:15th level, Order of the Mutant
left.

As a bonus action, a creature within 30 feet of you must


BRAND OF THE VoRACIOUS make a Constitution saving throw or become poisoned. At
At 15th level, you have advantage on your Wisdom saving the end of each of its turns, the target can make another
throws to maintain control ofyour bloodlust in hybrid form. Constitution saving throw. On a success, the curse ends.
In addition, your Brand of Castigation now binds your foe to Amplify. The cursed creature suffers 4d6 necrotic
your hunter's thirst for savagery.While in your hybrid form, damage, and suffers this damage again every time it fails its
your attacks have advantage against a creature branded by Constitution saving throw to end this curse at the end of its
you. turn.

HYBRID TRANSFORMATION MASTERY BLOOD CURSE OF THE ExORCIST


At 18th level, you have wrestled your inner predator and Prerequisite:15th level, Order ofthe Ghostslayer
mastered it. You can use your Hybrid Transformation As a bonus action, you can choose one creature you can see
feature an unlimited number of times, and your hybrid form within 30feet of you that is charmed, frightened,or
can now last indefinitely. possessed. The target creature is no longer charmed,
You also
gain the Blood Curse of the Howl for your frightened,or possessed.
Blood Maledict feature. This does not count against your Amplify. The creature that charmed, frightened,or
number of blood curses known. possessed the target ofyour curse suffers 3d6 psychic
damage and mustmake a Wisdom saving throw or be

BLOOD CURSES stunned until the end of your next turn.

The blood curses are presented in alphabetical order. BLOOD CURSE OF EXPOSURE
When a creature you can see within 30 feet is hit with an
BLOOD CURSE OF THE ANXIOUS attack or spell, you can use your reaction to temporarily
Asa bonus action, you magnify the adrenaline in the body weaken their resilience against it. Until the end of the turn,
of a creature within 30 feet of you, making them susceptible
the target loses their resistance to the damage types of the
to forceful the end ofyour next turn,all
influence. Until
triggering attack or spell.
creatures have advantage on Charisma (Intimidation)
Amplify. The target instead loses invulnerability to the
checks directed at the target creature.
damage types of the triggering attack or spell, having resis
Amplify. The next Wisdom saving throw the target has tance to them until the end of the turn.
to make before this curse ends has disadvantage. Once
you've amplified this blood curse, you must finish a long BLOOD CURSE OF THE EYELESS
rest before you can amplify it again. When a creature you can see within 30 feet of you makes
an attack roll, you can use your reaction to roll one

Blood Hunter (2020) Design by Matthew Mercer


hemocraft die and subtract the number rolled from the BLOOD CURSE OF THE MUDDLED MIND
creature's attack roll. You can choose to use this feature As a bonus action, you curse a creature that you can see
afterthe creature's roll, but before the determines DM within 30feet ofyou that is concentrating on a spell. That
whether the attack roll succeeds. The creature is immune if creature has disadvantage on the next Constitution saving
it is immune to blindness. throw it must make to maintain concentration before the

Amplify. You apply this curse to all of the creature's end of your next turn.
attack rolls until the end of the turn. You roll a new Ampliy.The cursed creature has disadvantage on all
hemocraft die for each affected attack. Constitution saving throws made to maintain concentration
of spells until the end ofyour next turn.

BLOOD CURSE OF THE FALLEN PUPPET


When a creature you can see within 30 feet drops to 0 hit BLOOD CURSE OF THE SOULEATER
points, you can use your reaction to make that creature Prerequisite:18th level, Order of the Profane Soul
immediately makes a single weapon attack against a target When a creature that isn't a construct or undead is reduced
of your choice within its attack range. to 0 hit points within 30 feet ofyou, you can use your reac
Amplify. You can first move the cursed creature up to tion to usher their soul to your patron in exchange for
half their speed, and you grant a bonus to the cursed power. Until the end ofyour next turn, your weapon attacks
creature's attack roll equal to your Intelligence modifier have advantage.
(minimum of 1). Amplify, In addition,you regain an expended warlock
spell slot. Once you've amplified this blood curse, you must
BLOOD CURSE OF THE HowL finish a long rest before you can amplify it again.
Prerequisite:18th level, Order of the Lycan
As an you unleash a blood-curdling howl. Each
action,

creature within 30 feet of you that can hear you must


BLOOD HUNTER MULTICLASSING
succeed on a Wisdom saving throw or become frightened of Should you wish to multiclass into a blood hunter,the pre
you until the end of your next turn. If they fail their saving requisites and proficiencies gained are listed below.

throw by 5or more, they are stunned while frightened in


this way. A creature that succeeds on this saving throw is
BLOOD HUNTER MULTICLASSING PREREQUISITES
immune to this blood curse for the next 24 hours. Ability ScoreMinimum

You can choose any number of creatures you can see to Strength 13or Dexterity 13, and Intelligence 13
be unaffected bythis howl.
BLOOD HUNTER MULTICLASSING PROFICIENCIES
Amplif.The range of this curse increases to 60 feet. Proficiencies Gained
BLOOD CURSE OF THE MARKED Light armor, medium armor, shields, simple weapons, mar

As a bonus action, you can marka creature within 30 feet tial weapons, one skill from the class's skill list, alchemical
ofyou. Until the end of your turn, whenever you deal rite supplies.

damage to the target, you deal an additional hemocraft die


of rite damage. BLOOD HUNTER MULTICLASSING WITH WARLOCK
Amplify,.The next attack roll you make against the If multiclassing Order of the Profane Soul with Warlock
target before the end of your turn has advantage. levels, add a third of your blood hunter levels (rounded
down)to your Warlock and consult the Warlock
level pro

gression table in the Player's Handbook for total Spell


Slots, Cantrips known, and Spell Slot Level.

GUILD
CaTTCAL
VRoLE

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon
ampersand, Ravnicaand all other Wizards of the Coast productnames, and their respective logos are
trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors.
Such material is used with permissionunder the Community ContentAgreement for Dungeon Masters Guild.

All other original material in this work is copyright 2020 by Matthew Mercer
and published under the Community ContentAgreement for Dungeon Masters Guild.

Blood Hunter (2020) Design by Matthew Mercer

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