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Blood Hunter

LevelProficiency BonusCrimson Rite Damage DieFeaturesBlood Curses Known
1st +2 1d4 Hunter's Bane, Blood Curse 2
2nd +2 1d4 Fighting Style, Crimson Rite 2
3rd +2 1d4 Occult Order 2
4th +2 1d4 Ability Score Improvement 2
5th +3 1d6 Extra Attack 3
6th +3 1d6 Brand of Castigation 3
7th +3 1d6 Order Feature 3
8th +3 1d6 Ability Score Increase 3
9th +4 1d6 Grim Psychometry 3
10th +4 1d6 Dark Augmentation 4
11th +4 1d8 Order feature 4
12th +4 1d8 Ability Score Improvement 4
13th +5 1d8 Crimson Control 4
14th +5 1d8 Brand of Tethering 5
15th +5 1d8 Order Feature 5
16th +5 1d8 Ability Score Improvement 5
17th +6 1d10 Hardened Soul 6
18th +6 1d10 Order Feature 6
19th +6 1d10 Ability Score Improvement 6
20th +6 1d10 Sanguine Mastery 6
hit dice: 1d12 per blood hunter level
hit points at 1st level: 12 + your Constitution modifier
hit points at higher levels: 1d12 (or 6) + your Constitution modifier per blood hunter level
armor proficiencies: Light Armor, Medium Armor, Shields
weapon proficiencies: Simple Weapons, Martial Weapons
tools: Alchemist's Supplies
saving throws: Dexterity, Intelligence
skills: Choose three from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Religion, and Survival
starting 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


Alternatively, you could begin with starting wealth of 4d4*10 gp and purchase starting items of your choice.
spellcasting:
class features:

Hunter's Bane

Beginning at 1st level, you have survived the imbibing of the Hunter's Bane, a poisonous alchemical concoction 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, and undead, as well as on Intelligence checks to recall information about them. If you are actively tracking one of these creature types, you cannot be surprised by any creatures of that type. You can only be tracking one type of creature at a time.   Upon reaching 11th level, you can flare the internal toxic scars from the ritual, using the pain to give clarity or promote anger. You can choose to suffer damage equal to a roll of your crimson rite damage die to gain advantage on a Wisdom (Insight) check or Charisma (Intimidation) check.  

Blood Curse


Also at 1st level, you gain the ability to channel—or sometimes sacrifice—a part of your vital essence to curse and manipulate creatures through hemocraft magic.   You know two Blood Curses
The following blood curses are arranged in alphabetical order
Curse of Anxiety
As a bonus action, you harry the body or mind of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, Charisma (Intimidation) checks made against the cursed creature have advantage.   Amplify. The next Wisdom saving throw the cursed creature makes before this curse ends has disadvantage.  
Curse of Binding.
As a bonus action, you can attempt to bind an enemy no more than one size larger than you within 30 feet. The target must succeed on a Strength saving throw against your hemocraft DC or have their speed be reduced to 0 until the end of your next turn.   Amplify. This curse becomes ongoing and can affect a creature regardless of their size category. At the end of each of its turns, the cursed can make another Strength saving throw. On a success, this curse ends. You can end this curse on your turn (no action required).  
Curse of Bloated Agony
As a bonus action, you curse a creature that you can see within 30 feet of you, causing its body to swell until the end of your next turn. For the duration, the creature has disadvantage on Strength and Dexterity checks and saving throws, and takes necrotic damage equal to a roll of your hemocraft die if it makes more than one attack during its turn.   Amplify. This curse lasts for 1 minute. The cursed creature can make a Constitution saving throw at theend of each of its turns, ending the curse on itself on a success.  
Curse of the Eyeless.
When an enemy who is not immune to blindness within 60 feet makes a weapon attack, you can use your reaction to impose disadvantage on the attack roll.   Amplify. You apply this curse to all the creature’s attack rolls until the end of the creature’s turn. You roll separately for each affected attack.  
Curse of 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 or using a feature that requires concentration. That creature has disadvantage on the next Constitution saving throw it makes 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 on its current spell until the end of your next turn.  
Curse of Revelation
As a bonus action, you can invoke this curse and choose one creature you can see within 30 feet. You immediately learn of one damage resistance, immunity, or vulnerability that creature has. If it has none of the traits above, the DM must instead reveal one of the creature's abilities of their choice.   Amplify.You can choose one immunity the creature has and turn it into resistance, or one resistance the creature has and dispel it. This effect lasts for 1 minute.  
Curse of Siphoning
As an action, you can invoke this curse and force one creature you touch to make a Charisma saving throw. On a failure, it takes necrotic damage equal to two rolls of your hemocraft die, and you gain temporary hit points equal to the necrotic damage taken by the creature.   Amplify. The creature takes the maximum possible damage.  
Curse of Exposure
Prerequisite: 5th level When a creature you can see within 30 feet of you takes damage from an attack or spell, you can use your reaction to temporarily weaken its resilience. Until the end of the target’s next turn, it loses resistance to all the damage types dealt by the triggering attack or spell (including for that triggering effect).   Amplify. The target instead loses immunity to the damage types of the triggering attack or spell, but has resistance to those damage types until the end of its next turn.  
Curse of the Fallen Puppet.
Prerequisite: 5th level
The moment a creature falls unconscious or dies within 30 feet of you, you can use your reaction to give that creature a final act of aggression. That creature immediately makes a single weapon attack against a target of your choice within its attack range. After the attack, the creature returns to being unconscious or dead.   Amplify. You can first cause the cursed creature to move up to its walking speed, and you grant a bonus to its attack and damage roll equal to your Hemocraft modifier (minimum of +1).  
Curse of the Marked
Prerequisite: 5th level
As a bonus action, you mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you hit the cursed creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite.   Amplify. The next attack roll you make against the target before the end of your turn has advantage.  
Curse of the Fending Rite.
Prerequisite: 10th level
When an enemy casts a spell that requires a Dexterity saving throw, you can use your reaction to deflect the spell with your crimson rite. You gain a bonus to the initial saving throw against that spell equal to your Wisdom modifier (minimum of 1). This curse is invoked before the saving throw is rolled.   Amplify. You grant all allies within 5 feet of you this bonus to their saving throw against the triggering spell as well.  
Curse of Turning Dread
Prerequisite: 10th level
As a bonus action, you can invoke this curse and force one creature that can see or hear you within 30 feet to make a Wisdom saving throw. On a failed save, it is frightened of you for 1 minute. While frightened in this way, the creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If it ends its turn in a location where it doesn't have line of sight to you, it can repeat its saving throw, ending the effects of this Rite on a success.   Amplify. A creature that fails its saving throw is stunned for the duration of this curse, so long as it has line of sight to you. If it takes any damage, it can repeat its saving throw, ending the effect on a success.  
Curse of Senseless Anguish
Prerequisite: 10th level
As a bonus action, you can invoke this curse and force one creature you can see within 30 feet to make a Constitution saving throw. On a failed save, it is blinded, deafened, and cannot speak or make any sounds for 1 minute. At the end of each of its turns, the target can repeat this saving throw, ending the effect and regaining its senses on a success.   Amplify. The creature's speed is reduced to zero while under the effects of this curse.  
Curse of Inevitable Decay
Prerequisite: 14th level
As an action, you can invoke this curse and force a creature you can see within 30 feet to make a Constitution saving throw as you corrupt the blood in its veins. On a failed save, it takes necrotic damage equal to four rolls of your hemocraft die, its speed is halved, and it cannot take reactions.   As an action on its turn, the creature can repeat its saving throw. On a success, the effects of this curse end. On a failed save, the creature takes additional damage equal to two rolls of your hemocraft die and it suffers one level of exhaustion.   Amplify. This curse ignores resistance to necrotic damage and treats immunity to necrotic damage as resistance. Finally, a creature killed by the necrotic damage from this curse turns into a pile of fine flesh-colored dust.  
Curse of Intrusive Nightmares
Prerequisite: 14th level
As an action, you can invoke this curse and force a creature you can see within 30 feet to make a Wisdom saving throw as you infect its mind with nightmarish phantasms. On a failed save, the creature takes psychic damage equal to two rolls of your Rite Die and is frightened of you for 1 minute. At the end of each of the creature's turns before this Rite ends, it must succeed on a Wisdom saving throw or take psychic damage equal to four rolls of your Rite Die. On a successful save, the nightmarish effects of this curse end.   Amplify. The creature is incapacitated and has a speed of 0 for the duration of the effects of this curse.  
Curse of Domination
Prerequisite: 17th level
As an action, you attempt to dominate the will of a creature you can see within 30 feet of you. It must succeed on a Wisdom saving throw or become charmed by you until the end of your next turn or until you lose concentration (as though concentrating on a spell).   While the creature is charmed by you, you have total and precise control of it; it takes only the actions you choose and doesn’t do anything you don’t allow it to do. You can cause the creature to use a reaction, but this requires you to use your reaction as well.   Amplify. This use of the ability ignores any immunity to the charmed condition that the target has.   Once you invoke a Blood Curse, you must finish a short or long rest before you can invoke that Blood Curse again. If you have no uses of a Blood Curse anymore, you can amplify it to use it again but you lose the maximum possible amount of hit points on your hemocraft die.  
Curse of Exanguination
Prerequisite: 17th level
As an action, you can invoke this most powerful and ancient curse to force one creature you can see within 30 feet to make a Constitution saving throw as you attempt to drain its body of all blood. It takes necrotic damage equal to twelve rolls of your hemocraft die on a failed save, and half as much on a success. A creature that you have dealt damage to since the start of your previous turn that is not at its maximum hit points has disadvantage on its Constitution saving throw.   Amplify. This curse ignores resistance to necrotic damage and treats immunity to necrotic damage as resistance. Finally, a creature killed by the necrotic damage from this Rite is turning into a pile of fine flesh-colored dust.   Once you invoke this curse you must finish a short or long rest before you can invoke it again. You cannot amplify this blood curse to circumvent this restriction.  
of your choice. You learn one additional blood curse of your choice at 5th, 10th, 14th, and 17th level. Each time you learn a new blood curse, you can also choose one of the blood curses you know and replace it with another blood curse.   Each time you use your Blood Curse feature, you choose which curse to invoke from the curses you know. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by reducing both your maximum and current hit points by one roll of your hemocraft die. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood are immune to blood curses unless you have amplified the curse.   If you have temporary hit points, you can reduce these in place of your current hit points. You always reduce your maximum hit points when you amplify a blood curse. At the end of your next long rest, any reduction to your maximum hit points from this feature returns to normal.   Once you invoke a Blood Curse, you must finish a short or long rest before you can invoke that Blood Curse again. If you have no uses of a Blood Curse anymore, you can amplify it to use it again but you lose the maximum possible amount of hit points on your hemocraft die.  

Crimson Rite

Also at 2nd level, you learn to invoke a rite of hemocraft that infuses your weapon strikes with elemental energy. As a bonus action, you can activate any rite you know on one weapon you’re holding. The effect of the rite lasts until you finish a short or long rest. When you activate a rite, you take necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way.   While the rite is in effect, attacks you make with this weapon are magical, and deal extra damage equal to your hemocraft die of the type determined by the chosen rite. A weapon can hold only one active rite at a time. Other creatures can’t gain the benefit of your rite.   You choose one rite from the crimson rites below when you first gain this feature. You learn an additional crimson rite at 7th level, and again at 13th level.   Rite of the Corrosive. Your rite damage is acid type.
Rite of the Flame. Your rite damage is fire type.
Rite of the Frozen. Your rite damage is cold type.
Rite of the Storm. Your rite damage is lightning type.
Rite of the Virulent. Your rite damage is poison type.
Rite of the Dead. Your rite damage is necrotic type. (Prerequisite: 13th level)
Rite of the Oracle. Your rite damage is psychic type. (Prerequisite: 13th level)
Rite of the Roar. Your rite damage is thunder type. (Prerequisite: 13th level)  

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.   Dual Wielding. When you take the Attack action while two-weapon fighting, you can make a single additional attack with your off-hand weapon as part of your action instead of your bonus action, adding your ability modifier to the damage of this attack.   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 a 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.   Melee Marksman. Having a hostile creature within 5 feet of you does not impose disadvantage on your ranged weapon attacks, so long as you are attacking a creature within 5 feet.   When you make a ranged weapon attack against a creature within 5 feet, you can use your bonus action to make a melee attack against it with your ranged weapon. On hit, you deal bludgeoning damage equal to 1d4 + your Strength modifier.   Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.   Versatile Fighting. While wielding a single versatile weapon and no shield, you can choose to wield your weapon one or two-handed until the start of your next turn. When wielding it one-handed you gain a +1 bonus to attack rolls and to your Armor Class. Wielding it two-handed you gain a +2 bonus to your damage rolls.  

Occult Order

At 3rd level, you commit to an order of blood hunter martial focus. Choose Order of the Mutant, Order of the Ghostslayer, Order of the Profane Soul, 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.  

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.  

Extra Attack

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

Brand of Castigation

At 6th level, when you damage a creature with a weapon for which you have an active crimson rite, you can channel hemocraft magic to sear an arcane brand into that creature (no action required). You always know the direction to the branded creature as long as it’s on the same plane as you. Further, each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the branded creature takes psychic damage equal to your Hemocraft modifier (minimum of 1). Your brand lasts until you dismiss it or until you use this feature to apply a brand to another creature. Your brand can be dispelled with dispel magic, and is treated as a spell with a level equal to half your blood hunter level (maximum 9th level).   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 gain a supernatural talent for discerning the secrets surrounding mysterious relics or places touched by evil. Whenever you make an Intelligence (History) check to recall information about the sinister or tragic history of an object you are touching or your current location, you have advantage on the check. At the DM’s discretion, a suitably high roll might cause your character to experience brief visions of the past connected to the object or location.  

Dark Augmentation

Starting at 10th level, the magic of hemocraft suffuses your body to permanently reinforce your resilience. Your speed increases by 5 feet, and you have a bonus to Strength, Dexterity, and Constitution saving throws equal to a roll of your hemocraft die.  

Crimson Control

Starting at 13th level, you are a master of combining blood magic with martial skill. Once per short or long rest, you can use your Crimson Rite without losing hit points.   Additionally, whenever you amplify a Blood Curse, you can roll twice on your hemocraft die and choose which result to use. You can amplify a Blood Curse without reducing your hit points once per long rest.  

Brand of Tethering

Starting at 14th level, the psychic damage from your Brand of Castigation increases to twice your Hemocraft modifier (minimum of 2). Additionally, a branded creature can’t take the Dash action, and if it attempts to teleport or to leave its current plane by any means, it takes psychic damage equal to four rolls of your hemocraft die and must make a Wisdom saving throw. On a failure, the attempt to teleport or leave the plane fails.  

Hardened Soul

When you reach 17th level, you can no longer become Frightened, and you have advantage on saving throws against magical Charm effects. Whenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw, you gain a bonus to your roll equal to your hemocraft die.  

Sanguine Mastery

Upon reaching 20th level, your mastery of blood magic reaches its height, mitigating your sacrifice and empowering your expertise. Once per turn, whenever a blood hunter feature requires you to roll a hemocraft die, you can reroll the die and use either roll.   Additionally, whenever you score a critical hit with a weapon for which you have an active crimson rite, you regain an expended use of a Blood Curse.
subclass options:

Occult Orders

There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.   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 as part of your Crimson Rite feature. When you activate the Rite of the Dawn, the extra damage dealt by your rite is radiant damage. Additionally, while that rite is active on your weapon, you gain the following benefi ts:
  • 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
 

Spectral Nature

You have tainted your soul with ghastly power. You require half the amount of sleep, food, and drink for the average member of your race.   Also, you can use a bonus action to enter a temporary Spectral State, which lasts until the end of your current turn. While in this state, you are resistant to all bludgeoning, piercing, and slashing damage from non-magical attacks, and you can move through solid objects and creatures as if they were difficult terrain. If you end your turn inside a creature or object, you are instantly shunted to the nearest unoccupied space and take 1d10 force damage for every 5 feet you were forced to travel.   Once you use this feature you must complete a short or long rest before you can use it again. When you have no uses of this feature remaining, you can make a Vital Sacrifice as a bonus action to use it again.   As your reach certain levels in this class, the duration of this Spectral State increases: at 7th-level it lasts for 1 minute, at 11th-level for 1 hour, and at 15th level you remain in this Spectral State until you use a bonus action to end it.  

Curse Specialist

Starting at 7th level, you learn to master blood curses. You gain an additional use of your Blood Curse feature. In addition, your blood curses can target any creature, whether it has blood or not.   Additionally, at the end of a long rest, you can choose one Blood Curse you know. You can invoke that Curse one additional time before you must finish a short or long rest to use it again.  

Brand of Sundering

Starting at 11th level, your Brand of Castigation exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite. Additionally, if a branded creature has the Incorporeal Movement trait or a similar feature, it can’t move through creatures or objects while branded.  

Warrior 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. As a bonus action, you choose one creature you can see within 30 feet of you that is charmed or frightened, or which is under a possession effect. The target creature is no longer charmed, frightened, or possessed.   If the creature that inflicted this condition on the target is also within 30 feet of you, it must succeed on a Wisdom saving throw against your hemocraft DC or it takes radiant damage equal to three rolls of your hemocraft die.   Once you use this feature you must finish a short or long rest before you can use it again.  

Rite Revival

Upon reaching 18th level, you learn to protect your fading life by reabsorbing the energy you feed to your weapons. If you have one or more crimson rites active and you are reduced to 0 hit points but don’t die outright, you can choose to have all your active crimson rites end and drop to 1 hit point instead.  

Master Specter

Also when you reach 18th level, you walk between the living and the dead. For every 10 years that pass, you age 1 year, and you no longer need to sleep, eat, or drink. You gain the benefits of along rest when you spend 6 hours performing only light activity.   Moreover, when you are in your Spectral State, you gain a flying speed equal to your walking speed and can hover.
    Order of the Lycan

The ancient curse of lycanthropy is feared by nearly all peoples and cultures, passed through blood andseeding a host with the savage strength and hunger for violence of a wicked beast. The Order of theLycan is a proud group of blood hunters who undergo “the Taming”—the ceremonial infliction oflycanthropy by a senior member of the order, for those who do not already carry the curse before seeking this path. These hunters then use the magic of their blood to harness the power of the monster theyharbor, without losing themselves to it. Using intense will and secret blood magic rituals, members of the Order of the Lycan learn to control and unleash their hybrid forms for short periods of time. Enhancedphysical prowess, unnatural resilience, and razor-sharp claws make these warriors a terrible foe to anyevil that crosses their path. Yet no training is perfect, and without care and complete focus, even thegreatest of blood hunters can temporarily lose themselves to their own hunger.  

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 have advantage on Strength checks and Strength saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level.   Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. Additionally, while you are not wearing heavy armor, you have a+1 bonus to AC.   Predatory Strikes. You can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, which deal 1d6 bludgeoning or slashing damage (your choice). This damage increases to 1d8 at 11th level.   Additionally, when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action.   Bloodlust. If you start your turn with fewer than half of your hit point maximum, 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. If you’re concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian’s Rage feature), you automatically fail this saving throw.   If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself.  

Stalker's Prowess

At 7th level, your speed increases by 10 feet, and you add 10 feet to your long jump distance and 3 feet to your high jump distance. Your hybrid form also gains the following additional benefit.   Improved Predatory Strikes. You have a +1 bonus to attack rolls made with your unarmed strike. Thisbonus increases to +2 at 11th level and to +3 at 18th level. Additionally, when you have an active crimson rite on your unarmed strike while in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.  

Howl of Ill Omens

Also at 7th level, you unleash a bloodcurdling howl as an action. Each creature within 60 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 a creature fails its saving throw by 5 or more, it is stunned while frightened in this way. A creature that succeeds on its saving throw is immune to this feature for the next 24 hours.   You can choose any number of creatures you can see to be unaffected by the howl.   Once you use this feature, you cannot use it again until you finish a short or long rest.    

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 when you have at least 1 hit point but fewer hitpoints than half your hit point maximum, you gain hit points equal to 1 + your Constitution modifier (minimum of 1). If you are in hybrid form, you gain these hit points before you must make the saving throw for your bloodlust.  

Brand of the Voracious

Starting at 15th level, you have advantage on the saving throw for your bloodlust while in hybrid form. Additionally, your Brand of Castigation can now bind a foe to your hunter’s ferocity. While in your hybrid form, you have advantage on attack rolls against a creature branded by you.  

Hybrid Transformation Mastery

At 18th level, you have mastered your inner predator. You can use your Hybrid Transformation feature an unlimited number of times, and your hybrid form lasts until you revert to your normal form, fall unconscious, or die.  
    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. Your formula options are detailed at the end of this order description. You gain an additional formula at 7th level, 11th level, 15th level, and 18th level.   Additionally, when you gain a new mutagen formula, you can choose one of the formulas you already know and replace it with a new mutagen formula.  

Mutagencraft

When you choose this archetype at 3rd level, you learn to master forbidden alchemical formulas—known as mutagens—that can temporarily alter your mental and physical abilities.   As a bonus action, you consume a mutagen, whose effects and side effects last until you fi nish a shortor long rest unless otherwise specifi ed. While one or more mutagens are affecting you, you can use an action to focus and fl ush all mutagens from your system, ending their effects and side effects.   Mutagens are designed for the specific biology of the character who concocted them, and your mutagens have no effect on other creatures. They are also unstable by nature, losing their potency overtime 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.  

Corrode the Body

Starting at 15th level, your hemocraft can wrack a creature’s body with terrible toxins. As a bonus action, you cause a creature within 30 feet of you to become poisoned. The target can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.   The target takes necrotic damage equal to four rolls of your hemocraft die when you use this feature, and it takes this damage again each time it fails a Constitution saving throw to end the curse.   Once you've used this feature, you cannot do so again until you finish a short or long rest.  

Exalted Mutation

At 18th level, your body has adapted to produce mutagens naturally in a moment of need. As a bonus action, choose one mutagen currently affecting you. Its effects and side effects end, and you can 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 Hemocraft modifier (minimum of once). You regain all expended uses when you fi nish a long rest.  

Mutagens

These mutagens are presented in alphabetical order. You can learn a mutagen at the same time you meet its prerequisites.   Aether
Prerequisite: 11th level.
You gain a flying speed of 20 feet for 1 hour.
Side effect. You have disadvantage on Strength and Dexterity ability checks for 1 hour.   Alluring
Your skin and voice become malleable, allowing you to slightly enhance your appearance and presence. You have advantage on Charisma ability checks.
Side effect. You have disadvantage on initiative rolls.   Celerity
Your Dexterity score increases by 3, as does your Dexterity maximum. This bonus increases by 1 at 11th and 18th level.
Side effect. You have disadvantage on Wisdom saving throws.   Conversant
You gain advantage on Intelligence ability checks.
Side effect. You have disadvantage on Wisdom ability checks.   Cruelty
Prerequisite: 11th level.
When you use the Attack action, you can make an additional weapon attack as a bonus action.
Side effect. You have disadvantage on Intelligence, Wisdom, and Charisma saving throws.   Deftness
You gain advantage on Dexterity ability checks.
Side effect. You have disadvantage on Wisdom ability checks.   Embers
You gain resistance to 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.   Mobility
You gain immunity to the grappled and restrained conditions. At 11th level, you also are immune to the paralyzed condition.
Side effect. You have disadvantage on Strength ability checks.   Nighteye
You gain darkvision for up to 60 feet. If you already have darkvision, this increases its range by 60 additional feet.
Side effect. You gain sunlight sensitivity (detailed in the Dark Elf section of the Player’s Handbook).   Percipient
You gain advantage on Wisdom ability checks.
Side effect. You have disadvantage on Charisma ability checks.   Potency
Your Strength score increases by 3, as does your Strength maximum. This bonus increases by 1 at 11th and 18th level.
Side effect. You have disadvantage on Dexterity saving throws.   Precision
Prerequisite: 11th level
Your weapon attacks score a critical hit on a roll of 19-20.
Side effect. You have disadvantage on Strength saving throws.   Rapidity
Your speed increases by 10 feet. At 15th level, your speed increases by 15 feet instead.
Side effect. You have disadvantage on Intelligence ability checks.   Reconstruction
Prerequisite: 7th level
For 1 hour, at the start of each of your turns, you regain hit points equal to your proficiency bonus if you have at least 1 hit point, but no more than half of your hit points.
Side effect. Your speed decreases by 10 ft for 1 hour.   Sagacity
Your Intelligence score increases by 3, as does your Intelligence maximum. This bonus increases by 1 at 11th and 18th level.
Side effect. You have disadvantage on Charisma saving throws.   Shielded
You gain resistance to slashing damage.
Side effect. You gain vulnerability to bludgeoning damage.   Unbreakable
You gain resistance to bludgeoning damage.
Side effect. You gain vulnerability to piercing damage.   Vermillion
You gain an additional use of your Blood Maledict feature.
Side effect. You have disadvantage on death saving throws.
    Order of the Profane Soul

Blood hunters belonging to the Order of the Profane Soul have pushed the limits of hemocraft for use against some of the most terrifying creatures corrupting the world. Ancient fiends and cruel magic-users have long counted on their ability to meld into the background and escape those who hunt them, vanishing into noble courts without a trace, or bending the minds of the most stalwart warriors with buta glance. So the blood hunters who founded this order trusted to their resilience as they delved into thesame well of corrupting arcane knowledge, making pacts with lesser evils to better combat the greater threats. And though they might have traded a part of themselves for their power, the members of this order know the benefits of that power far outweigh the price.  

Otherworldly Patron

When you reach 3rd level, you strike a bargain with an otherworldly being of your choice: the Archfey, the Fiend, the Great Old One, the Undying, the Celestial or Hexblade. Your choice augments some of your order features.  

Pact Magic

When you reach 3rd level, you can augment your combat techniques with the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the Warlock spell list.   Cantrips. You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.   Spell Slots. The Profane Soul Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you 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. Your chosen Hemocraft ability (Intelligence or Wisdom) 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 Hemocraft modifier   Spell attack modifier = your proficiency bonus + your Hemocraft modifier                                        
Blood Hunter LevelCantrips KnownSpells KnownSpell SlotsSlot Level
3rd 2 2 1 1st
4th 2 2 1 1st
5th 2 3 1 1st
6th 2 3 2 1st
7th 2 4 2 2nd
8th 2 4 2 2nd
9th 2 5 2 2nd
10th 3 5 2 2nd
11th 3 6 2 2nd
12th 3 6 2 2nd
13th 3 7 2 3rd
14th 3 7 2 3rd
15th 3 8 2 3rd
16th 3 8 2 3rd
17th 3 9 2 3rd
18th 3 9 2 3rd
19th 3 10 2 4th
20th 3 11 2 4th

Rite Focus

Beginning at 3rd level, your weapon becomes a core to your pact with your chosen dark patron. While you have an active Crimson Rite, you can use your weapon as a spellcasting focus (found in chapter 5 of the Player’s Handbook) for your warlock spells, and you gain a specific benefit based on your chosen pact (outlined below).                    
PatronRite Focus
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 Celestial You can use a bonus action to choose a creature within 30 feet and roll a hemocraft die. You lose hit points equal to the result and the target regains a number of hit points hit points equal to the result + your hemocraft modifier (minimum of +1).
The Fathomless You can breathe underwater. Additionally, once per turn when you damage a creature with a weapon for which you have an active crimson rite, you can reduce that creature’s speed by 10 feet until the start of your next turn.
The Fiend While using the Rite of the Flame, if you roll a 1 or 2 on your rite damage die, you can reroll the die and choose which roll to use.
The Genie. As a bonus action, you can roll a hemocraft die give yourself a flying speed of 30 feet, which lasts for a number of rounds equal to your Hemocraft modifier (minimum of 1 round). You lose hit points equal to the result.
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 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.
The Undead. When you take necrotic damage, you can use your reaction to halve that damage. In addition, your appearance changes to reflect some aspect of your patron while you have any crimson rite active.
The Undying Whenever you reduce a hostile creature to 0 hit points using a weapon attack, you regain a number of hit points equal to one roll of your hemocraft die.

Mystic Frenzy

Starting at 7th level, when you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action.  

Revealed Arcana

At 7th level, your patron grants you the use of a distinctive spell based on your pact. You cast this spell using any pact magic spell slot, and can’t do so again until you finish a long rest.                    
PatronSpell
The Archfey blur
The Celestial lesser restoration
The Fathomless gust of wind
The Fiend scorching ray
The Genie phantasmal force
The Great Old One detect thoughts
The Hexblade branding smite
The Undead blindness/deafness
The Undying silence

Brand of the Sapping Scar

Upon reaching 11th level, your Brand of Castigation feature digs dark arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on saving throws against your warlock spells.  

Unsealed Arcana

At 15th level, your patron grants you the use of an additional spell based on your pact. You cast this spell without expending a spell slot, and can’t do so again until you finish a long rest.                    
PatronSpell
The Archfey slow
The Celestial revivify
The Fathomless lightning bolt
The Fiend fireball
The Genie protection from energy
The Great Old One haste
The Hexblade blink
The Undead bestow curse
The Undying speak with dead

Demand of the Souleater

Starting at 18th level, you’ve learned to siphon the soul from your fallen prey. 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 offer their life energy to your patron in exchange for power. Until the end of your next turn, you make attacks with advantage and you have resistance to all damage. Additionally, you regain an expended warlock spell slot.   Once you use this feature, you cannot use it again until you finish a long rest.
   
The following subclasses are third party homebrew content.   Order of the Giantfeller

Giants are ancient foes of many humanoid races, believing themselves to be superior simply due to their immense size. Blood hunters in the Order of the Giantfeller undergo unusual medical procedures that assimilate components of dissected giant organs into their own body. Using the power of their blood magic, they tap into the latent magic of these titanic infusions to steal a portion of the elemental power of giants and grow to unnatural sizes. The best way to fight a giant, they reckon, is to become one.  

Hand of the Giantslayer

When you join this order at 3rd level, you gain the following benefits:
  • You learn an additional Crimson Rite of your choice.
  • You can roll 1d6 in place of the normal damage of your unarmed strike. When you reach 11th level in this class, you can roll 1d8 in place of the normal damage of your unarmed strike.
  • You can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon. While you have an active crimson rite on your unarmed strikes, your unarmed strikes count as magical for the purposes of overcoming damage resistance and immunity to nonmagical attacks and damage, and when you take the Attack action on your turn and make only unarmed strikes, you can make one unarmed strike as a bonus action.
 

Ordning Interloper

Also starting at 3rd level, you can use a bonus action to cast the enlarge/reduce spell, targeting yourself and choosing the enlarge option. When you do, the extra damage applies to your unarmed strikes as well as weapons, and the spell’s duration changes to 10 minutes and does not require concentration. Your hemocraft ability is your spellcasting ability for this spell.   You can cast the spell with this feature a number of times equal to your Constitution modifier, and you regain all expended uses when you finish a long rest.  

Muscle and Mass

At 7th level, your maximum hit points increase by 7 and increase by 1 again each time you gain a level in this class.   In addition, you gain proficiency with Strength saving throws.  

Brand of Titanic Fury

Starting at 11th level, your Brand of Castigation marks a creature as a hated enemy to be felled. Once per turn when you make an unarmed strike against the marked creature, you can make an additional unarmed strike against that creature as part of the same action.  

Curtail the Unworthy

At 15th level, your blood curse can shrink a creature down to a more vulnerable size.   As a bonus action, you can curse a creature that you can see that is within 30 feet of you. That creature must succeed on a Constitution saving throw or have its size reduced by one category (from Large to Medium, for example) for 1 minute. While the creature is reduced in size, it has disadvantage on Strength ability checks and saving throws, and each time it deals damage with a weapon attack, it must roll your hemocraft die and subtract it from the damage dealt (to a minimum of 0 damage).   Once you use this feature, you cannot it again until you finish a short or long rest.  

Primordial Power

Starting at 18th level, when you cast the enlarge/reduce spell using your Ordning Interloper feature, your size increases by two categories instead of one (from Medium to Huge, for example), the extra damage granted by the spell increases from a 1d4 to a 1d8 , and you gain temporary hit points equal to twice your blood hunter level. You lose any remaining temporary hit points after 10 minutes.  
    Order of the Infected Mind

For untold millennia, mind flayers and their elder brain overlords have enslaved many peoples through mind control, and forcibly converted many others through the process of ceremorphosis. The Order of the Infected Mind is dedicated to the systematic destruction of this illithid scourge, intentionally allowing mature illithid tadpoles to burrow into their brains to better understand their prey. Unlike standard victims of ceremorphosis, though, this order brews their Hunter’s Bane to cause it to subdue and subsume the tadpole, turning it into a psionic weapon under the hunter’s control.  

Psionic Power

Starting when you join this order at 3rd level, you harbor a wellspring of psionic energy due to the illithid tadpole attached to your brain. This energy is represented by your Psionic Energy dice, which are each the same size as your hemocraft die. You have a number of these equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.   Some of these powers expend the Psionic Energy die they use, as specified in the power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.   The powers below use your Psionic Energy dice.
  • Mind Over Matter.When you use a blood curse, you can expend a Psionic Energy die to amplify it, instead of by losing hit points.
  • Mind Sweep. As an action, you can expend a Psionic Energy die to extend your psychic senses and detect brain signatures around you. Until the end of the turn, you know the location of each creature within 30 feet of you that has an Intelligence score of 4 or greater and that speaks at least one language, as well as whether that creature is an aberration or has telepathy. Roll your Psionic Energy die and choose a number of creatures within 30 feet of you up to the number rolled. You learn the surface thoughts of each creature.
 

Rite of the Parasite

At 3rd level, you learn the Rite of the Parasite as part of your Crimson Rite feature. When you activate the Rite of the Parasite, the extra damage dealt by your rite is psychic damage. Additionally, while that rite is active on your weapon, you gain the following benefits:
  • You have resistance to psychic damage.
  • Once on each of your turns when you hit a creature with the weapon, you can expend and roll a Psionic Energy die to deal additional psychic damage to the target equal to the number rolled. When you do, you forcibly create a psychic tether to the target for 1 minute. For the duration, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you. The effect ends early if your rite ends or if you use this ability again.
 

Mental Defenses

At 7th level, you learn to use your psionic power to strike at those who attempt to touch your mind. When you become subjected to an effect from a creature that would charm you, frighten you, read your thoughts, or deal psychic damage to you, you can use your reaction to expend and roll a Psionic Energy die. The creature takes psychic damage equal to twice the number rolled, and you add the number rolled to the next saving throw you make against the triggering effect this turn.  

Mind Blast

Starting at 11th level, as an action, you can release a wave of psionic force that rattles its victims’ minds. Each creature of your choice in a 15-foot cone originating from you must make an Intelligence saving throw. A creature takes psychic damage equal to four rolls of your Psionic Energy die and is stunned until the end of your next turn on a failed save, or takes half damage and isn’t stunned on a successful one.   Once you take this action, you can’t do so again until you finish a long rest, unless you expend three Psionic Energy dice to take it again.  

Brand of Weakness

Starting at 15th level, your Brand of Castigation weakens your foe’s mental defenses. A creature branded by you loses any resistance or immunity it has to psychic damage for the duration, and you can use a bonus action on each of your turns to learn the creature’s surface thoughts and gain insights into its reasoning (if any).  

Psionic Mastery

Starting at 18th level, you gain telepathy out towards 60 feet. You are always under the effects of the detect thoughts spell and a creature making a saving throw against it does so at disadvantage vs your hemocraft DC. Whenever you use a feature that deals damage using your Psionic Energy die, you can reroll one of the damage die and choose the higher roll.  
    Order of the Inquisition

Arguably, controversially the most accepted blood hunter group within a civilization, the Order of the Inquisition has been given much leeway in their fight against corruption. Most orders specialize in hunting down different monsters, threats to mortals. However, this order understands that mortals themselves are the true monsters. The biggest threats to an orderly and peaceful society come from within, and these must be cut out of the Imperium like the cancer they are.  

Hunter of Men

When you join this order at 3rd level, your time spent hunting down people has honed you in reading their intentions. Whenever you make a Wisdom (Insight) check towards humanoids, roll a d4 and add the result to the roll.  

Awakened Blood

When you join this order at 3rd level, you learn to channel pain into heightened or even ethereal senses to root out heresy in its many forms. As an action, you can cast the following spells: detect evil and good, detect poison and disease, and see invisibility. When you do, you roll a number of hemocraft die equal to the level of the spell and reduce your current and maximum hit points by that amount. At the end of your next long rest, any reduction to your maximum hit points from this feature returns to normal. Your hemocraft ability is your spellcasting ability for these spells.  

Traitors Abound

At 7th level, the paranoia instilled by your order has proven useful, keeping your mind clear and ready to act at the first sign of danger. You gain proficiency in Wisdom saving throws, and you have advantage on initiative rolls.  

Burden of Heresy

At 7th level, you can channel your pain to affect those that dare to follow the heretical path. You can cast the following spells using your Awakened Blood feature: detect thoughts, hold person, or zone of truth.   Once you use this feature to cast these spells this way, you cannot do so again until you finish a short or long rest.  

Fury of the Righteous

Starting at 11th level, the weight of all you have seen and done can be channeled into pure fury. As a reaction to you or an ally you can see falling below half their maximum hit points, you can enter a state of empowered fury for 1 minute. During this time, you gain the following benefits:
  • Your speed increases by 10 feet.
  • You gain resistance to nonmagical bludgeoning, piercing, and slashing damage.
  • Your Crimson Rite deals damage equal to an additional hemocraft die.
This state ends early if you fall unconsious or if you choose to end it (no action required).   Once you use this feature, you can't use it again until you finish a long rest.  

Brand of Unfocused Thought

Beginning at 15th level, your Brand of Castigation now disrupts the focus of creatures affected by it. The branded creature cannot take reactions, and if they are concentrating on a spell at the start of their turn, they take psychic damage equal to a roll of your hemocraft die.  

Live at the Witch Trials

When you reach 18th level, you blood can burn heretics where they stand.   As a bonus action, you can direct your anger toward one creature wtihin 30 feet of you. The creature must succeed on a Wisdom saving throw or be frightened of you for 1 minute. While frightened in this way, the cursed creature takes fire damage equal to your three rolls of your hemocraft die at the start of each of its turns. Creatures of your choice within 10 feet of the burning target take half the damage rolled. At the end of each of its turns, the cursed creature can make another Wisdom saving throw, ending it on a success.   Once you use this feature, you cannot use it again until you finish a short or long rest.
    Order of the Scale

Dragons have been one of the greatest threats to mortal civilization. These blood hunters founded a new order, based around a new version of Hunter's Bane derived from the elemental power in dragon's blood. You know the saying, fight fire with fire...  

Dragon's Bane

Dragon slaying is a discipline that dates back eons, originating the first time a scaled shadow loomed over humanoid prey. Dragons, however, are not easy targets; they have annihilated and struck fear in the hearts of many glory hounds that have come for their heads. Seeking success where their predecessors have failed, blood hunters of the Order of the Dragoon aim to use these predators’ powers against them.   With the hemocraft granted by the Hunter’s Bane, this order drinks dragon blood and binds it to their own, strengthening their bodies and utilizing draconic abilities such as the fearsome breath weapon. They make mighty leaps to strike their ancient quarry from the skies, and won’t stop until humanoids no longer fear shadows passing overhead.  

Dragon Blood

When you join this order at 3rd level, choose the type of dragon blood you have drunk from the Dragon Blood table. The damage type and breath weapon associated with each dragon blood are used by features you gain later from this order. If you have a vial of blood from a different type of dragon, you can drink it with the Use an Object action, replacing your previous dragon blood with the new one.  
Dragon Blood
                     
DragonDamage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

Rite of the Wyrm

Also at 3rd level, you learn the Rite of the Wyrm as part of your Crimson Rite feature. When you activate the Rite of the Wyrm, the extra damage dealt by your rite is the damage type associated with your dragon blood. Additionally, while that rite is active on your weapon, you gain the following benefits:
  • You have resistance to damage of the type your rite deals
  • When you hit a dragon with a weapon for which the Rite of the Wyrm is active, you roll an additional hemocraft die and add it to the weapon's damage roll.
  •  

    Drake's Hide

    At 7th level, the draconic blood in your veins has caused your skin to toughen and grow scales in patches. While you are not wearing heavy armor, you cain a +2 to your AC.   Additionally, you gain the following blood curse for your Blood Maledict feature. This does not count against the number of blood curses you know.  
    Blood Curse of the Wyrm
    As an action, you can exhale a powerful breath in a 15 foot cone. Each creature in that area must make a Dexterity saving throw, taking damage of your Draconic damage type equal to three rolls of your hemocraft die on a failure, or half as much damage on a success.   Amplify. The range of this blood curse increases to a 30 foot cone.  

    Brand of Elemental Prowess

    Beginning at 11th level, your Brand of Castigation now carries elemental magics around it. The branded creature does not benefit from resistance to your Draconic damage type, and when you deal that damage type to a branded creature, they suffer additional damage equal to your hemocraft modifier. In addition, the branded creature's fly speed becomes 0, if it has one.  

    Great Drake's Bane

    At 15th level, you consume a version of Dragon's Bane more potent than the one from your initiation, further infusing yourself with draconic qualities. You gain blindsight out to a range of 15 feet.  

    Draconic Call

    When you reach 18th level, you gain the ability to call lesser dragons to your side as both ally and mount. You can cast the find greater steed spell once per long rest, though the form you choose can only be that of a dragon wyrmling.   When summoned this way, the wyrmling is considered a Large creature.

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