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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards.

Portions of the materials used


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Blood Hunter

M
arred but resolute, his grimacing face
dripping with sweat, a half-orc reddens
a finger across his wounds to draw a
glowing, ruby glyph in the air. He grips
the weightless, completed sigil, twisting
it to unleash dark magical energies that
fire forward, cursing the stalking
behemoth from within its own veins to better even the odds.
A mysterious half-elf swathed in a worn cloak and rugged
leather armor carefully investigates a grizzly scene off the
roadway, her eyes flashing with recognition as she meditates
on the remnants of the massacre. The survivor who warily
hired her withdraws with a jump as the half-elf suddenly
shoots to her feet, sure in the knowledge of the culprit, where
it calls home, and how little time there is to find it.
Stepping into the lightless chambers of ancient dust and
lingering whispers, the halfling’s nose picks up the pungent
smell of imminent danger as she hears the scraping of bone
and claw on nearby stone. She winces as she runs her blade
across her palm, the steel transmuting her blood into glowing
runes of powerful magic, her sword suddenly engulfed in
arcane flames, eager to brand and burn the flesh of her
enemies.
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.
Sacrifice to Preserve Life
While most of the classic schools of magical study are well
known and widely respected, the less refined and macabre
incantations of Hemocraft have long been forbidden and lost
to most of the civilized world. Blood Hunters have reclaimed
these techniques away from the judging eyes of society,
finding blood magic’s esoteric nature effective against the
evils that often defy the divine powers that historically hold
the line.
Through careful study and practice, blood hunters have
honed the rites of hemocraft into their combat prowess,
forfeiting a facet of their health to infuse their weapons with
powerful blood magic and summoning the elements to
envelop their strikes.
They can sear an arcane brand into the body of their
quarry that hinders their foe’s abilities and punishes their
aggression, or call blood curses upon their enemies,
manipulating their bodies from the inside. Willing to suffer
whatever it takes to achieve victory, these adept warriors have Mercer's Blood Hunter
Remember this is just an alternate version of the
forged themselves into a potent force against the terrors that popular Blood Hunter class, by Matthew Mercer.
threaten the innocent. Although you don't need to reed it to understand
any of this version, please consider checking it out
before continuing, if you haven't already done it.
It's available at the DMs Guild.

2
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In choosing this path, a blood hunter has irrevocably given
a part of themselves to their cause, physically, emotionally,
and sometimes morally. The orders of blood hunters practice
their own unique ideals and methods, often employing
techniques with dark origins that test the strength and will of
these guardians. Many wrestle with the fear of losing this
struggle, so a life of discipline and vigilance drives their
travels as they wander the countryside in search of like-
minded adventurers and whispers of dark deeds afoot.
Creating a Blood Hunter
As you create a blood hunter, the most important aspects of
your character are why you were driven to this lifestyle, and
why do you seek to give up everything to wallow in the dark
with the evils you hunt? Did you lose a loved one to a fiendish
beast and now wish to prevent others from suffering the
A Monster to Fight Monsters same fate? Do you seek a sense of purpose and security, and
Whether driven by the wish to make a difference in a found this among the order that has take you in? Have you
dangerous world, the need to take vengeance for a great always carried a seed of darkness within you, and seek kin to
wrong they have suffered, being inspired by witnessing the watch over you and prevent you succumbing to it? Were you
strange and powerful techniques of another blood hunter in once a holy warrior who strayed from his faith and was cast
person, or just seeking a place to belong in an uncaring out, but still seek to give yourself to the cause of protecting
world, the reasons one may take up the Hunter’s Bane and the innocent? Or are you a criminal with a dark past seeking
choose this life are many and varied. In joining an order of to make amends, taking this life as a path of penance
blood hunters, one is also joining a tight family bound by What is your relationship with the powers of hemocraft
service to each other and the common cause. For many, this and the abilities it promises to grant you as you step closer to
is the only family they have known or have left, so the kinship its mastery? Do you respect and fear the ancient power that
felt between members of an order is a bond neigh surges through your veins, using them only when necessary?
unbreakable. Do you relish in the strength it offers you, embracing your
Beyond the boundaries of the order, however, the life of a gifts and using them freely? Are you worried the superstitions
blood hunter is often not an easy one. The rituals of the are right, and this power will eventually turn you into one of
Hunter’s Bane regularly leave one visibly changed and prone the monsters you hunt? Or has your study instilled you with
to unsettle common folk, and the witnessing of hemocraft the confident control of mind over matter, certain you can
can invoke a superstitious fear from even the most learned bend these gifts to bring a brighter dawn?
scholar. While some societies have come to accept the good Consider too that while a blood hunter belongs to an order,
deeds of the orders, many blood hunters publicly hide their many strike out on their own to do their best work. What
nature unless absolutely necessary, feeling more comfortable made you leave the comfort of your order? Do you intend to
in the wilds and wastes of the world where the Orders return, or have you decided you have more to learn in the
commonly train. Even so, the best work a blood hunter can world beyond? What do you seek in other adventurers that
do usually involves the poor and defenseless on the outskirts can help you meet your goals?
of society, those prone to the corrupting touch of fiends and While most blood hunters follow a path of good or
dark intension. Braving the threat of vilification, these dark neutrality in their pursuits, some have fallen to the dark,
protectors wade through civilization, earning coin as seductive side of hemocraft and use their abilities for selfish
mercenaries or bounty hunters, ever watching for the signs of and evil purposes. These deviants are always thrown from
something more nefarious beneath the surface. the order, and often hunted along with the creatures they
once trained to fell.

3
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Blood Hunter
Proficiency Hemocraft Blood Curses Blood Curse
Level Bonus Dice Known Uses Features
1st +2 — — — Blood Hunter Order, Crimson Rite
2nd +2 1 2 1 Fighting Style, Blood Maledict
3rd +2 1 2 1 Order Feature
4th +2 1 2 1 Ability Score Improvement
5th +3 2 2 1 Extra Attack
6th +3 2 3 2 Hardened Curse
7th +3 2 3 2 Order Feature
8th +3 2 3 2 Ability Score Improvement
9th +4 3 3 2 Thirst
10th +4 3 3 2 Order Feature
11th +4 3 4 3 —
12th +4 3 4 3 Ability Score Improvement
13th +5 4 4 3 Grim Senses
14th +5 4 4 3 Thirst improvement
15th +5 4 4 3 Order Feature
16th +5 4 4 3 Ability Score Improvement
17th +6 5 5 4 —
18th +6 5 5 4 Predilect Malediction
19th +6 5 5 4 Ability Score Improvement
20th +6 5 5 4 Sanguine Mastery

Quick Build Tools: Choose one from Alchemy supplies, Calligrapher's


You can make a blood hunter quickly by following these supplies, Painter's supplies or Tattooist's tools
suggestions. First, make Strength or Dexterity your highest Saving Throws: Strenght, Wisdom
ability score, depending on whether you want to focus on Skills: Choose two from Athletics, Acrobatics, Arcana,
melee weapons, or archery (or finesse weapons). Make History, Insight, Intimidation, Investigation, Medicine,
Wisdom your next highest if you plan to focus on the potency Perception, Religion, and Survival.
of blood curses and mystical power. Choose a higher Equipment
Constitution next, as you want to have extra hit points to burn
on your blood curses. Then, select the urchin or soldier You start with the following equipment, in addition to the
background. equipment granted by your background:
(a) scale mail or (b) leather armor
Class Features (a) a light crossbow and 20 bolts or (b) two handaxes
(a) a priest's pack or (b) an explorar's pack
As a Blood Hunter, you gain the following class features. two martial weapons
Hit Points Alternatively, you could begin with starting wealth of 4d4 x
Hit Dice: 1d10 per Blood Hunter level 10 gp and purchase starting items of your choice.
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution Optional Rule: Multiclassing
modifier per blood hunter level after 1st. If your group uses the optional rule on multiclassing in the
Player's Handbook, here's what you need to know if you
Proficiencies choose the blood hunter as one of your classes.
Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
4
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Ability Score Minimum. As a multiclass character, you Blood Maledict
must have at least a 13 in both Strength (or Dexterity), and
Wisdom to take a level in this class, or to take a level in You have survived a dangerous, long-guarded ritual that alters
another class if you are already a Blood Hunter. your life's blood, known as the Hunter's Bane, forever binding
Proficiencies Gained. If blood hunter isn't your initial you to the darkness and honing your strength against it. This
class, here are the proficiencies you gain when you take your bane empowers your body to control and shape hemocraft
first level as a blood hunter: light armor, medium armor, magic, using your own blood and life essence to fuel your
simple weapons, martial weapons. abilities
Pact Magic. If multiclassing Order of the Profane Soul
with warlock levels, add a third of your blood hunter levels Blood Curses
(rounded down) to your warlock levels and consult the spell At 2nd level, you gain the ability to channel a part of your vital
progression on the Warlock class table in the Player’s essence to curse and manipulate creatures through
Handbook for total spell slots, cantrips known, and spell slot hemocraft magic. You can use your blood curse once, and
level. gain more uses of this feature as shown in the Blood Curse
Uses of the Blood Hunter table. You regain all expended uses
Blood Hunter Order when you finish a short or long rest.
Choose an order of blood hunters, which reflects your Blood curses last for 1 minute and you must maintain
relation with the hemocraft magic: Order of the Ghostslayer, concentration during that time, as if you were casting a spell.
Order of the Profane Soul, Order of the Mutant, or Order of Blood Curses Known
the Lycan, all detailed at the end of the class description. The You learn two blood curses of your choice, detailed in the
order you choose grants you features at 1st level, and again at "Blood Curses" section at the end of the class description.
3rd, 7th, 10th, and 15th level. The Blood Curses Known column of the Blood Hunter table
Crimson Rite shows when you learn more Blood Curses of your choice.
Additionally, when you gain a level in this class, you can
You learn to invoke a rite of hemocraft to draw blood within choose one of the blood curses you know and replace it with
yourself to recover some vitality. On your turn, you can use another blood curse of your choice.
your bonus action to spend a Hit Die to regain hit points
equal to one roll of your Hit Die + your Constitution modifier Hemocraft Die
(with a minimum bonus of +1). When you use your Blood Maledict, you choose which curse
You can take this action a number of times equal to your to invoke. While invoking a blood curse, you lose a number of
proficiency bonus, and you regain all expended uses when hit points equal to one roll of your hemocraft die, which is a
you finish a long rest. d4.
At 5th level, you gain the ability to empower your curses.
Fighting Style When you invoke a blood curse, you may lose a number of hit
At 2nd level, you adopt a particular style of fighting as your points equal to two rolls of your hemocraft die instead of one.
specialty. Choose one of the following options. You can't take This extra hemocraft die is used to fuel additional effects for
a Fighting Style option more than once, even if you later get your curse, detailed in each curse in the "Blood Curses"
to choose again. section.
You may spend more hemocraft dice in this manner as
Archery shown in the Hemocraft Dice column of the Blood Hunter
You gain a +2 bonus to attack rolls you make with ranged table. Hit points you lose by spending hemocraft dice can't
weapons. provoke you to lose concentration, except it incapacitates
you. Hit points lost by spending hemocraft dice ignore
Dueling immunity, resistance and temporary hit points. Creatures that
When you are wielding a melee weapon in one hand and no do not have blood in their bodies are immune to blood
other weapons, you gain a +2 bonus to damage rolls with that curses.
weapon. Hemocraft Ability
Great Weapon Fighting Wisdom is your hemocraft ability for your blood curses, since
When you roll a 1 or 2 on a damage die for an attack you your control over blood draws upon your raw attunment to
make with a melee weapon that you are wielding with two the primal creatures essence. You use your Wisdom
hands, you can reroll the die and must use the new roll, even whenever a curse refers to your hemocraft ability. In addition,
if the new roll is a 1 or a 2 . The weapon must have the two- you use your Wisdom modifier when setting the saving throw
handed or versatile property for you to gain this benefit. DC for a curse you invoke.
Two-Weapon Fighting Hemocraft Save DC = 8 + your proficiency bonus +
When you engage in two-weapon fighting, you can add your your Wisdom modifier
ability modifier to the damage of the second attack.

5
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Thirst
At 9th level, the wounds of your enemies awakes a primal
instinct within you. Once per turn, you can place a thirst
mark to each hostile creature within 30 feet that has half or
less of its hit points maximum or that is bleeding. This mark
last until the end of your next turn, and you can place this
mark to an already marked creature to reset the duration, but
for a creature to be eligible, it needs to have functional blood
in its body. You can effectively see any marked creature even
if you are blinded, in magical darkness, or the creature is
invisible, and your speed is increased by 5 feet for each active
mark, up to a maximum of 30 feet.
At 14th level, the range of this instinct is increased to 60
feet.
Grim Senses
By 13th level, your awareness of the living creatures are
always exalted. You can't be surprised by creatures with
blood, and you may give yourself a bonus to your initiative
rolls equal to your Wisdom modifier.
Additionally, you can track any creature which blood you
have access to, as long as you are in the same plane of
existence. To get the amount and the conditions for the blood
to be suitable, it requires you to receive it willingly from the
creature. Alternatively, if a creature is unconscious, you can
expend 1 minute retrieving blood you can use for this feature.
You need a separate empty vial for each creature's blood.
Predilect Malediction
At 18th level, you uncover the secrets of one of your blood
curses increasing your hemocraft dice limit for that blood
curse to 8. In addition, you may use the chosen blood curse
once without counting for your blood curse uses. You regain
the ability to do so when you finish a short or long rest.
You may spend a workweek of downtime to research
another blood curse. When you finish this period, you gain
the benefits of this feature for the new chosen curse in place
Ability Score Improvement of the previous one.
When you reach 4th level, and again at 8th, 12th, 16th and Sanguine Mastery
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by While you are concentrating on a blood curse, you may
1. As normal, you can’t increase an ability score above 20 invoke another one while maintaining concentration on the
using this feature first by spending one additional hemocraft die. This die
counts for your limit. At the beginning of your turn, if you are
Extra Attack concentrating on two blood curses, you must spend one
Beginning at 5th level, you can attack twice, instead of once, hemocraft die or lose concentration on both curses.
whenever you take the Attack action on your turn. Whenever you are forced to make a saving throw for
maintaining concentration, you make only one and on a
Hardened Curse failure, you lose concentration on both.
Once you use this feature, you can't use it again until you
Beginning at 6th level, you learn to harden your connection to finish a long rest.
your blood curses. Whenever you make a saving throw to
maintain your concentration on a blood curse, you can lose a
number of hit points equal to one roll of your hemocraft die to Custom properties and conditions
reroll it and take the second result. In this document there are new weapon
You also learn to use your own blood to affect bloodless properties and conditions that help to capture
creatures. When you invoke a blood curse, you may spend an some of the flavor for this class. You can found the
additional hemocraft die to target any creature, whether it description of those at the end of the class. Most
has blood or not. This die does not count against your of them are from /u/ApostolApostolov's great
hemocraft dice limit. compendium, Grit and Glory.

6
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In addition, whenever you use your Crimson Rite feature,
Blood Hunter Orders you gain a number of temporary hit points equal to the
There are a handful of secretive orders of blood hunters that amount of hit points regained.
guard their cryptic techniques and rituals. One must adhere Rites of the Exorcist
to one of these orders to even be granted access to the At 15th level, you've honed your hemocraft to tear wicked
Hunter’s Bane rite that starts their journey, and only once influence from your allies. You learn the Protective Curse for
they’ve proven their dedication and ability will the secrets of your Blood Maledict feature. If you already know this curse,
the order begin to be revealed. It’s within these small, you learn a different blood curse of your choice. This doesn’t
enigmatic sects that the real power of a blood hunter is count against your number of blood curses known.
learned. Additionally, the Protective Curse gains the following
modifiers:
Order of the Ghostslayer
The Order of the Ghostslayer is the oldest of the orders, Resilient (1 hemocraft die): For the duration, the first time
having originally rediscovered the secrets of blood magic and the target would drop to 0 hit points as a result of taking
refined them for combat against the scourge of undeath. damage, the target drops to 1 hit point instead.
Ghostslayers seek out and study the moment of death, Cleansing (4 hemocraft dice): You cast the greater
obsessing over the mysteries of the transition and how it can restoration spell on the target, without needing to provide the
become corrupted by unholy powers to rise once more. material component for the spell. Alternatively, you may end
Tuning their abilities to annihilate such abominations, these one effect that possesed the target.
zealous blood hunters seek out the sources of such
necromantic energies, intent to destroy them wherever they Order of the Profane Soul
arise.
Those who have taken to the Order of the Profane Soul have
Order of the Ghostslayer Features seen the limits of hemocraft against some of the most ancient
Level Feature and cruel fiends and terrors of the world. Unable to pursue
1st Bonus Proficiency
beings of such power, this order trusted in their resilience
and delved into this same well of corrupting arcane
3rd Shelter from the Unholy knowledge, making pacts with lesser evils to better combat
7th Ethereal Step
the greater.
While they may have traded a part of themselves, members
10th Hardened Spirit of this order believe the power gained far outweighs the
15th Rites of the Exorcist price, for even devils now quake when they know they've
drawn the attention of the Order of the Profane Soul.
Bonus Proficiency Order of the Profane Soul Features
When you choose this order at 1st level, you gain proficiency Level Feature
with heavy armor and shields.
1st Bonus Cantrip, Bonus Proficiency
Shelter from the Unholy 3rd Otherwordly Patron, Pact Magic, Eldritch Hunter
Beginning at 3rd level, your order teaches advanced
protection against those who you seek. You have resistance to 7th Revealed Arcana
necrotic damage, and you can cast protection from evil and 10th Mystic Protection
good a number of times equal to your proficiency bonus. You
regain all expended uses when you finish a long rest, and 15th Rites of the Beneficiary
while you have no uses available, you can spend one use of
your Blood Maledict feature to use this feature again. Bonus Cantrip
Additionally, undead creatures count as having blood for When you choose this order at 1st level, you gain the eldritch
the purposes of affecting them with your blood curses. blast cantrip if you don't already know it. This cantrip doesn't
count against the number of cantrips known on later levels,
Ethereal Step when you get the Pact Magic feature.
At 7th level, you learn to step through the Ethereal Plane. As
a bonus action, you can cast the etherealness spell with this Bonus Proficiency
feature, without expending a spell slot, but the spell ends at Also at 1st level, you learn one language of your choice. You
the end of the current turn. also become proficient in your choice of one of the following
Once you use this feature, you can't use it again until you skills: Arcana, History, Investigation or Religion.
finish a short or long rest.
Hardened Spirit
Beginning at 10th level, you can't be possesed by any means
and you gain the benefits of your Thirst feature with undead
creatures, whether a creature of this type is below half its hit
points maximum or not.

7
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Otherworldly Patron Spells Known of 1st Level and Higher. At 3rd level, you
When you reach 3rd level, you strike a bargain with an know two 1st-level spells of your choice from the warlock
otherworldly being of your choice: the Archfey, the Fiend, or spell list.
the Great Old One, each detailed in the Player’s Handbook, The Spells Known column of the Profane Soul table shows
the Undying within the Sword Coast Adventurer’s Guide, the when you learn more warlock spells of your choice of 1st
Celestial and Hexblade Curse in Xanathar’s Guide to level and higher. A spell you choose must be of a level no
Everything, and the Fathomless and the Genie in Tasha's higher than what’s shown in the table’s Slot Level column for
Cauldron of Everything. Your choice augments some of your your level. When you reach 11th level, for example, you learn
order features. a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class and order,
Profane Soul Spellcasting you can choose one of the warlock spells you know and
Blood replace it with another spell from the warlock spell list, which
Hunter Cantrips Spells Spell Slot Invocations also must be of a level for which you have spell slots.
Level Known Known Slots Level Known Spellcasting Ability. Wisdom is your spellcasting ability
for your warlock spells, so you use your Wisdom whenever a
3rd 2 2 1 1st — spell refers to your spellcasting ability. In addition, you use
4th 2 2 1 1st — your Wisdom modifier when setting the saving throw DC for
a warlock spell you cast and when making an attack roll with
5th 2 3 1 1st — one.
6th 2 3 2 1st —
7th 2 4 2 2nd 2 Spell Save DC = 8 + your proficiency bonus +
8th 2 4 2 2nd 2 your Wisdom modifier

9th 2 5 2 2nd 2 Spell attack modifier = your proficiency bonus +


10th 3 5 2 2nd 2 your Wisdom modifier
11th 3 6 2 2nd 2 Eldritch Hunter
12th 3 6 2 2nd 3 Beginning at 3rd level, your weapon becomes a core to your
pact with your chosen dark patron. You can perform a 1
13th 3 7 2 3rd 3 minute rite to bond with a weapon within 5 feet of your
14th 3 7 2 3rd 3 choice. Weapons created by the Cursed Weapon curse, are
already bonded and you don't need to perform the rite to get
15th 3 8 2 3rd 3 the benefits with it. You can use your bonded weapon as a
16th 3 8 2 3rd 3 spellcasting focus (found in chapter 5 of the Player's
Handbook) for your warlock spells, and you gain advantage
17th 3 9 3 3rd 3 on attacks against a specific type of creature based on your
18th 3 9 3 3rd 4 chosen pact as shown in the Creature Type, if its challenge
rating is at or below a threshold equal to half your blood
19th 3 10 3 4th 4 hunter level.
20th 3 11 3 4th 4
Creature Type
Pact Magic Otherwordly
Patron Creature Type
When you reach 3rd level, you can augment your combat
techniques with the ability to cast spells. See chapter 10 of The Archfey Feys
the Player’s Handbook for the general rules of spellcasting The Fiend Fiends
and chapter 11 of the Player’s Handbook for the Warlock
spell list. The Great Old One Aberrations
Cantrips. You learn two cantrips of your choice from the The Undying Undeads
warlock spell list. You learn an additional warlock cantrip of
your choice at 10th level. The Celestial Celestials
Spell Slots. The Profane Soul Spellcasting table shows Hexblade Curse Humanoids
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. The Fathomless
Creatures with natural swimming
To cast one of your warlock spells of 1st level or higher, you speed
must expend a spell slot. You regain all expended spell slots The Genie Elementals
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.

8
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Revealed Arcana Scarring (4 hemocraft dice): Whenever you hit a creature
At 7th level, you gain two eldritch invocations of your choice. with the cursed weapon, that creature has disadvantage on
Your invocation options are detailed at the end of the Warlock the next saving throw it makes against a blood curse or spell
class description, and you count half your blood hunter levels you cast before the end of your next turn.
as class levels for prerequisite purposes. When you gain Order of the Mutant
certain blood hunter levels, you gain additional invocations of
your choice, as shown in the Invocations Known column of The process of the Hunter’s Bane is a painful, scarring, and
the Profane Soul Spellcasting table. sometimes fatal experience. Those that survive find
Additionally, when you gain a level in this class, you can themselves irrevocably changed, enhanced. Some found this
choose one of the invocations you know and replace it with experience exalting, embracing the ability to alter one’s own
another invocation that you could learn at that level. physiology through a combination of hemocraft and
corrupted alchemy. Over generations of experimentation, a
Mystic Protection splinter order of blood hunters began to emerge, one that
At 10th level, your patron hones your defenses against related focused on brewing toxic elixirs to modify their capabilities in
dangers, based on the pact you posses. battle, altering their blood and, over time, become something
The Archfey. You have advantage on saving throws against beyond what they once were. They called themselves the
being charmed or frightened. Order of the Mutant. Researching their targets to know their
The Fiend. You have resistance to fire and poison damage. strengths and weaknesses, these blood hunters can alter
The Great Old One. You have resistance to psychic their biology to be best prepared for the coming conflict.
damage, and you are immune to magic that allows other
creatures to read your thoughts or determine whether you Order of the Mutant Features
are lying. Level Feature
The Undying. You have resistance to necrotic damage, and 1st Life Threating, Communal Rite
spells and other magical sources can't prevent you from
regaining hit points. 3rd Mutagencraft
The Celestial. You have resistance against radiant 7th Exalted Mutation
damage. Also, when you are forced to make a saving throw, 10th Strange Metabolism
you can use your reaction to roll a d6, and add the number
rolled to the result. You can choose to do so after you roll the 15th Rites of the Scientist
die for the saving throw, but before the DM tells you whether
you succeed or fail. Once you use this ability you must Life Threating
complete a short or long rest before you can use it again. When you choose this order at 1st level, you become
Hexblade Curse. Strength (Athletics) checks made to proficient in your choice of the Intimidation or Medicine skill.
grapple you are made at disadvantage. Also you can use a Your proficiency bonus is doubled for any ability check you
bonus action on your turn to turn invisible, along with any make that uses that skill.
equipment you are wearing or carrying, until the beginning of
your next turn. Once you use this ability you must complete a Communal Rite
short or long rest before you can use it again. Also starting at 1st level, you learn deeper knowledge of your
The Fathomless. You have resistance to cold damage. In Crimson Rite, amplifying your own recovery and how to use
addition, you gain a swimming speed of 40 feet, and you can the blood to accelerate others natural healing. As an action,
breathe underwater. you can spend one Hit Die and one use of your Crimson Rite
The Genie. You have resistance to a damage type feature on another creature of your choice within 5 feet.
determined by your patron’s kind: bludgeoning (dao), thunder When you do so, the target regains hit points equal to one roll
(djinni), fire (efreeti), or cold (marid). In addition, as a bonus of your Hit Die + its Constitution modifier (with a minimum
action, you can give yourself a flying speed of 60 feet that bonus of +1).
lasts until the end of your turn, during which, opportunity Additionally, whenever you use the Crimson Rite feature on
attacks against you are made at disadvantage. Once you use yourself, you may add your Wisdom modifier to the amount of
this ability you must complete a short or long rest before you hit points you regain (with a minimum bonus of +1).
can use it again.
Mutagencraft
Rites of the Beneficiary Beginning at 3rd level, you learn forbidden alchemical
At 15th level, you receive the secret to summon with your formulas that temporarily alter abilities. At the end of a short
hemocraft weapons that reflects the raw power of your or long rest, you can concoct a single mutagen. The number
patron. You learn the Cursed Weapon curse for your Blood of mutagens you can create between rests increases by one at
Maledict feature. If you already know this curse, you learn a 7th level, and again at 15th level.
different blood curse of your choice. This doesn’t count As a bonus action you can consume a single mutagen, and
against your number of blood curses known. Additionally, the the effects and side effects last for 1 minute, unless otherwise
Curse Weapon gains the following modifiers: specified. Mutagens are designed for your biology and have
Frenzied (1 hemocraft die): When you use your action to cast no effect on other creatures. They are also unstable by
a cantrip, you can immediately make one weapon attack with nature, losing their potency over time and becoming inert if
the Cursed Weapon as a bonus action. not used before you finish your next short or long rest.

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Formulas. At 3rd level, you learn three mutagen formulas of Additionally, the Sickening Curse gains the following
your choice. Your formula options are detailed at the end of modifiers:
this order description. You gain an additional formula at 7th
level, 10th level and 15th level. Modified (1+ hemocraft die): You change the initial damage
Additionally, when you gain a level in this class, you can type to one of the following types: acid, necrotic, radiant. The
choose one of the formulas you already know and replace it curse also deals an additional 2d10 damage of the chosen
with a new mutagen formula. type for each die spent.
Exalted Mutation Stunning (4 hemocraft dice): The target is stunned for the
At 7th level, your body has adapted to the point it can duration. A shapechanger or creature polymorphed makes its
eliminate, maintain and produce your toxins at your will. The saving throw with disadvantage. On a failure, it also instantly
duration of the effects and side effects now last for 1 hour, reverts to its original form and can't assume a different form
unless otherwise specified. until the end of the curse.
Moreover, while one or more mutagens are affecting you, Mutagens
you can use a bonus action to focus and flush specific toxins These mutagens are presented in alphabetical order. You can
from your system, ending the effects and side effects of one learn a mutagen at the same time you meet its prerequisites.
mutagen of your choice. Once per long rest, when you end Aether. (11th Level Required) You gain a flying speed of 40
the effects of a mutagen, you may have another mutagen you feet. As a side effect, you gain disadvantage on Strength and
know the formula for take the effect in its place, without Dexterity ability checks.
needing to concoct it in advance. Alluring. Your skin and voice become malleable, allowing
Strange Metabolism you to slightly enhance your appearance and presence. You
When you reach 10th level, your body has begun to adapt to have advantage on Charisma ability checks. As a side effect,
toxins and venoms, ignoring their corroding effects. You gain you gain disadvantage on initiative rolls.
immunity to poison. Celerity. Your Dexterity score increases by 1, as does your
In addition, you can instill a burst of adrenaline to Dexterity maximum. This bonus increases by 1 at 7th level
temporarily resist the negative effects of a mutagen. As a (+2) and 15th level (+3). As a side effect, your Constitution
bonus action, you can choose to ignore the side effect of a score decreases by the same amount.
mutagen affecting you for 1 minute. Cruelty. (11th level required) When you use the Attack
Once you use this feature to resist side effects, you can’t do action, you can make an additional weapon attack as a bonus
it again until you finish a long rest. action. As a side effect, you gain disadvantage on Intelligence,
Wisdom, and Charisma saving throws.
Rites of the Scientist Defensive. You gain advantage on Constitution ability
Starting at 15th level, your blood curse can wrack a creature's checks and saving throws. As a side effect, you gain
body with terrible toxins. You learn the Sickening Curse for disadvantage on Dexterity ability checks and saving throws.
your Blood Maledict feature. If you already know this curse, Deftness. You gain advantage on Dexterity ability checks
you learn a different blood curse of your choice. This doesn't and saving throws. As a side effect, you gain disadvantage on
count against your number of blood curses known. Wisdom ability checks and saving throws.
Embers. You gain resistance to fire damage. As a side
effect, you gain vulnerability to cold damage.
Gelid. You gain resistance to cold damage. As a side effect,
you gain vulnerability to fire damage.
Impermeable. You gain resistance to piercing damage. As
a side effect, you gain vulnerability to slashing damage.
Mobile. You are immune to the grappled condition. At 11th
level, you also are immune to the restrained condition. As a
side effect, you gain disadvantage on attack rolls.
Nighteye. You gain darkvision for up to 120 feet. If you
already have darkvision, this increases its range by 30
additional feet. As a 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
and saving throws. As a side effect, you gain disadvantage on
Constitution ability checks and saving throws.
Potency. Your Strength score increases by 1, as does your
Strength maximum. This bonus increases by 1 at 7th level
(+2) and 15th level (+3). As a side effect, your Wisdom score
decreases by the same amount.
Precision. (7th level required) Your weapon attacks score
a critical hit on a roll of 19-20. As a side effect, critical hits
against you deal one additional damage die.

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Rapidity. Your speed increases by 10 feet. As a side effect, Primal Senses
opportunity attacks against you are made at advantage. Also starting at 1st level, you begin to adopt the improved
Reconstruction. (10th level required) At the start of each abilities of a natural hunter. You gain advantage on Wisdom
of your turns, you regain hit points equal to your proficiency (Perception) checks depending on your bestial attunement.
bonus if you have at least 1 hit point but no more than half of At 3rd level, your senses get heightened, gaining additional
your hit points left. As a side effect, your speed decreases by benefits.
10 ft. Feral. You gain advantage on Wisdom (Perception) checks
Sagacity. Your Wisdom score increases by 1, as does your that rely on hearing. At 3rd level, you can't be surprised by
Intelligence maximum. This bonus increases by 1 at 7th level creatures within 10 feet of you, provided it can be sound in
(+2) and 15th level (+3). As a side effect, your Dexterity score the radius.
decreases by the same amount. Predator. You gain advantage on Wisdom (Perception)
Shielded. You gain resistance to slashing damage. As a checks that rely on smelling. At 3rd level, you gain advantage
side effect, you gain vulnerability to bludgeoning damage. on Wisdom (Survival) checks made to track other creatures,
Unbreakable. You gain resistance to bludgeoning damage. provided they can leave a feint track of smell.
As a side effect, you gain vulnerability to piercing damage. Swift. You gain advantage on Wisdom (Perception) checks
Vermillion. You gain an additional use of your Blood that rely on sight. At 3rd level, you can see up to 1 mile away
Maledict feature. As a side effect, you gain disadvantage on with no difficulty, able to discern even fine details as though
death saving throws. looking at something no more than 100 feet away from you.
Order of the Lycan Hybrid Transformation
Of the many terrible curses that plague the realm, few are as At 3rd level, you begin to learn to control the lycanthropic
ancient or as feared as Lycanthropy. Passed through blood, curse that now lives in your blood. As a bonus action, you can
this affliction seeds a host with the savage strength and transform into your hybrid form for up to 1 hour. You can
hunger for violence of a wicked beast. The Order of the Lycan speak, use equipment, and wear armor in this form. You can
is a proud order of blood hunters who undergo “The Taming,” revert to your normal form earlier as a bonus action. You
a ceremonial inflicting of lycanthropy from a senior member. automatically revert to your normal form if you fall
These hunters then use their abilities to harness the power of unconscious, drop to 0 hit points, or die.
the monster they harbor without losing themselves to it. You can use this feature a number of times equal to your
Through intense honing of one’s own willpower, combined proficiency bonus, and you regain all expended uses when
with the secrets of the order’s blood magic rituals, members you finish a long rest. While you have no uses available, you
learn to control and unleash their hybrid form for short can spend one use of your Blood Maledict feature to use this
periods of time. Enhanced physical prowess, unnatural feature again. While you are transformed, you gain the
resilience, and razor sharp claws make these warriors a following features:
terrible foe to any evil that crosses their path. Yet, no training Resilient Hide. You have resistance to bludgeoning,
is perfect, and without care and complete focus, even the piercing, and slashing damage from nonmagical attacks not
greatest of blood hunters can temporarily lose themselves to made with silver weapons. While you are not wearing any
the bloodlust. armor, your Armor Class equals 10 + your Dexterity modifier
+ your Constitution modifier.
Order of the Lycan Features Predatory Strikes. You can use Dexterity instead of
Level Feature Strength for the attack and damage rolls of your unarmed
1st Bestial Attunement, Primal Senses strikes. When you use the Attack action with an unarmed
strike, you can make an unarmed bite attack as a bonus
3rd Hybrid Transformation, Primal Senses improvement action.
7th Shapechanger Fortitude Your unarmed strikes deal 1d6 slashing damage, and your
bite attack deals 1d8 piercing damage. The damage increases
10th Advanced Transformation to 1d8 and 1d10 at 11th level, respectively.
15th Rites of the Beast

Bestial Attunement
When you choose this order at 1st level, you choose a bestial
attunement and gain its feature. You start showing minor
physical attributes that reflects your attunement. You must
choose between the following options: Feral, Predator or
Swift. You also gain advantage on Wisdom and Charisma
checks on social interactions with beasts and other
lycanthropes in hybrid or animal form.

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Unarmed. (1 hemocraft die): Your claws are the only weapon
you need. You have a +1 bonus to the attack and damage rolls
The Onus of Lycanthropy made using them, and you have advantage on Strength
Those inducted into the Order of the Lycan (Athletics) checks made to grapple a creature.
choose this path with conviction, understanding
the terrible burden it is and the challenges it
In addition, you are adept at moving through different
brings. Where most who embrace this curse grow environments, depending on your bestial attunement.
wicked, mad, even murderous, these blood hunters Feral. You gain swimming speed equal to your walking
accept the gifts of the beast while maintaining speed.
control through intense training and blood magic. Predator. Your walking speed increases by 10 feet and you
These factors enable a member of the Order of the ignore difficult terrain.
Lycan to prevent the spread of their curse through Swift. You gain climbing speed equal to you walking speed.
blood, should they wish to. One of the most sacred
oaths of this order is to never infect another Rites of the Beast
without the order’s sanction. At 15th level, you've honed your hemocraft to tear wicked
Should a member of the Order of the Lycan be
cured of the lycanthropic curse, it is a terrible
influence from your allies. You learn the Marking Curse for
shame on their name, the order, and those who
your Blood Maledict feature. If you already know this curse,
carry the curse still. There have been passages you learn a different blood curse of your choice. This doesn’t
written about members being cleansed against count against your number of blood curses known.
their will, but those brothers and sisters readily Additionally, the Marking Curse gains the following
return to the order to undergo a renewed initiation modifiers:
of The Taming, reintroducing the curse to their
bodies and restoring their honor. Persistent (1 hemocraft die): If the target drops to 0 hit
Lycanthropy comes in many forms. Each version points before this curse ends, you can use a bonus action on
of the curse is bound to a specific beast: wolf, a subsequent turn of yours to mark a new creature.
bear, tiger, boar, and rat are a few of the more well-
known variations. The strain of the curse defines Vicious (4 hemocraft dice): Each time you hit the marked
the beast a hybrid form will share, and the bestial creature with an unarmed attack, you decrease the number
attunement features are the reflection of that form. you need to roll on the d20 to score a critical hit by 1.
Whenever you score a critical hit, you regain hit points equal
to half the amount of damage dealt and revert the number
needed to get the critical hit to the original.
Bloodlust. If you begin your turn with no more than half of
your maximum hit points, you must succeed on a Wisdom Blood Curses
saving throw DC 10 or move directly towards the nearest
creature to you and use the Attack action against that Binding Curse
creature. You can choose whether or not to use your Extra Blood Curse
Attack feature for this frenzied attack. If there is more than Casting Time: 1 action
one possible target, you choose the target of your attacks. You Range: 30 feet
then regain control for the remainder of your turn.
If you are under an effect that prevents you from Crimson veins appear below your enemy, binding a creature
concentrating (like the barbarian’s Rage feature), you of your choice within range. These bloody tendrils then lash
automatically fail this saving throw. out to another target you choose, which must be within 10
feet of the first target. Both creatures must succeed on a
Shapechanger Fortitude Strength saving throw, or be binded. At the beginning of its
Starting at 7th level, you learn to unleash and control more of turn, if a binded creature is more than 30 feet apart of the
the beast within. While in your hybrid form, your unarmed other, it can repeat the saving throw, ending the effect on a
strikes are considered magical for the purpose of overcoming success. If one of the targets saves, the curse ends
resistance and immunity to nonmagical attacks and damage. immediately.
In addition, you gain the following benefit depending on On your turn, after you deal damage to a binded creature,
your bestial attunement: you may use a bonus action to deal the same amount of
Feral. While you are not wearing heavy armor, you gain a damage to the other creature binded by this curse. The
+1 bonus to your AC. damage type dealt with this effect is necrotic, regardless of
Predator. You have advantage on an attack roll against a the triggering damage type.
creature if at least one of your allies is within 5 feet of the When you invoke this curse, you can spend hemocraft dice
creature and the ally isn't incapacitated. up to your limit to add the following modifiers to Binding
Swift. You can take the Dash or Disengage action as a Curse (you may add multiple modifiers). Take into account,
bonus action on each of your turns. invoking the curse already spends one of your dice.
Advanced Transformation Remote (1+ hemocraft die): The distance needed to repeat
At 10th level, if you know the Cursed Weapon curse, or if you the save and the casting range of the curse, increases by 10
learn it on later levels, while in hybrid form it gains the feet for each die spent.
following modifier:

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Hindering (1 hemocraft die): Binded creatures speeds are
halved for the duration of the curse. Quickened (2 hemocraft dice): You cast the haste spell on
yourself.
Shackled (2 hemocraft dice): When you invoke this curse,
binded creatures are restrained until the end of their next Safety (3 hemocraft dice): For the duration, you may add
turn. your Wisdom modifier (with a minimum bonus of +1) to all
saving throws.
Spontaneous (3 hemocraft dice): Whenever a binded
creature you can see takes damage, you can use you reaction Cursed Aura
to deal the same amount to the other affected creature. Blood Curse
Casting Time: 1 action
Cursed Augmentation Range: Self
Blood Curse
You invoke a cursed zone of crimson mist 10 feet around you.
Casting Time: 1 bonus action Creatures of your choice are unaffected by it. When a
Range: Self creature enters the area for the first time on a turn or starts
You focus on the control of your own blood vessels, achieving its turn there, it must make a Constitution saving throw. On a
stronger physical capabilities. For the duration, whenever you failed save, the creature takes 1d10 slashing damage. On a
make a Strength or Dexterity check, you may add your successful save, the creature takes half as much damage.
Wisdom modifier (with a minimum bonus of +1) to the roll. When you invoke this curse, you can spend hemocraft dice
When you invoke this curse, you can spend hemocraft dice up to your limit to add the following modifiers to Cursed Aura
up to your limit to add the following modifiers to Cursed (you may add multiple modifiers). Take into account, invoking
Augmentation (you may add multiple modifiers). Take into the curse already spends one of your dice.
account, invoking the curse already spends one of your dice.
Expanded (1-4 hemocraft die): The range of the zone
Potent (1+ hemocraft die): Once before the curse ends, you increases by 5 feet for each die spent.
can give yourself advantage on weapon attack rolls on your
turn. For that turn, one attack you hit deals an extra 1d12 Savage (1+ hemocraft die): The curse deals an additional
necrotic damage for each die spent. You may choose which 1d10 damage for each die spent.
attack you add damage to after hit. Baneful (1 hemocraft die): Whenever a creature that fails the
Weightless (1 hemocraft die): Your jump distance is tripled saving throw, makes an attack roll or saving throw before the
until the curse ends. In addition, whenever you receive falling beginning of its next turn, the target must roll a d4 and
damage, you may reduce it by an amount equal to twice you subtract the number rolled from the attack roll or saving
blood hunter level. throw.

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Tripping (3 hemocraft dice): You can use your bonus action Immediately after you hit a creature with this weapon, you
to force affected creatures within range that are no more than may use a bonus action to grapple the target with it. If you hit
one size larger than you, to make a Strength saving throw. On the target twice this turn, you have advantage in your
a failure, the creature retakes the curse damage and falls Strength (Athletics) check. If you succeed, you may pull the
prone. grappled creature up to 15 feet in a straight line towards you.
You can't have more than one creature grappled in this way.
Cursed Weapon
Blood Curse Entangling Curse
Casting Time: 1 bonus action Blood Curse
Range: Self Casting Time: 1 bonus action
You conjure a weapon in your hand, formed from the same Range: 30 feet
blood you sacrificed. The weapon can take any form from the You entangle a creature to yourself, creating an invisible force
Weapons table in the Player's Handbook. It deals the same that binds it to you. Choose a creature within range that is no
amount and type of its mundane counterpart, but it counts as more than one size larger than you. For the duration, if the
magical for purposes of overcoming resistance and immunity target attempts to move away from you, it must make a
to nonmagical attacks and damage. Once per turn, you may Wisdom saving throw, or be unable to move further than 20
add an extra 1d4 damage to one attack you make with it. feet away until the start of its next turn.
If you create a weapon with the ammunition property, it If the target starts its turn more than 20 feet from you, it
produces it's own. When you drop the weapon or throw it, as must make a Strength saving throw, or be dragged 10 feet
well as when the ammunition impacts, it dissipates at the end towards you. If the target succeeds in this saving throw for
of your turn, leaving a small blood stain. two turns in a row, the curse ends immediately.
When you invoke this curse or as a bonus action, you can When you invoke this curse, you can spend hemocraft dice
morph the weapon into different forms, spending the up to your limit to add the following modifiers to Entangling
hemocraft dice cost (1 in case of basic weapons when Curse (you may add multiple modifiers). Take into account,
changing form). While the spell persists, you can use a bonus invoking the curse already spends one of your dice.
action to cause the weapon to reappear in your hand. You can
do both effects using the same bonus action. Reaching (1 hemocraft die): You can use your bonus action
to force the entangled creature to make a Strength saving
Defensive (1 hemocraft die): You create a melee weapon throw. On a failure, the target receives 1d4 necrotic damage
without the two-handed property and a shield. You are for each hemocraft die spent in total when you invoke this
proficient with this shield. curse, and its pulled up to 10 feet in a straight line towards
you.
Paired (1 hemocraft die): You create two melee weapons of
the same type. You may deal the extra 1d4 damage once per Tighten (1-2 hemocraft die): The maximum range the target
turn with each weapon. can move when failing the saving throw, and the range from
which is dragged at the beginning of its turns, are reduced by
Serrated (2 hemocraft dice): You create a sharp great 10 feet for each die spent, up to a minimum of 5 feet.
weapon that counts as a martial melee weapon, it deals 1d10
damage and has the cruel, reach and two-handed properties. Magnified (1 or 3 hemocraft die): You can target creatures
On your turn, when you hit a creature with this weapon, two sizes larger than you. Spending 3 hemocraft dice in this
you may choose another creature within 5 feet of the target modifier makes you able to target creatures three sizes larger
and within your reach. If you would hit that creature with the instead.
attack roll, you may deal the weapon's damage. You don't add
your ability modifier to this damage, unless that modifier is Tethering (2 hemocraft dice): If the entangled creature
negative. Additionally, when you score a critical hit to a attempts to teleport or cross planar boundaries, it must make
creature with this weapon, the target must succeed on a a Charisma saving throw. On a failure, the teleport or plane
Constitution saving throw or it starts bleeding. shift fails.
Fearful Curse
About Melee Cover Blood Curse
Keep in mind that an attack does not have to be Casting Time: 1 action
a range attack to be affected by cover. If any of the
creatures targeted by your Serrated Cursed
Range: 30 feet
Weapon is behind a source that normally would You understand the fragility of the creatures sanity, and you
grant cover, take it into account when calculating if are able to touch whatever breaks it. Up to three creatures of
your attack does hit. your choice that you can see within range must succeed on a
Wisdom saving throw or be shaken until the end of the curse.
When you invoke this curse, you can spend hemocraft dice
Chained (3 hemocraft dice): You create two blades connected up to your limit to add the following modifiers to Fearful
to each other by a blood dripping chain. The weapon counts Curse (you may add multiple modifiers). Take into account,
as two martial melee weapons, they deal 1d8 slashing invoking the curse already spends one of your dice.
damage, and has the brutal, finesse, light and thrown (range
20/60) properties. Extended (1+ hemocraft die): You can target one additional
creature for each die spent.

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Disturbing (1-2 hemocraft die): An affected creature suffers Resistive (2 hemocraft die): Once before the curse ends, the
one additional instance of the shaken condition for each die target can roll a d10 and add the number rolled to one saving
spent, applying frightened and panicked conditions throw of its choice.
respectively.
Explosive (3 hemocraft dice): Whenever the target loses the
Disrupting (2 hemocraft dice): When you invoke this curse, a remaining temporary hit points granted by this curse, every
creature that fails its saving throw also loses 5 temporary hit creature within 5 feet of the target must succeed on a
points for each hemocraft die spent in total. Dexterity saving throw, or they take 1d6 fire damage. The
amount of damage increases by 1d6 for each hemocraft die
Vulnerable (3 hemocraft dice): Attacks you make against spent in total when you invoke this curse.
affected creatures deal an additional 2d4 psychic damage.
Puppeting Curse
Marking Curse Blood Curse
Blood Curse Casting Time: 1 action
Casting Time: 1 bonus action Range: 30 feet
Range: 120 feet
Choose one creature within range to affect it with a silent
You place a curse on a creature that you can see within range. mind parasite. The target must succeed on a Wisdom saving
Until the curse ends, you deal an extra ld6 slashing damage throw or be affected by the curse. For the duration, you can
to the target whenever you hit it with an attack. you a bonus action to force an affected creature to use its
When you invoke this curse, you can spend hemocraft dice reaction to make a melee attack against a creature other than
up to your limit to add the following modifiers to Marking itself that you mentally choose. The target can repeat its
Curse (you may add multiple modifiers). Take into account, saving throw at the end of each of its turns, ending the effect
invoking the curse already spends one of your dice. on a success.
Grabbing (1 hemocraft die): The target must succeed on a When you invoke this curse, you can spend hemocraft dice
Strength saving throw, or be restrained by hardened veins up to your limit to add the following modifiers to Puppeting
that lock it in place. At the end of its turn, the target can Curse (you may add multiple modifiers). Take into account,
repeat the saving throw, ending this effect on a success. invoking the curse already spends one of your dice.
Blinding (1 hemocraft die): The target must succeed on a Distant (1+ hemocraft die): The range of the curse is
Constitution saving throw, or it becomes blinded. At the end increased by 30 feet for each die spent.
of its turn, the target can repeat the saving throw, ending this Surprising (1 hemocraft die): The target makes its first
effect on a success. forced attack at advantage. It doesn't gain advantage on
Tracking (2 hemocraft dice): For the duration, you know the attacks against creatures that can't be surprised.
location of the marked creature provided you are in the same Twinned (2 hemocraft dice): When you invoke this curse,
plane of existence. Also, you can't have disadvantage on choose two creatures within range. If both targets are
attack rolls against the target. affected, you choose which one you force to attack. The curse
Punishing (3 hemocraft dice): For the duration and once per ends when both creatures made their save, or the curse
turn, after you hit a marked creature you can increase the reaches its full duration.
size of the damage die dealt by this curse to 1d8 the first Expeditious (3 hemocraft dice): You can use your reaction to
time, to 1d10 the second and up to a maximum of 1d12 after force an affected creature to use its action to make a melee
the third time you use this effect. attack against a creature other than itself that you mentally
choose.
Protective Curse
Blood Curse Rupturing Curse
Casting Time: 1 action Blood Curse
Range: 10 feet Casting Time: 1 action
Choose a willing creature within range to surround it with Range: 5 feet
defensive blood magic. Until the curse ends, the creature You create a wave of necromantic energy from your blood.
gains 1d4 temporary hit points at the start of each of its Each creature within range, other than you, must make a
turns. When the spell ends, the target loses any remaining Constitution saving throw. On a failed save, a creature's skin
temporary hit points from this spell. rupture. Whenever the creature willingly moves 10 feet, it
When you invoke this curse, you can spend hemocraft dice takes 1d6 necrotic damage. A creature can repeat the saving
up to your limit to add the following modifiers to Protective throw at the end of each of its turns, ending the effect on a
Curse (you may add multiple modifiers). Take into account, success.
invoking the curse already spends one of your dice. When you invoke this curse, you can spend hemocraft dice
Fortifying (1+ hemocraft die): The target gains an additional up to your limit to add the following modifiers to Rupturing
1d4 temporary hit points for each die spent. Curse (you may add multiple modifiers). Take into account,
invoking the curse already spends one of your dice.
Removing (1 hemocraft die): You cast the remove curse spell
on the target.
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Enlarged (1+ hemocraft die): The range of the curse is In this section you can find optional new weapons and magic
increased by 5 feet for each die spent. items for your campaigns.
Pushing (1 hemocraft die): When you invoke this curse, a Weapons
creature that fails its saving throw is pushed 10 feet away
from you. This effect doesn't repeats on subsequent turns. The Weapons table shows some new weapons used more
frequently in dark settings, their price and weight, the
Lacerating (2 hemocraft dice): An affected creature is damage they deal when they hit, and any special properties
bleeding for the duration. they possess.
Contagious (3 hemocraft dice): If a ruptured creature you Weapon Properties
can see, fails the saving throw at the end of its turn, you can The following definitions details new special properties used
use your reaction to invoke this curse as though you were in by some weapons in this document.
the creature's space. This invocation doesn't require Brutal. Weapons with the Brutal property deal devastating
concentration, ends when the original curse does, it doesn't critical hits. When you score a critical hit, you add one
count against your blood curse uses and only has the additional weapon die to the damage total.
Contagious modifier.
Sickening Curse
Blood Curse
Casting Time: 1 action
Range: 120 feet
Choose one creature within range. The target must succeed
on a Constitution saving throw, or it takes 2d8 poison
damage and it is sickened for the duration of the curse. On a
successful save, the creature takes half as much damage and
isn't sickened. At the end of each of its turns, the target can
repeat the save ending the curse on a success. An affected
creature may spend an action to self inflict 1d8 slashing
damage to do the save with advantage.
When you invoke this curse, you can spend hemocraft dice
up to your limit to add the following modifiers to Sickening
Curse (you may add multiple modifiers). Take into account,
invoking the curse already spends one of your dice.
Amplified (1+ hemocraft die): The curse deals an additional
2d8 poison damage for each die spent, and affected creatures
need to self inflict 1d8 additional slashing for each die spent
to gain advantage on the save.
Debilitating (1 hemocraft die): The affected creature deals
only half damage with weapon attacks that use Strength.
Empowered (2 hemocraft dice): The affected creature is
poisoned and slowed for the duration.
Silent (3 hemocraft dice): The affected creature can't talk or
cast spells with the verbal component.
Feats
Curse Adept
You are an outsider to the blood hunter orders, but through
intense research you went beyond others could, delving into
the forbidden lore of maledictions. You learn one of the blood
curses of the Blood Hunter class, gaining the attached blood
maledict feature.
You can use this curse once and you can use up to 2
hemocraft dice when you invoke it. You regain this blood
curse use when you complete a short or long rest.
Equipment

16
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Weapons
Name Cost Damage Weight Properties
Martial Melee Weapons
Scythe 20 gp 2d4 slashing 5 lb. Versatile (brutal)
Serrated Dagger 5 gp 1d4 piercing 2 lb. Brutal, finesse, light, thrown (range 20/60)
Spiked Whip 15 gp 1d6 piercing 4 lb. Cruel, finesse, reach

Cruel. If a weapon with the Cruel property deals damage, Blood Stealing Scythe
you may reroll any of the weapon dice if it rolls a value of 1. Weapon (scythe), rare (requires attunement by a blood
You must use the new value even if it is also a 1. If you have hunter)
the Great Weapon Fighting style, the two rerolls stack to 1-3 You gain a +1 bonus to attack and damage rolls made with
instead. this magic weapon. When you attack a creature with this
Magic Items weapon and roll a 20 on the attack roll, that target loses an
unexpended Hit Die. A hit die lost in this way is then stored
Magic items are presented in alphabetical order. A magic within this weapon, up to a maximum of 3 dice. You may use
item’s description gives the item’s name, its category, its a hit die stored in this weapon as if it were yours. The
rarity, and its magical properties. weapon loses all stored hit dice at dawn.
In addition, you can use a bonus action to roll a d4 and lose
Cuirass of the Crimson Resilience a number of hit points equal to the number rolled. If you do
Armor (half plate), very rare (requires attunement by a blood so, you can morph the weapon into a different weapon of
hunter) your choice for 1 minute. If you create a weapon with the
This dark half plate armor its filled with arcane stones that ammunition property, it produces it's own. When you drop
resonate with blood based magic. While wearing this armor, the weapon or throw it, as well as when the ammunition
you gain a +1 bonus to AC, and on your turn, you can use an impacts, it dissipates at the end of your turn, leaving a small
action to regain all expended uses of your crimson rite blood stain.
feature. Once this special action is used, it can't be used again
until the next dawn. Conditions
In addition, you can use an action to roll a d4 and lose a
number of hit points equal to the number rolled. If you do so, The following definitions specify what happens to a creature
you ignore the disadvantage on Dexterity (Stealth) checks while it is subjected to one of the new conditions.
imposed by the armor for 1 hour.
Bleeding
A bleeding creature has disadvantage on Constitution
saving throws.
Whenever a bleeding creature would regain hit points, it
only regains half the amount it would normally do.
(minimum of 1 hit point).

At the start of its turn, a bleeding creature takes 1d4


slashing damage. If the creature has already been affected
by the bleeding condition after its last long rest, the
damage is increased to 1d8 instead. This damage is not
considered magical, except stated by the source.
As an action, a creature may attempt to seal the wound, by
spending one use of a healer's kit and with a successful
DC 10 Wisdom (Medicine) check. If the creature has
already been affected by the bleeding condition after its
last long rest, the DC of this check is increased to 15
instead.
Creatures with no functional blood or immune to
nonmagical slashing damage are immune to the bleeding
condition.

17
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Nauseated
A nauseated creatures has disadvantage on its first attack Credits
roll or ability check on its turn. Version created by /u/BskTurrop
If a nauseated creature is subjected to an effect that
causes it to become nauseated again, it becomes Artist Credit
poisoned. Cover. Pale Caesar - Dragon II: Red Lounge
A nauseated creature can spend its action to wretch to Page 2 (background). WotC - Haunted Fengraf
remove the nauseated condition. Page 2 (symbol). Lorc - Bleeding Eye icon
Creatures immune to the poisoned condition are immune Page 2. Joma Cueto - Blood Hunter Elias
to the nauseated condition. Page 3 (background). WotC - Forest
The shaken condition is affected by spell like protection Page 3 (scythe). Reaper Scythe - Jokers' Masquerade
from poison and similar effects, as a poisoned condition. Page 3 (hat). Svetliy Sudar Leather Arts Workshop -
Bloodborne Hunter Hat
Panicked Page 4. Bloodborne - Vileblood Register
A panicked creature remains panicked as long as it is Page 6. Gao Haotong - Bloodborne fanart
frightened. If it is no longer frightened, it stops panicking. Page 9. Bloodborne - Iosefka's Blood Vial, Sedative,
The creature must Disengage or Dash with all its Frenzied Coldblood
movement speed from the source of its fear, as well as any Page 10. Bloodborne - Beast Roar
other dangers it encounters, along a random path. The Page 13. WotC - Blood Mist
creature uses the Dodge action anytime it can, and will Page 15. Ewa Skuza - Blood Mage
attack or interact with obstacles, use special abilities Page 17 (weapon). Fortnite - Crimson Axe
including spells as a means of escape. If cornered, a Page 17 (armor). The Elder Scrolls V: Dragonborn -
panicked creature cowers and does not attack. Nordic Carved Armor
A panicked creature can't use its reaction, except it
directly enables to move away from the source of its fear. Changelog
Unless a duration is stated, at the start of its turn, a
panicking creature can attempt a Wisdom saving throw at v 1.1
save DC of the source of the fear. If it succeeds, it is no
longer panicked. It may continue to feign panicking to Created.
surprise any pursuers.
Creatures immune to the frightened condition are v 1.2
immune to the panicked condition. Updated tools proficiency for future changes.
Shaken Removed alchemy supplies from multiclassing bonus
A shaken creature has disadvantage on its first attack roll proficiencies.
or ability check on its turn. Updated thirst to be more useful.
If a shaken creature is subjected to an effect that causes it Changed detect evil and good, for protection from evil and
to become shaken again, it becomes frightened. good from Shelter from the Unholy.
If a frightened creature is subjected to an effect that Added an improvement to Crimson Rite to the Hardened
causes it to become shaken again, it becomes panicked. Spirit feature.
Creatures immune to the frightened condition are Added Investigation to the list of potential proficiencies
immune to the shaken condition. learn from Bonus Proficiency Oath of the Profane Soul
The shaken condition is affected by spell like protection feature.
from evil and good and similar effects, as a frightened
condition.
Slowed
A slowed creature's speed is halved.
The creature has a -2 penalty to its AC and Dexterity
saving throws.
The creature can't take reactions.
On its turn, a slowed creature can use either an action or
a bonus action, not both, and regardless of the creature's
abilities or magic items, it can't make more than one
attack during its turn.
If the creature attempts to cast a spell with a casting time
of 1 action, roll a d20. On an 11 or higher, the spell doesn't
take effect until the creature's next turn, and the creature
must use its action on that turn to complete the spell. If it
can't, the spell is wasted.

18
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