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Blood Hunter

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 sacrifice 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.
hit dice: d10
hit points at 1st level: 10+con
hit points at higher levels: 1d10+con
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: Simple weapons, martial weapons, Simple Firearms, Martial Firearms
tools: Alchemist's supplies
saving throws: Dexterity, Intelligence
skills: Choose three from Athletics, Acrobatics, Arcana, History, Insight, Investigation, Religion, Survival, Yog-Sothothery
starting equipment:
spellcasting:
You Only Gain Spellcasting if you join the Order of the Profane Soul    

Pact Magic

When you reach 3rd level, you can augment your combat techniques with the ability to cast spells. See chapter 10 of the Player’s Handbook 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 finish 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 modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier. Spell attack modifier = your proficiency bonus + your Intelligence modifier.
Blood Hunter Level Cantrips Known Spells Known Spell Slots Slot Level
3 2 2 1 1
4 2 2 1 1
5 2 3 2 1
6 2 3 2 1
7 2 4 2 2
8 2 4 2 2
9 2 5 2 2
10 3 5 2 2
11 3 6 2 2
12 3 6 2 2
13 3 7 2 3
14 3 7 2 3
15 3 8 2 3
16 3 8 2 3
17 3 9 2 3
18 3 9 2 3
19 3 10 2 4
20 3 10 2 4
class features:
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. 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.     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 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. While active, 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 of your choice at 7th level, and choose an Esoteric Rite to learn 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.     Blood Hunter Order At 3rd level, you commit to an order of blood hunter martial focus. The order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level.     Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action.     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 branded creature suffers 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.     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.     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 one).     Brand of Tethering Starting at 13th level, the psychic damage from your Brand of Castigation feature increases to twice your Intelligence modifier (minimum of 2). 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       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 honed 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.        

Blood Curse

      Blood Curse of the Anxious
As a bonus action, you magnify the adrenaline in the body of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, all creatures have advantage on Charisma (Intimidation) checks directed at the target creature.   Amplify. The next Wisdom saving throw the target has to make before this curse ends has disadvantage. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.     Blood Curse of Binding As a bonus action, you can attempt to bind a creature you can see within 30 feet of you that is no more than one size larger than you. The target must succeed on a Strength saving throw or have their speed be reduced to 0 and they can’t use reactions until the end of your next turn.   Amplify. This curse lasts for 1 minute and can affect a creature regardless of their size category. At the end of each of its turns, the cursed creature can make another Strength saving throw. On a success, this curse ends.     Blood Curse of Bloated Agony As a bonus action, you curse a creature that you can see within 30 feet of you to painfully swell until the end of your next turn. For the duration of this curse, the creature has disadvantage on Strength and Dexterity ability checks, and suffers 1d8 necrotic damage if it makes more than one melee or ranged attack during its turn.   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     Blood Curse of Corrosion Prerequisite: 15th level, Order of the Mutant As a bonus action, a creature within 30 feet of you must make a Constitution saving throw or become 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.     Blood Curse of the Exorcist Prerequisite: 15th level, Order of the Ghostslayer 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.     Blood Curse of Exposure When a creature you can see within 30 feet is hit with an attack or spell, you can use your reaction to temporarily weaken their resilience against it. Until the end of the turn, the target loses their resistance to the damage types of the triggering attack or spell.   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.     Blood Curse of the Eyeless When a creature you can see within 30 feet of you makes an attack roll, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack roll succeeds. The creature is immune if it is immune to blindness.   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.     Blood Curse of the Fallen Puppet When a creature you can see within 30 feet drops to 0 hit points, you can use your reaction to make that creature immediately make a single weapon attack against a target of your choice within its attack range.   Amplify. You can first 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 modifier (minimum of 1).     Blood Curse of the Howl Prerequisite: 18th level, Order of the Lycan 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 this howl.   Amplify. The range of this curse increases to 60 feet.     Blood Curse of the Marked As a bonus action, you can mark a creature within 30 feet of you. Until the end of your turn, whenever you deal rite damage to the target, you deal an additional hemocraft die of rite damage.   Amplify. The next attack roll you make against the target before the end of your turn has advantage.     Blood Curse of the Muddled Mind As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell. That creature has disadvantage on the next Constitution saving throw it must make to maintain concentration before the end of your next turn.   Amplify. The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration of spells until the end of your next turn.     Blood Curse of the Souleater Prerequisite: 18th level, Order of the Profane Soul 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.   Amplify. In addition, you regain an expended warlock spell slot. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.
subclass options:

Order of the Ghostslayer

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 abominations, these zealous blood hunters seek out the sources of such necromantic energies, intent to destroy them wherever they arise.     Rite of the Dawn When you join this order at 3rd level, you learn the Rite of the Dawn esoteric rite. While the rite is active, you gain the following benefits: • Your weapon sheds bright light out to a radius of 20 feet. • You have resistance to necrotic damage. • Your weapon deals one additional hemocraft die of rite damage when you hit an undead.   Rite of the Dawn. Your rite damage is radiant damage.     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 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 difficult 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 modifier (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 finish 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.     Blood Curse of the Exorcist At 15th level, you’ve honed your hemocraft to tear wicked influence from your allies, punishing those who would infiltrate their body and mind. You gain the Blood Curse of the Exorcist for your Blood Maledict feature. This doesn’t count against your number of blood curses known.     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        

Order of the Lycan

  Of the many terrible curses that plague the realm, few are as ancient or as feared as Lycanthropy. Passed through blood, this affliction 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 inflicting of lycanthropy from a senior member. These hunters then use their abilities to 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.       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 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 finish a short or long rest before you can use it again. While you are transformed, you gain the following features:   Feral Might. You gain a +1 to melee damage rolls. This bonus increases by 1 at 11th level (+2) and 18th level (+3). 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 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.     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 finish 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 modifier (minimum of 1) if you have at least 1 hit point and no more than half of your hit points left.     Brand of the Voracious At 15th level, you have advantage on your Wisdom saving throws to maintain control of your bloodlust in hybrid form. In addition, your Brand of Castigation now binds your foe to your hunter’s thirst for savagery. While in your hybrid form, your attacks have advantage against a creature branded by you.     Hybrid Transformation Mastery At 18th level, you have wrestled your inner predator and mastered it. You can use your Hybrid Transformation feature an unlimited number of times, and your hybrid form can now last indefinitely. 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.          

Order of the Mutant

  The process of the Hunter’s Bane is a painful, scarring, and sometimes fatal experience. Those that survive find 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. 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 conflict.     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. 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 finish a short or long rest. Starting at 7th level, the number of mutagens you can create when you finish a rest increases to two, and you can create three mutagens at 15th level. As a bonus action you can consume a single mutagen, and the effects and side effects last until you finish a short or long rest, unless otherwise specified. While one or more mutagens are affecting you, you can use an action to focus and flush 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 finish 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. Once you use this feature to resist side effects, you can’t do so again until you finish 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 benefit 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.     Blood Curse of Corrosion Starting at 15th level, your blood curse can wrack a creature’s body with terrible toxins. You gain the Blood Curse of Corrosion for your Blood Maledict feature. This does not count against your number of blood curses known.     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 flush 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 modifier (minimum of 1). You regain all uses of this feature after you finish a long rest.      

Mutagens

  Aether Prerequisite: 11th Level You gain a flying speed of 20 feet for 1 hour.   Side Effect: You gain 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 gain disadvantage on initiative rolls.     Celerity Your Dexterity score increases by 3, as does your Dexterity maximum. This bonus increases by 1 at 11th level (+4) and 18th level (+5).   Side Effect: You gain disadvantage on Wisdom saving throws.       Conversant You gain advantage on Intelligence ability checks.   Side Effect: You gain 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 gain disadvantage on Intelligence, Wisdom, and Charisma saving throws         Deftness You gain advantage on Dexterity ability checks   Side Effect: You gain disadvantage on Wisdom ability checks.       Embers You gain resistance to fire damage.   Side Effect: You gain vulnerability to cold damage.       Gelid You gain resistance to cold damage.   Side Effect: You gain vulnerability to fire damage.       Impermeable You gain resistance to piercing damage.   Side Effect: You gain vulnerability to slashing damage.       Mobile You are immune to the grappled and restrained conditions. At 11th level, you also are immune to the paralyzed condition.   Side Effect: You gain 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.   Side Effect: You gain sunlight sensitivity (detailed in the Dark Elf section on page 24 in the Player’s Handbook).       Percipient You gain advantage on Wisdom ability checks.   Side Effect: You gain disadvantage on Charisma ability checks.       Potency Your Strength score increases by 3, as does your Strength maximum. This bonus increases by 1 at 11th level (+4) and 18th level (+5).   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 gain 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 gain 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 proficiency bonus if you have at least 1 hit point but no more than half of your hit points left.   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 level (+4) and 18th level (+5).   Side Effect: You gain 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.       Vermillion You gain an additional use of your Blood Maledict feature.   Side Effect: You gain disadvantage on death saving throws.        

Order of the Profane Soul

  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 fiends 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.   PactMagic see the spell casting section for magic rules for this class     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 specific benefit based on your chosen pact (outlined below).   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 benefit from half cover, three-quarters cover, or being invisible.   The Fiend. When you hit a creature with your Rite of the Flame, if you roll a 1 or 2 on your hemocraft die, you can reroll the die and choose which roll to use.   The Great Old One. When you score a critical hit against a creature while using the weapon, that creature is frightened of you until the end of your next turn.   The Undying. Whenever you reduce a hostile creature to 0 hit points using a weapon, you regain a number of hit points equal to one roll of your hemocraft die.   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 equal to one roll of your hemocraft damage die + your Intelligence modifier (minimum of 1).   The Hexblade. Whenever you target a creature with a blood curse, your next attack against the cursed creature deals additional damage equal to your proficiency modifier.     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 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.     Brand of the Sapping Scar Upon reaching 11th level, your Brand of Castigation feature now digs dark, arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on their saving throws against your warlock spells.     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 finish a long rest.   The Fiend. You can cast Fireball once without expending a spell slot. You can’t do so again until you finish a long rest.   The Great Old One. You can cast Haste once without expending a spell slot. You can’t do so again until you finish a long rest.   The Undying. You can cast Bestow Curse once without expending a spell slot. You can’t do so again until you finish a long rest.     The Celestial. You can cast Revivify once without expending a spell slot. You can’t do so again until you finish a long rest.   The Hexblade. You can cast Blink once without expending a spell slot. You can’t do so again until you finish a long rest     Blood Curse of the Souleater Starting at 18th level, you've learned to siphon the soul from your fallen prey. You gain the Blood Curse of the Souleater for your Blood Maledict feature. This does not count against your number of blood curses known.        

Order of the Pit

The Order of the Pit is an ancient and dwindling Order of Blood Hunters that has been outstripped in recent years by the Order of the Profane Soul. Tailored specifically to the hunting of demons and devils, the Order of the Pit emphasizes caution in dealing with fiends that is only outstripped by their zeal for killing them.     Rite of the Hellion When you are initiated into the Order of the Pit at third level, you learn the esoteric Rite of the Hellion, detailed below.   Rite of the Hellion. Your Rite Damage is typeless, and cannot be modified by resistance or vulnerability. When a creature takes this Rite damage, you may amplify its effects in the same manner as if you were amplifying a Blood Maledict. If you do so, the target is Tormented by an acute knowledge of its wrongdoings and flaws for 1d3 turns. While Tormented, the creature takes typeless damage equal to double your Wisdom Modifier at the start of each of its turns. Once you have amplified the Rite of the Hellion in this way, the Rite immediately fades. Even if you later reactivate the Rite, you may not amplify it again until you have completed a short or long rest.     Blade of Status By the time you reach seventh level, the power that you draw from the Nine Hells is sufficient to render you a political threat to the lesser fiends that you hunt, in addition to the inherent threat you pose as a Hunter. Your physical form begins to warp, manifesting demonic traits. These may take the form of horns, blackened or burning eyes, unnatural skin tones, or other similar traits common to those of demonic heritage. For a fuller discussion of these traits, look at the various official descriptions of tieflings. In addition, you gain resistance to fire damage. You also gain a weapon symbolic of your status as an ascending force within the Nine Hells. This weapon takes the form of any simple or martial melee weapon of your choice, and is wrought of obsidian and hell forged iron. If at any point your Blade of Status is separated from you by more than fifty feet, it automatically flies back into your hand or its scabbard (your choice). If it passed out of range due to a thrown attack, it completes the attack before returning to you. This return requires no action on your part, and does not need to happen on your turn. You may only use the Rite of the Hellion or the Rite of the Flame on your Blade of Status, but you may have both Rites active on it simultaneously if you so wish — if you do so, the Rite of the Flame ignores resistance. Whenever you use either or both Rites, the damage die of your Blade of Status increases by one increment — i.e. a dagger would increase from 1d4 to 1d6 piercing damage. This increase lasts until the Rite fades.     Demonic Over Channel As you progress in the Order of the Pit, your pure demonic essence grows ever stronger. Beginning at eleventh level, you may channel this energy to temporarily enhance your physical form. When you activate your Demonic Over Channel, you gain the following benefits: You gain a flying speed of 45 feet. Every creature that is within five feet of you at the end of your turn takes magical fire damage equal to your Wisdom Modifier. Your size increases by one degree. These effects remain active for a number of rounds equal to your Wisdom Modifier. You may choose for this effect to last longer, but for every round beyond your Wisdom Modifier, you gain one level of exhaustion when the Over Channel fades. While your Over Channel is active, you must make saving throws against spells, such as Banishment, that effect fiends. Once you have used this feature, you must finish a short or long rest before you can use it again.     Hellish Durability At 15th level, a number of times equal to your Wisdom Modifier, you may ignore the damage done to you by an attack that did only nonmagical bludgeoning, piercing, or slashing damage, as the powers of hell reknit your flesh for you to suffer life anew.     Demonic Culmination When you reach level eighteen, you must choose either the Caged Demonics or Hellish Ascension feature. Once you have chosen, your choice may not be changed in any way short of a Wish spell.   Caged Demonics. At eighteenth level, you have learned to control and direct your demonic abilities without issue — in a sense, you have saved your soul. You may use your Demonic Over Channel twice per short or long rest, and while it is active, you can no longer be affected by banishment spells. In addition, the following benefits are always in effect: Your movement speed increases by five feet. You have advantage on Charisma (Intimidation) checks.   Hellish Ascension. Beginning at eighteenth level, the hell bound powers that have been welling within you for so long finally consume your soul. Your Demonic Overchannel effects become permanent.        

Order of the Serpent

The Order of the Serpent is comprised of dragon hunters, individuals who are so committed to the hunt they pursue as to imbue themselves with the blood of their prey. As they do so, they become increasingly draconic in nature.     Draconic Breath At third level your Hunter's Bane has included the blood of a specific color of dragon. You gain access to the breath weapon associated with that color of dragon, as shown in the table below.
Dragon Color Damage Type Breath Weapon
Black Acid 5 by 30 ft line (Dex. Save)
Blue Lightning 5 by 30 ft line (Dex. Save)
Brass Fire 5 by 30 ft line (Dex. Save)
Bronze Lightning 5 by 30 ft line (Dex. Save)
Copper Acid 5 by 30 ft line (Dex. Save)
Gold Fire 15 ft cone (Dex. Save)
Green Poison 5 by 30 ft line (Dex. Save)
Red fire 15 ft cone (Dex. Save)
Silver Cold 5 by 30 ft line (Dex. Save)
White Cold 5 by 30 ft line (Dex. Save)
You may use an action to use your Draconic Breath, affecting all creatures in the indicated area. Affected creatures must make the indicated saving throw (DC = 8 + your Wisdom modifier + your proficiency bonus). Every creature that fails its saving throw takes damage equal to half your level, rounded up, plus 1d4 damage. Once you’ve used this ability, you must finish a short or long rest before you may do so again.     Mingled Blood At seventh level the draconic blood begins to mutate your physical form. You gain two from the following mutations of your choice.   Claws. You get +2 to damage rolls with unarmed strikes to unarmed strikes. In addition, you gain proficiency with grapple checks, allowing you to add your proficiency bonus when attempting to grapple a creature.   Ferocious Roar. As an action you may let loose a roar, targeting one creature one creature you can see within thirty feet of you. You roll an Intimidation check contested by the target’s Wisdom saving throw. You have advantage on your Intimidation check. If the target fails their saving throw, they are frightened of you until the end of your next turn.   Heightened Senses. You get a thirty foot bonus to your dark vision and you have blindsense out to fifteen feet.   Natural Weapons. On your turn, you may make one unarmed strike as a bonus action using a tail or sharp teeth per turn. This attack deals damage equal to your rite damage plus your strength or dexterity modifier (your choice).   Predatory Instinct. You may cast the hunter’s mark spell once per long rest.   Scaly Skin. You now have small scales dotting your body and get a +2 to your armor class   Wings. You gain a flying speed equal to twice your level, rounded up to the nearest multiple of five.     Draconic Rituals At eleventh level you gain access to the Draconic Blood Curse and the Blood Shield Curse, which you may learn in place of any normal Blood Curse.   Draconic Blood Curse. You target one creature that you can see within thirty feet of you. The target’s blood in momentarily turned to dragon fire, and it must make a constitution saving throw (DC = 8 + your Wisdom modifier + your proficiency bonus). On a failed saving throw it takes damage equal to twice your rite damage. On a saved throw it takes your rite damage as normal.   Blood Shield Curse. If you are attacked in combat and a dead creature is within five feet of you, you may use your reaction to mold the blood of that creature into the form of a shield, reducing the damage by half.       Draconic Form At fifteenth level you may choose two more draconic mutations. If you desire, you may take the bloody maw ability in place of one of these mutations.   Bloody Maw. You gain an additional breath weapon that is a spray of blood. This new breath weapon functions separately of your original breath weapon and uses the same DC. Creatures that fail their saving throw take Psychic damage equal to half your level, rounded up, + 1d4 damage. In addition, if a creature that takes this damage is normally bloodless, it now counts as having blood.     Deadly Predator At eighteenth level your draconic physique and reflexes allow you to dodge or endure most attacks. You gain resistance to nonmagical bludgeoning, piercing, and slashing damage. In addition, your attacks in melee count as magical for purposes of overcoming resistance and immunity.        

Order of the Viral

You are a hunter of the alien, pursuing and destroying creatures that are horrifying enough to paralyze others. Your prey are the ultimate predators, and it takes a supernatural hunter like you to best them.     Alien Resistance When you are initiated into the Order of the Viral at third level, you gain resistance to Acid and Poison damage, as well as advantage on saving throws you make against the Poisoned condition.     Rite of the Talon Also at 3rd level, you learn the esoteric Rite of the Talon, detailed below. Rite of the Talon. Your Rite Damage is Poison type.     Hunter's Senses At 7th level, you are particularly adept at stalking and detecting your prey, even in unfavorable conditions. You gain the following benefits: You have advantage on perception checks that rely on sight or smell. You have advantage on checks you make to track creatures that you have seen in the last five days. You have advantage on initiative rolls. You cannot be surprised. You gain Darkvision to a range of 60 feet. If you already had Darkvision, its range increases by 60 feet.     Chitinous Armour When you reach 11th level, your skin has developed a natural armour. When you are not wearing any armour, your AC is 10 + your Dexterity modifier + your Constitution modifier. When you are wearing armour that allows you to add some or all of your Dexterity modifier to your AC, you may also add your Constitution modifier to your AC (maximum bonus of +2).     Natural Weapons Starting at 15th level, you have developed talons, claws, teeth, or other natural weapons that make you increasingly deadly, if inhuman. You gain the following benefits: The number of attacks that you may make per attack action increases to three. If you are not already able to do so, you may now invoke your Crimson Rite on your Unarmed Strike. The number of Unarmed Strikes you have for purposes of this feature is dictated by your DM. Your Unarmed Strikes deal 1d6 Slashing or Piercing damage (you choose when you first gain this feature) + 1d4 Poison damage. This Poison damage is in addition to your Rite damage, if applicable.     Superior Organism At 18th level, you are reaching the pinnacle of post human evolution, gaining the following benefits: Your base speed increases by 10 feet. When you take the attack action, you may lunge up to 5 feet to be in range of your declared target. You gain immunity to Acid and Poison damage. You may expend a Hit Die to regain hit points as a bonus action on your turn.
LevelProf BonusHemocraft DieBlood Curses KnownFeatures
1+21d41Hunter's Bane, Blood Maledict
2+21d41Fighting Style, Crimson Rite
3+21d41Blood Hunter Order
4+21d41Ability Score Improvement
5+31d61Extra Attack
6+31d62Brand of Castigation, Blood Maledict(2x a day)
7+31d62Order Feature, Primal Rite
8+31d62Ability Score Improvement
9+41d62Grim Psyometry
10+41d63Dark Augmentation
11+41d83Order Feature
12+41d83Ability Score Improvement
13+51d83Brand of Tethering, Blood Maledict(3x a day)
14+51d84Hardend Soul, Esoteric Rite
15+51d84Order Feature
16+51d84Ability Score Improvement
17+61d104Blood Maledict(4x a day)
18+61d105Order Feature
19+61d105Ability Score Improvement
20+61d105Sanguine Mastery

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Kipper_Dagon.

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