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Blood Hunter

Class List

Quick Start

  • 10 STR, 16 DEX, 16 CON, 14 INT, 12 WIS, 8 CHA.
  • Races: Aarakocra, High Elf, Gnome (Deep or Forest), Goblin, Stout Halfling, Human, Kobold, Locathah, or WarforgedAarakocra, High Elf, Gnome (Deep or Forest), Goblin, Stout Halfling, Human, Kobold, Locathah, or Warforged
  • 13 HP, +9 HP per level. Armor: Scale mail and shield, 18 AC. Get studded leather at 18 DexScale mail and shield, 18 AC. Get studded leather at 18 Dex. Extra Init: 0+3 Initiative. Saves: +5 Dexterity, +4 Intelligence+5 Dexterity, +4 Intelligence
  • Equipment: Rapier (+5, 1d8+3), Hand Crossbow (+5, 1d6+3), 20 bolts, scale mail, explorer's pack, shield, 0gpRapier ([+5], [1d8+3]), Hand Crossbow ([+5], [1d6+3]), 20 bolts, scale mail, explorer's pack, shield, 0gp
  • Skills: +5 Religion, +5 Acrobatics, +4 Investigation+5 Religion, +5 Acrobatics, +4 Investigation.
  • Background: Sage with +5 Arcana, +5 History
    Multiclass Options: Fighter, Rogue
    Sage with +5 Arcana, +5 History
    [b]Multiclass Options:[/b] Fighter, Rogue
    .

Additional Rows: 2
LevelProficiency BonusFeatures Hemocraft DieBlood Curses 1st2nd3rd4th5th 1st2nd3rd4th5th6th7th8th9th
1st +2Hunter's Bane, Blood Maledict 1d41 2
2nd +2Fighting Style, Crimson Rite, Primal Rites, Esoteric Rites 1d41 2 3
3rd +2Blood Hunter Order 1d41 3 42
4th +2Ability Score Improvement 1d41 3 43
5th +3Extra Attack 1d61 42 432
6th +3Brand of Castigation, Blood Maledict (2/rest) 1d62 42 433
7th +3Order Feature, Primal Rite 1d62 43 4331
8th +3Ability Score Improvement 1d62 43 4332
9th +4Grim Psychometry 1d62 432 43331
10th +4Dark Augmentation 1d63 432 43332
11th +4Order Feature 1d83 433 433321
12th +4Ability Score Improvement 1d83 433 433321
13th +5Brand of Tethering, Blood Maledict (3/rest) 1d83 4331 4333211
14th +5Hardened Soul 1d84 4331 4333211
15th +5Order Feature 1d84 4332 43332111
16th +5Ability Score Improvement 1d84 4332 43332111
17th +6Blood Maledict (4/rest) 1d104 43331 433321111
18th +6Order Feature 1d105 43331 433331111
19th +6Ability Score Improvement 1d105 43332 433332111
20th +6Sanguine Mastery 1d106 43332 433332211

Class Features

As a Blood Hunter, you gain the following class features.

Hit Points

Hit Dice: 1d10 per Blood Hunter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Blood Hunter level after 1st

Proficiencies

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:

(a) a martial weapon or (b) two simple weapons
(a) a light crossbow and 20 bolts or (b) hand crossbow and 20 bolts
(a) studded leather armor or (b) scale mail armor
an explorer’s pack
[+instructions]

1st

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, fiends, 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 proficiency bonus + your Intelligence modifier.

Blood Maledict

At 1st level, you gain the ability to channel, and sometimes sacrifice, 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.

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 amplified 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 amplified 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 finish a short or long rest.

[title]Hunter's Bane[/title]

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, fiends, 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 proficiency bonus + your Intelligence modifier.

[big]Blood Maledict[/big]

At 1st level, you gain the ability to channel, and sometimes sacrifice, 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.

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 amplified 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 amplified 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 finish a short or long rest.

2nd

Fighting Style

At 2nd level, you adopt a style of fighting 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.

Great Weapon Fighting

When you roll a 1 or 2 on a non-rite damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier 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 finish a short or long rest, or if you aren’t holding the 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

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

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

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

Esoteric Rites

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

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

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

[big]Fighting Style[/big]

At 2nd level, you adopt a style of fighting 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.

Great Weapon Fighting

When you roll a 1 or 2 on a non-rite damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

[big]Crimson Rite[/big]

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 finish a short or long rest, or if you aren’t holding the 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.

[big]Primal Rites[/big]

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

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

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

[big]Esoteric Rites[/big]

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

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

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

3rd

Blood Hunter Order

At 3rd level, you commit to an order of blood hunter martial focus. Choose Order of the Ghostslayer, Order of the Profane Soul, Order of the Mutant, or Order of the Lycan, all detailed at the end of the class description. The order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level.

[big]Blood Hunter Order[/big]

At 3rd level, you commit to an order of blood hunter martial focus. Choose Order of the Ghostslayer, Order of the Profane Soul, Order of the Mutant, or Order of the Lycan, all detailed at the end of the class description. The order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level.

4th

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. For a Blood Hunter, Crossbow Expert, Durable, Heavily Armored, Medium Armor Master, and Tough are good feats.

[big]Ability Score Improvement[/big]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. For a Blood Hunter, Crossbow Expert, Durable, Heavily Armored, Medium Armor Master, and Tough are good feats.

5th

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

[big]Extra Attack[/big]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

6th

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 modifier (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 finish a short or long rest.

Blood Maledict (2/rest)

[#Blood Maledict]Blood Maledict (2/rest)[/#]

[big]Brand of Castigation[/big]

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 modifier (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 finish a short or long rest.

[big]Blood Maledict (2/rest)[/big]

[#Blood Maledict]Blood Maledict (2/rest)[/#]

7th

Order Feature

[#Blood Hunter Order]Order Feature[/#]

Primal Rite

[#Primal Rites]Primal Rite[/#]

[big]Order Feature[/big]

[#Blood Hunter Order]Order Feature[/#]

[big]Primal Rite[/big]

[#Primal Rites]Primal Rite[/#]

8th

Ability Score Improvement

[#Ability Score Improvement]Ability Score Improvement[/#]

[big]Ability Score Improvement[/big]

[#Ability Score Improvement]Ability Score Improvement[/#]

9th

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 influences of the past, and sometimes conveys visions of things previously unknown to the character on higher rolls.

[big]Grim Psychometry[/big]

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 influences of the past, and sometimes conveys visions of things previously unknown to the character on higher rolls.

10th

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 modifier (minimum of +1).

[big]Dark Augmentation[/big]

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 modifier (minimum of +1).

11th

Order Feature

[#Blood Hunter Order]Order Feature[/#]

[big]Order Feature[/big]

[#Blood Hunter Order]Order Feature[/#]

12th

Ability Score Improvement

[#Ability Score Improvement]Ability Score Improvement[/#]

[big]Ability Score Improvement[/big]

[#Ability Score Improvement]Ability Score Improvement[/#]

13th

Brand of Tethering

Starting at 13th level, the psychic damage from your Brand of Castigation increases to twice your Intelligence modifier (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 make a Wisdom saving throw. On a failure, the teleport or plane shift fails.

Blood Maledict (3/rest)

[#Blood Maledict]Blood Maledict (3/rest)[/#]

[big]Brand of Tethering[/big]

Starting at 13th level, the psychic damage from your Brand of Castigation increases to twice your Intelligence modifier (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 make a Wisdom saving throw. On a failure, the teleport or plane shift fails.

[big]Blood Maledict (3/rest)[/big]

[#Blood Maledict]Blood Maledict (3/rest)[/#]

14th

Hardened Soul

When you reach 14th level, you have advantage on saving throws against being charmed and frightened.

[big]Hardened Soul[/big]

When you reach 14th level, you have advantage on saving throws against being charmed and frightened.

15th

Order Feature

[#Blood Hunter Order]Order Feature[/#]

[big]Order Feature[/big]

[#Blood Hunter Order]Order Feature[/#]

16th

Ability Score Improvement

[#Ability Score Improvement]Ability Score Improvement[/#]

[big]Ability Score Improvement[/big]

[#Ability Score Improvement]Ability Score Improvement[/#]

17th

Blood Maledict (4/rest)

[#Blood Maledict]Blood Maledict (4/rest)[/#]

[big]Blood Maledict (4/rest)[/big]

[#Blood Maledict]Blood Maledict (4/rest)[/#]

18th

Order Feature

[#Blood Hunter Order]Order Feature[/#]

[big]Order Feature[/big]

[#Blood Hunter Order]Order Feature[/#]

19th

Ability Score Improvement

[#Ability Score Improvement]Ability Score Improvement[/#]

[big]Ability Score Improvement[/big]

[#Ability Score Improvement]Ability Score Improvement[/#]

20th

Sanguine Mastery

Upon becoming 20th level, you hone your control over blood magic, mitigating your sacrifice 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.

[big]Sanguine Mastery[/big]

Upon becoming 20th level, you hone your control over blood magic, mitigating your sacrifice 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.

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