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Blood Hunter

Far from the judging eyes of society, blood hunters have mastered the secretive techniques of hemocraft, finding blood magic’s esoteric nature effective against evils that resist divine rebuke or arcane bindings. Through careful study and practice, blood hunters hone the rites of hemocraft into unique combat techniques, forfeiting a portion of their own health to call blood curses down upon their enemies or summon the elements to aid their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force dedicated to protecting the innocent.

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Whether driven by the wish to make a difference, the need to take vengeance, or the hope of finding a place to belong in an uncaring world, every blood hunter has their own reasons for undertaking the ritual of the Hunter’s Bane that starts them on this path. In joining an order of blood hunters, one also joins a family bound by service to each other and a common cause. For many, this might be the only family they have left—or have ever known—making the kinship felt between blood hunters an all-but-unbreakable bond.

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In choosing this path, every blood hunter irrevocably gives a part of themself to their cause—physically, emotionally, and sometimes morally. Each order of blood hunters practices its own ideals and methods, often employing techniques with dark origins that test the strength and will of those who employ them. Many wrestle with the fear of losing this struggle. And so a life of discipline and vigilance drives a blood hunter’s travels as they wander the countryside, in search of like-minded adventurers and whispers of dark deeds afoot.

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Subclasses

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Blood Hunter Symbol Transparent.png
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Basics

  • Base Hit Points: 64

  • Hit Points per Advancement: 16

  • Actions: 2 Attack, 1 Bonus, 1 Reaction

  • Blood Curses:​

    • Level 8: +1

    • ​Level 10: +2 (3) 

  • Casting Attribute: Intelligence or Wisdom

  • Starting Kit​

    • Shortsword

    • Shield

    • Chain Shirt

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Proficiencies

  • Armor: Light armor, medium armor, shields

  • Weapons: Simple weapons, martial weapons

  • Saving Throws: Dexterity, Intelligence

  • Skills: Arcana, Investigation

  • Attack & Spell Bonus:

    • Level 8: +2

    • Level 10: +1 (3)

    • Level 12: +1 (4)

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Hunter's Bane

After surviving the Hunter’s Bane, a painful, scarring, and sometimes fatal ritual required to become a bloodhunter --  your body is empowered to control and shape hemocraft magic, using your own blood and life essence to fuel your rites and blood curses. You are immune to vampirism, and your blood is considered both toxic and inert to vampires, granting them no benefit when feeding upon you by any means.

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Becoming any form of Undead will render your blood inert, returning you to a base class Fighter.

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Crimson Rite

You learn to invoke a rite of hemocraft that infuses your weapon strikes with elemental energy; causing them to deal an additional 1d8 damage matching the element. As a bonus action once per combat, you can activate a rite on the weapon you are holding which lasts for the duration of said combat. When you activate a rite, you take 1d8 necrotic damage. This damage cannot be reduced in any way.

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You may choose fire, cold, or lightning damage for your rite.

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Brand of Castigation

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. You always know the direction to the branded creature as long as it is on the same plane as you. Each time the branded creature hits you with an attack or damaging spell/cantrip, the creature takes 1.6xWIS/INT as damage for each target included in their attack/spell/cantrip within' 1 tile of you including yourself. The Blood Hunter  gains +2 survival on tracking attempts on the Branded Target for 2 hours after combat ends. Usable once per Short Rest.

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Brand of Tethering

Requires Level 12

Creatures branded by your Brand of Castigation cannot take the Dash action. If it attempts to teleport or to leave its current plane by any means, it takes 4d6 psychic damage and must make a Wisdom Saving Throw (DC 8 + Spell Bonus). On a failure, the attempt to teleport or leave the plane fails.

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Blood Hunter Order

Each blood hunter commits to an order of blood hunters whose philosophy will guide them throughout their life: the Order of the Ghostslayer, the Order of the Lycan, the Order of the Mutant, or the Order of the Profane Soul, each of which is detailed below. These will be unlocked at Level 10 and reach their full potential at Level 12.

Class Expectations

All Blood Hunters have undergone the Hunter's Bane in the past, enabling their hemomancy. This process has an extremely high level of mortality and leaves those who survive with some sort of physical, emotional or moral piece of them removed. It is only undergone by those who atleast at one point in their lives truly wished and are/were willing to die for their specific cause. All Blood Hunters should have some level of obligation to their duty, and in some cases honor. An Order of the Lycan Blood Hunter would be shamed by being cured of Lycanthropy, and would often happily go through the taming ritual again and be re-cursed to reattain it while striving towards using their abilities for good. A Ghostslayer Blood Hunter is always going to be at the very, very least weary and watchful of even the most seemingly harmless undead while a majority loyal to their order will be zealous enough to want to destroy them on the spot.

 

Ontop of this, all Blood Hunters at their core will hold some part of their Orders to be vigilant against evil and life threatening beings of all kinds. Blood Hunters who instead embrace, accept and work with those that oppose their order's beliefs are subject to a warning and ultimately a character retirement if they continue to push the bounds of the class fantasy without an proper, extremely good roleplay reason to do so.

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After surviving the Hunter's Bane, your blood becomes active towards the use of hemomancy, including versatile rites and curses to give you an edge over your foe. These are replenished once per Short Rest.

Blood Curse of Binding

 

As a bonus action with a cost of 1 class resource, you attempt to bind a large or smaller creature you can see within 4 tiles of you which must make a Strength Saving Throw (DC 8 + Spell Bonus). On a failure, the creature is restrained and cannot take reactions until the end of its next turn.

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The Order of the Ghostslayer is the oldest of the blood hunter orders, its members having originally rediscovered the secrets of hemocraft and refined them for combat against the scourge of undeath. Ghostslayers seek out and study the moment of death, obsessing over the mystery of the transition from life, and the unholy power that can cause the dead to rise once more. These zealous blood hunters make it their life’s work to destroy the scourge of undeath wherever it is found, tuning their abilities to engage undead creatures and those who manipulate the necromancy that creates them.

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Bonus Proficiencies

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  • Skills: Perception

  • Blood Curses:​

    • Level 8: +1 (4) (Curse Specialist)

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Rite of the Dawn

Rite of the Dawn is applied whenever you use your Crimson Rite feature. Your Crimson Rite deals radiant damage and sheds a bright light out for 2 tiles in all directions around you, and you gain necrotic damage resistance. 

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Curse Specialist

You learn to master blood curses. You gain 1 additional class resource.

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Aether Walk

At the start of your turn, you can magically step into the veil between the planes as long as you aren’t incapacitated. You can move through other creatures and objects but may not end your turn inside of an object. This may only be used once per long rest.​

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Brand of Sundering

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 deal an additional 1d8 radiant damage. Additionally, the branded creature may not move through creatures or objects. Dispels and prevents Ghost Walk.

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Rite Revival

Requires Level 12

You learn to protect your fading life by reabsorbing the energy you feed to your weapons. If you have crimson rite active and you are reduced to 0 hit points, you can choose to have your active crimson rite end and drop to 1 hit point instead. Only works if your weapon the rite is applied to is in your hand when you hit 0.

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Blood Curse of the Exorcist

Requires Level 12

As a bonus action with a cost of 1 class resource and 1d8 damage to yourself, you choose one creature you can see within 4 tiles of you that is charmed, frightened, or under a possession effect. That target is no longer charmed, frightened, or possessed.

The creature that charmed, frightened, or possessed the target takes 3d6 psychic damage and must succeed on a Wisdom Saving Throw (DC 8 + Spell Bonus) or be stunned until the end of their next turn. 

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The ancient curse of lycanthropy is feared by nearly all peoples and cultures, passed through blood and seeding a host with the savage strength and hunger for violence of a wicked beast. The Order of the Lycan is a proud group of blood hunters who undergo “the Taming”—the ceremonial infliction of lycanthropy 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 they harbor, 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. 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 their own hunger.

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As lycanthropy will not take to Dhampir, this subclass cannot be chosen by Dhampir.

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Bonus Proficiencies

  • Skills: Athletics

  • Attack Bonus (While Transformed)

    • Level 10: +2

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Hybrid Transformation

You can tap into the Curse of Lycanthropy to unfurl a hybrid form twice per day, increasing Attack Bonus by 2, granting 1d6+stat unarmed attacks for main and offhand, and 1+con regeneration below 50hp.You may use your crimson rite to apply it to both of your claws as one weapon, if you have not already used it. Regardless of if you are in this form or not, you have vulnerability to silver weapons, which will deal 2d6 more damage to you and nullify your regeneration until your next turn. 

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Blood Curse of the Howl

Requires Level 12

As an action with a cost of 1 class resource and 1d8 damage to yourself, you unleash a blood curdling howl. All creatures within' 6 tiles of you that can hear you must make a Wisdom Saving Throw (DC 8 + Spell Bonus). On a failed save, a creature is stunned until the end of their next turn or frightened on a successful one. Cannot be cast when silenced, and does not affect those who are silenced.

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The process of undertaking the Hunter’s Bane ritual is a painful, scarring, and sometimes fatal experience. Those who survive are irrevocably changed—and not always for the better. Over generations of experimentation, a splinter order of blood hunters honed the way in which hemocraft alters the body, using corrupted alchemy and toxic elixirs to alter their blood even further. Over time, they have modified their capabilities in battle, becoming something beyond what they once were. Calling themselves the Order of the Mutant, these blood hunters now specialize in assessing the strengths and weaknesses of their foes, altering their biology to be best prepared for any conflict.

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Bonus Proficiencies​

  • Skills: Acrobatics

  • Mutagens

    • ​Level 10: +2

    • ​Level 12: +2 (4)

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Strange Metabolism

Your body adapts to toxins and venoms, ignoring their corrupting effects. You gain resistance to poison damage and the poisoned condition.

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Brand of Axiom

Enemies affected by Brand of Castigation cannot go invisible, or utilize illusions against you. If a creature is in an alternative form when branded, it must succeed a Wisdom saving throw DC (8 + Spell Bonus) or revert to it's true form. If a branded creature attempts to alter it's form, it must succeed on a Wisdom saving throw (8 + Spell Bonus) or have the attempt fail.

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Mutagen (Aether)

As a bonus action, you imbibe a Mutagen of Aether. Converts all movements you make to flying, and gives you disadvantage on Strength and Dexterity Saving Throws for the remainder of combat.

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Mutagen (Mobility)

As a bonus action, you imbibe a Mutagen of Mobility. Immediately removes any grappled, restrained, or paralyzed conditions and gives you disadvantage on Strength and Dexterity Saving Throws for the remainder of combat.

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Mutagen (Precision)

As a bonus action, you imbibe a Mutagen of Precision. You gain a +2 Attack Bonus and have disadvantage on Strength Saving Throws for the remainder of combat.

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Mutagen (Rapidity)

As a bonus action, you imbibe a Mutagen of Rapidity. Your movement speed increases by 1 tile and you have disadvantage on Intelligence Saving Throws for the remainder of combat.

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Mutagen (Cruelty)

Requires Level 12
As a bonus action, you imbibe a Mutagen of Cruelty. You may make another weapon attack this turn and have disadvantage on Intelligence, Wisdom, and Charisma Saving Throws for the remainder of combat.

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Mutagen (Reconstruction)

Requires Level 12

As a bonus action, you imbibe a Mutagen of Reconstruction. For the remainder of combat, if you are below 50 hit points, you will regain hit points equal to your Attack Bonus at the start of each of your turns. Your movement speed is also decreased by 1 tile for the remainder of combat.

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Blood Curse of Corrosion

Requires Level 12

As a bonus action with a cost of 1 class resource and 1d8 damage to yourself, you cause a creature within 4 tiles of you to take 4d6 necrotic damage. They must also succeed on a Constitution Saving Throw (DC 8 + Spell Bonus) or become poisoned until properly cured by the appropriate means.

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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 but a glance. So the blood hunters who founded this order trusted to their resilience as they delved into the same 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.

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Bonus Proficiencies​

  • Skills: Deception

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Mystic Frenzy

When you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action (1d20 + Attack Bonus vs AC).

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Blood Curse of the Souleater

Requires Level 12

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As a free action with a cost of 1 class resource and 1d8 damage to yourself, offer up the life energy of a fallen creature to your patron in exchange for power, granting you both +2 to Proficiency bonus, resistance to all damage until the end of the turn and regaining a spent pact magic slot.

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Pact Magic

You augment your combat techniques with the ability to cast a minor spell from a patron of your choice. You are granted 2 pact magic slots to use for casting spells (not cantrips) that are recovered after a short rest. Patrons and their spells are as follows: The Archfey - Calm Emotions, The Fiend - Burning Hands, The Hexblade - Eldritch Smite, The Undying - Silence, or The Celestial - Lesser Restoration. See the Warlock class page for more information.

Eldritch Blast

Evocation

1 Action

V, S

 

A beam of crackling energy streaks towards a creature within range.

 

1d10 Force Damage

(1d20 + Spell Bonus vs AC)

Flavor Spells

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The following spells are included in the sorcerer's repertoire, however; these spells cannot be used in combat and do not consume a spell slot. They are only to be used to enrich the narrative of your roleplay. For spells that involve affecting another person, they should be treated as social rolls. They are fully consent based and cannot be used to force an outcome in a roleplay scenario. Some are available to a newly created character (Level 8) and others are unlocked at Level 10.

Control Flames

Transmutation

1 Action

S

 

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

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  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.

  • You instantaneously extinguish the flames within the cube.

  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.

  • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

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If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

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