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Hemosact

Bloodhunter Expansion



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

are property of Wizards of the Coast. ©Wizards of the Coast LLC.


 
 Upon reaching 11th level, your Brand of Castigation feature

now plagues the mind of the target with unsettling imagery

The Order of the Anti-Mage is a relatively new Order of and sensory overload. A creature branded by has

Bloodhunters, they have realized that the only true monster is disadvantage on all Constitution saving throws made to

man, and it's knack for arcane. Anti-Mage's range in their maintain concentration.

zealousness, some don't have a hatred for magic but rather

just recognize that magic in the hands of the wrong person is 
a recipe for malice and destruction and they seek to prevent Starting at 15th level, your order pushes you to take magic

that. Other Anti-Mages however, have a deep primal disdain from the worthy and use it yourself. You gain the Blood Curse

for magic and become the monsters they hate the most in of the Rebuttal for your Blood Maledict feature. This does not

order to fight fire with fire, these Anti-Mages will go to the count against the number of Blood Maledicts you know.

ends of the multiverse and back to drive their blade into the

heart of any arcane practioner that comes across their path. 
Upon reaching 18th level, you cause great pain and anguish

Order of the Anti-Mage Features to the poor soul that wronged you. When a creature is

Bloodhunter successfully counterspelled by you, you can cause the

creature to take 10d10 psychic damage, this damage ignores


Level Feature resistance to psychic damage but not immunity. When this

3rd Rite of the Transmundane, Spell Preventer feature is used, it can't be used again until a long rest.

7th Negate the Arcane 


11th Brand of Shattered Concentration
The Betrayer Bloodhunters are those who got a taste of the

15th Blood Curse of the Rebuttal monstrous power and abandoned their pursuit of defeating

evil with their hemomancy, or possibly even worse, changed


18th Withering Negation
sides in the battle of good and evil. Betrayers are often hunted

down relentlessly by the Order they turned against, and as


 such have developed several safety measures against their
When you join this Order at 3rd level, you learn the Rite of own kind. The incredible willpower required to go against the
the Transmundane esoteric rite (detailed below). grain of those around them often means Betrayers make

Rite of the Transmundane. Your rite damage is psychic frighteningly good leaders and lethal adversaries.

damage. While the rite is active, you gain the following

benefits: Betrayer Features

Bloodhunter
You have resistance to psychic and force damage.

When a creature within 5 feet of you casts a spell, you can Level Feature
use your reaction to make a melee weapon attack against
3rd Rite of the Transmundane, Spell Preventer
that creature.

You have advantage on saving throws against spells cast 7th Negate the Arcane
by creatures within 5 feet of you
11th Brand of Shattered Concentration
 15th Blood Curse of the Rebuttal
Beginning at 3rd level, your order hones you to run the
18th Withering Negation
resources of a spellcaster dry. As an action, you can target a

creature within 60 ft of you, roll your Hemocraft die and the

target loses a spell slot of that level or the closest available



When you join this Order at 3rd level, you take the first step
level below the number you rolled. Once this feature is used
on your path to becoming a monster. You gain the following
you must take a long rest before able to use it again. When
benefits.
you reach 11th level you gain another use of this feature

between long rests.


You gain proficiency in Heavy armor.

 While your Crimson Rite feature is active on at least one

weapon, any attack roll you make is a critcal hit on a roll of


Starting at 7th level, you have perfected the ability to stop a
a 19 or 20 on a d20.
spell in its tracks. You gain the ability to cast counterspell,
Once per day, you may increase the damage of your
Intelligence is your spellcasting ability for it and you can cast
attacks by an amount equal to your Intelligence modifier +
it a number of times equal to your proficiency bonus. You
your proficiency bonus. This feature requires a short or
regain all uses when you take a long rest.
long rest to be used again.

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

are property of Wizards of the Coast. ©Wizards of the Coast LLC.


 
Starting at 3rd level, you can use your reaction when you are Upon reaching 15th level, your disrespect for everyone but

damaged to gain resistance to that instance of damage. yourself becomes very apparent. You gain the Blood Curse of

Furthermmore, you regain hit points equal to half the damage the Defiler for your Blood Maledict feature. This doesn't

you took. This feature can be used twice between rests at 7th count against the number of blood curses known.

level and three times between rests at 15th level. All

expended uses are regained on a short or long rest. 


Upon reaching 18th level, you are finished on your path of

 uncovering the secrets of hemocraft, and can begin to put

Upon reaching 7th level, you gain a grasp of the secrets of your skills to use. When you gain this feature, you can choose

hemomancy that were kept from you in your training. When to increase or decrease your size to any size category, you can

you use a bonus action to activate your Crimson Rite feature, also choose to stay as your current size category. You gain

you can choose to amplify it (no action required). Amplifying a two Eldritch Invocations of your choice from the Warlock

Crimson Rite causes you to take psychic damage equal to two Invocation list, if the invocation has a level requirement, you

rolls of your hemocraft die, this is on top of the damage taken use your level in this class. Furthermore, the Ankeg created

from activating your Crimson Rite. When a Crimson Rite is by your Brand of the Vicious feature can instead be any

amplified, it becomes stronger but more unstable and as Monstrosity of CR 4 or lower of your choice, it also lasts

such, your Crimson Rite lasts 1 minute or if you are not forever and no longer dies if your fall to 0 hp, however it does

holding the weapon at the end of your turn. While your active disappear if the monstrosity falls to 0 hp.

Crimson Rite is amplified, you gain the following benefits.

You gain resistance to bludgeoning, slashing and piercing

damage. Furthermore, you gain resistance to the damage Variant Rules and Features:

type that your Crimson Rite deals.


Main Ability Score Replacement
Any attack with the activated weapon is a critical hit on a
If your DM allows this optional rule, you may
roll of 18, 19 or 20 on a d20.
replace all instances of Intelligence ability score or
Your gain advantage on the first attack you make on each
Intelligence modifier with either Wisdom or
of your turns. Charisma, your choice. This variant rule is put in
You can't concentrate on spells. place to add some diversity between Bloodhunters
and added usefulness considering without
 homebrew rules, Intelligence is not nearly as useful
Starting at 11th level, your Brand of Castigation feature as Wisdom or Charisma.
becomes a torturous burden on those it's seared onto. On Rite of the Vicious
your turn, you can use a bonus action to deal psychic damage
This variant feature adds the Rite of the Vicious to
equal to your Intelligence modifier as long as they are on the the list of available Primal Rites. The Rite of the
same plane of existence you are on. If a creature is brought to Vicious' rite damage is the same as the weapon it
0 hp by this feature, they rise as a Ankheg under your control. is activated on, the attacks made with the weapon
The Ankheg disappears if it reaches 0 hp, if your reach 0 hp also count as magical.
or after a number of hours equal to your Intelligence modifier.

The Ankheg has an additional amoutn of temporary hit points

equal to your level in this class. Furthermore, you cannot be

targeted by another Bloodhunter's Brand of Castigation

feature and have immunity to another Bloodhunter's Crimson

Rite damage.


Upon reaching 11th level, your outside begins to reflect your

inside. Your creature types becomes Monstrosity, your

Strength and Constitution scores also becomes 15 if they

aren't already higher than that, and your gain a climbing and

swimming speed equal to your walking speed.


Starting at 15th level, you are immune to the charmed and

frightened conditions. You are also immune to poison

damage, the poisoned condition and all nonmagical diseases.

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

are property of Wizards of the Coast. ©Wizards of the Coast LLC.


 
Prerequisite: 11th level, any Order
The Blood Curses provided by the previously stated
As an action, you can cast the haste spell, you are
subclasses and more are below.
considered concentrating on this spell as normal.

 Amplify. You gain an additional bonus to movement speed

equal to your Intelligence modifier (minimum of one) times

Prerequisite: 15th level, Order of the Anti-Mage five, this movement speed does not get doubled and only lasts

As a reaction when a creature within 30 ft casts a spell, you for the duration of the haste spell or if your lose

can negate the spell as if it was counterspelled without need concentration.

of rolling, furthermore you gain the ability to cast the spell

affected by this Blood Curse once before the next long rest,

upon a long rest you lose the ability to cast the spell. The

creature affected by this Blood Curse loses the ability to cast 
the spell again until a long rest is finished. Your spellcasting
(enhances the Hunter's Bane feature)
ability is Intelligence. You can only affect spells of a certain

level or lower, the level equals half your Intelligence modifier As an action, you may make an Intelligence (Investigation),

rounded up (minimum of 1) Wisdom (Survival) or Wisdom (Religion) to learn the creature

type of a creature within 30 ft. The DC of this check equals


Amplify. The level of spell you can affect becomes your
10 + the creature's CR or class levels.
Intelligence modifier not halved.

 
Prerequisite: 15th level, Betrayer (enhances the Fighting Style feature)

As an action, you can target a corpse within 120 ft. it rises The following fighting styles are added to the list of

as a Yestabrod under your control for an amount of rounds available fighting styles from which you can pick from at 2nd

equal to your Intelligence modifier (minimum of one). level.

Amplify. You regain a number of hit points equal to your

level in this class when you create the Yestabrod.



You have blindsight with a range of 10 feet. Within that range,

 you can effectively see anything that isn't behind total cover,

even if you're blinded or in darkness. Moreover, you can see

Prerequisite: 5th level, any Order an invisible creature within that range, unless the creature

As a bonus action, you empower your crimson rite to wrack successfully hides from you.

your next target with disorienting pain. The next target you

attack with a weapon that has your crimson rite activated on 
it has to make a Constitution saving throw against your When a creature you can see hits a target, other than you,

Hemocraft save DC or be stunned until the end of your next within 5 feet of you with an attack, you can use your reaction

turn. to reduce the damage the target takes by 1d10 + your

Amplify. The target is stunned for a number of rounds proficiency bonus (to a minimum of 0 damage). You must be

equal to your Intelligence modifier. wielding a shield or a simple or martial weapon to use this

reaction



As a reaction when a creature within 60 ft. rolls an attack roll,
Your unarmed strikes can deal bludgeoning damage equal to
ability check or saving throw. The target must reroll it and
1d6 + your Strength modifier on a hit. If you aren't wielding
take the higher or lower number of the two rolls (your choice).
any weapons or a shield when you make the attack roll, the
This blood curse can be used after the roll is made but not
d6 becomes a d8.
after the result of the roll has been said.
At the start of each of your turns, you can deal 1d4
Amplify. You can add a bonus to the roll equal to your
bludgeoning damage to one creature grappled by you.
Intelligence modifier

 
(enhances the Dark Augmentation feature)
As a free action when you hit a creature with a weapon
Beginning at 10th level, you can roll one additional
attack, you can choose to expend any number of Blood
Crimson Eite damage die when determining the extra
Maledict uses you want, dealing an additional amount of
damage for a critical hit with a melee attack while your
force damage to the target equal to 3d8 per Blood Maledict
Crimson Rite is active.
use expended.

Amplify. If a creature hit by the attack drops to 0 hp, you

regain one Blood Maledict use.

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

are property of Wizards of the Coast. ©Wizards of the Coast LLC.


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