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Alternate Blood Hunter

Blood Hunter
When the young man's blindfold was
removed he found himself in a dimly lit
room surrounded by hooded figures. He
stood in front of a small dais that held a
vial of gleaming crimson liquid. Months of
training had led him to this moment. If he
survived drinking the vial, the Hunter's Bane,
he would never be the same. Becoming more
than human, he would finally have the power
to avenge his family that lay dead all these years.
As the horde of demonic spawn lurched toward
her, the aging half-elf ran her thin blade along her
palm, coating it in her blood. In an instant, the blood
ignited, wreathing her sword in a ghastly blue flame.
She fell upon the horde as a blur of azure fire and cold
steel. She would show no mercy to the hellspawn today.
In the light of the pale moon, an almost feral halfling got
down on all fours to sniff the tracks before him. The scent of
goblin was unmistakable, vile rags and rotten meats. With a
bestial howl, the halfling grew in size and wiry gray fur burst
forth from his arms and legs. As fast as the wind, the halfling
werewolf began another hunt in the light of the full moon.
All of the strange and monstrous warriors described above
are Blood Hunters, guardians who infect and inoculate their
very blood with accursed power so they may hunt monsters. Ancient &
Sinister Rites
Self-Sacrificing Hunters
Wherever creatures of darkness prowl, so do warriors who
Blood Hunters have no formal hierarchy and their Orders are stand against them. Many Orders of Blood Hunters can trace
as varied as the curses they choose to bear, but they do hold their lineage back to ancient days. The blood magic they use
one thing in common, the Hunter's Bane. Those who survive is older than the divine magic of Clerics and is a legacy of
this ancient and deadly ritual are able to wield the signature dark times when mortals were left to fend for themselves.
sanguine magic that marks them as a Blood Hunter. Though their blood magic is grim in nature and unsettling in
The makeup of this sinister ritual varies by Order and era, practice, many Blood Hunters place a great deal of pride in
with each incorporating monstrous curses and magic which the elder traditions, rituals, and rites of their Occult Order.
grant a Blood Hunter the unique abilities of their Order. This
ritual permanently changes the subject, inoculating its blood Creating Your Blood Hunter
with monstrous power at the expense of what makes them a When creating a Blood Hunter, the most important thing to
normal mortal. Wherever monsters lurk, there also are Blood consider is why they would choose this accursed way of life.
Hunters who have given up their chance at a mundane life so Were they the victim of a horrible monster attack and swore
they may stalk and slay the vile creatures of darkness. vengeance, no matter the personal cost? Were they trained
from birth under the tutelage of an elder hunter, and forged
Editor's Note into a relentless monster slayer? Or, were they recruited by
The Alternate Blood Hunter presented here is based on the
a secretive society for their exceptional talent at hunting?
Blood Hunter class originally designed by Matthew Mercer.
This is not intended to be seen as a criticism of the original
Multiclassing and the Blood Hunter
class, but rather as an homage to the Blood Hunter concept.
If your group uses the optional multiclassing rule,
This reimagining of the Blood Hunter class is intended to here's what you need to know if you choose to
take your first level in the Blood Hunter class.
bring the original more in line with the design philosophy of
Ability Score Minimum. As a multiclass character,
5e, and make it less punishing for players who may not be as you must have a 13 in Strength (or Dexterity) and
used to the risk/reward mechanics present in the original. Constitution to take a level in this class, or to take
a level in another class if you are a Blood Hunter.
The official Blood Hunter can be found on the DMsGuild, Proficiencies. If Blood Hunter isn't your initial
and I encourage any fans of this project to also support the class, here are the proficiencies you gain when you
original version by picking up a copy from the link above. take your first level as a Blood Hunter: light armor,
medium armor, shields, simple weapons, martial
~laserllama weapons, and alchemist's supplies.
Class Features The Blood Hunter
Rite Rites
Hit Points Level PB Features Die Known
Hit Dice: 1d12 per Blood Hunter level Hunter's Bane,
Hit Points at 1st Level: 12 + your Constitution modifier. 1st +2
Blood Rites
d4 2
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution
modifier per Blood Hunter level after 1st 2nd +2
Crimson Offering,
Fighting Style
d4 2
Proficiencies 3rd +2 Occult Order d4 2
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons 4th +2 Ability Score Improvement d4 2
Tools: Alchemist's supplies 5th +3 Extra Attack d6 3
Saving Throws: Constitution, Charisma 6th +3 Crimson Brand d6 3
Skills: Choose two: Athletics, Acrobatics, Arcana, History,
Insight, Investigation, Nature, Religion, and Survival 7th +3 Order Feature d6 3

Equipment 8th +3 Ability Score Improvement d6 3


You start with the following equipment, in addition to 9th +4 Grim Psychometry d6 4
the equipment granted to you by your background: 10th +4 Dark Augmentation d6 4
(a) a martial weapon or (b) two simple weapons Improved Crimson Offering,
(a) a light crossbow and 20 bolts or (b) four javelins 11th +4
Vital Control
d8 4
(a) studded leather armor or (b) scale mail armor
alchemist's supplies and an explorer's pack 12th +4 Ability Score Improvement d8 4
Alternately if your group uses the starting wealth rule to 13th +5 Order Feature d8 5
purchase equipment, Blood Hunters start with 5d4 x 10 gp. 14th +5 Crimson Anchor d8 5
Quick Build 15th +5 Hardened Soul d8 5
You can make a Blood Hunter quickly by following these 16th +5 Ability Score Improvement d8 5
suggestions. First, make either your Strength or Dexterity
your highest ability score, followed by your Constitution. 17th +6 ─ d10 6
Second, choose the Haunted One background. 18th +6 Order Feature d10 6
Hunter's Bane 19th +6 Ability Score Improvement d10 6
You have survived the Hunter's Bane, a dark alchemical ritual 20th +6 Sanguine Mastery d10 6
that suffuses your blood with sinister magic, granting you an
enhanced knowledge and awareness of evil. At 1st level, you Vital Sacrifice
gain proficiency in either Nature, Religion, or Survival. Some Blood Rites and Blood Hunter features allow you to
Whenever you make an Intelligence (Nature), Intelligence sacrifice your own life to fuel additional effects. When you
(Religion), or Wisdom (Survival) check related to fey, fiends, make a Vital Sacrifice, you reduce both your maximum and
or undead you treat a roll of 7 or lower on the d20 as an 8. current hit points by one roll of your Rite Die. This reduction
to your hit points cannot be lessened in any way.
Blood Rites If you have temporary hit points, you can reduce these in
At 1st level, you learn to draw upon the sinister power within place of reducing your current hit points. You always reduce
your bloodstream to invoke the dark magic of Blood Rites: your maximum hit points when making a Vital Sacrifice.
At the end of your next long rest, any reduction to your
Blood Rites Known maximum hit points from this feature returns to normal.
At 1st level, you learn two such Blood Rite, from the list at the Saving Throws
end of the class. At certain levels you learn more Blood Rites, If a Blood Rite requires a creature to make a saving throw,
as indicated in the Rites Known column of the table above. your Rite saving throw DC is calculated as follows:
Once you invoke a Blood Rite you must finish a short or
long rest before you can invoke that Blood Rite again. When Rite save DC = 8 + your proficiency bonus
you have no uses of a Blood Rite remaining, you can make a + your Constitution modifier
Vital Sacrifice (detailed below) to use that Rite again.
Blood Rites can only be used against creatures with blood.
However, when you make a Vital Sacrifice to empower a Rite, Warning: Depictions of Self Harm
you can target any creature, regardless if it has blood or not.
This class contains mild descriptions of self-harm.
Rite Die If you, or a player in your game, are uncomfortable
Some Blood Rites and other Blood Hunter features use your with depictions of self-harm, then you should think
Rite Die, which starts as a d4. At certain Blood Hunter levels, twice before playing a Blood Hunter character.
this die grows, as indicated in the Rite Die column above.
Crimson Offering Melee Marksman
Having a hostile creature within 5 feet of you doesn't impose
Starting at 2nd level, you can infuse weapons with dark blood disadvantage on your ranged weapon attacks, so long as you
magic. As a bonus action, you can make a Vital Sacrifice to are attacking a creature within 5 feet.
empower one melee weapon you are holding for 1 hour. When you make a ranged weapon attack against a creature
When you do so, choose either acid, cold, fire, lightning, or within 5 feet, you can use your bonus action to make a melee
poison damage. When you hit a creature with an attack with attack against it with your ranged weapon. On hit, you deal
the empowered weapon, the creature takes bonus damage of bludgeoning damage equal to 1d4 + your Strength modifier.
the type you selected equal to one roll of your Rite Die.
Thrown Weapon Fighting
Fighting Style You can draw a weapon that has the thrown property as part
Your skill in battle surpasses that of most warriors. At 2nd of the attack you make with the weapon. Moreover, whenever
level, you gain a Fighting Style of your choice from the list you hit with a ranged weapon attack using a thrown weapon,
below. You can't learn a Fighting Style more than once, even you gain a +2 bonus to the damage roll of that attack.
if another feature allows you to learn another Fighting Style. Versatile Fighting
When you gain a level in this class, you can replace your While wielding a single versatile weapon and no shield, you
Fighting Style with another option from the list below. can choose to wield your weapon one or two-handed until the
Archery beginning of your next turn. When wielding it one-handed,
You gain a +2 bonus to attack rolls with ranged weapons. you gain a +1 bonus to your Armor Class and your attack
rolls with that weapon. When you wield it two-handed you
Dual Wielding gain a +2 bonus to your damage rolls with that weapon.
When you take the Attack action while two-weapon fighting,
you can make a single additional attack with your off-hand Occult Order
weapon as part of your action instead of your bonus action, At 3rd level, you choose the Occult Order that best represents
adding your ability modifier to the damage of this attack. your Blood Hunters training and style of blood magic: Order
Dueling of Alchemists, Order of the Pale Moon, Order of Salt & Iron,
When you are wielding a melee weapon in one hand and no Order of Undying Thirst, or Order of Witch Knights.
other weapons, you gain a +2 bonus to damage rolls with it. The Occult Order you choose grants you features at 3rd
level and again when you reach 7th, 13th, and 18th levels.
Featherweight Fighting
While you are wielding only light weapons and nothing else, Ability Score Improvement
your speed increases by 10 feet and you gain a +1 bonus to When you reach 4th level, and again at 8th, 12th, 16th, and
damage rolls with your light weapons, so long as you are not 19th level, you can increase one ability score of your choice
wearing medium or heavy armor, or wielding a shield. by 2, or two ability scores of your choice by 1. As normal, you
can't increase one of your ability
Great Weapon Fighting scores above 20 using
When you roll a 1 or 2 on the damage die for an attack you this feature.
make with a melee weapon that you are wielding with two
hands, you can reroll the damage, though you must use the
new roll, even if the new roll is a 1 or a 2.
The weapon must have the heavy, versatile, or two-handed
property to gain this benefit.
Extra Attack
Beginning at 5th level, you can attack twice,
instead of once, each time that you take the
Attack action on your turn.
Crimson Brand
You can sear your foes with blood magic. Starting at
6th level, when you damage a creature with Crimson
Offering, you can Brand it with blood magic as part
of your attack. While this Crimson Brand lasts, you
gain the following benefits:
You always know the exact direction of the creature,
so long as you are both on the same plane of existence.
When the creature damages you or a friendly creature
that you can see within 5 feet of you, it takes damage
of your Crimson Offering type equal to your Rite Die.
The Crimson Brand lasts until the creature is slain, or
until you mark another creature with this feature. The effect
of your Crimson brand can be dispelled by remove curse.
Once you use this feature you must complete a short or
long rest before you can use it again. If you have no uses
left you can make a Vital Sacrifice to use this feature again.
Grim Psychometry
Your familiarity with dark magic allows you to decipher the
influence of similar effects. Starting at 9th level, you can use
alchemist's supplies to cast identify as a ritual spell. Also,
when you cast identify you also learn if the object is cursed.
You also learn to cast legend lore as a ritual, targeting one
creature or object you touch, or your current location. The
target can have a sinister, violent, or cursed history in place of
being a target of legendary importance. When you cast it this Crimson Anchor
way, you use alchemist's supplies and make a Vital Sacrifice Your blood is warded by powerful abjuration magic. Starting
to replace the normal material components of the spell. at 14th level, when you mark a creature with Crimson Brand,
Dark Augmentation the damage it takes when it attacks you or a friendly creature
within 5 feet of you increases to two rolls of your Rite Die.
You can draw on the magic of your blood to enhance your Finally, if a creature marked by Crimson Brand attempts
physical abilities. Starting at 10th level, whenever you make to teleport or leave the current plane with a spell or feature,
an ability check or saving throw that uses Strength, Dexterity, it must succeed on a Wisdom saving throw against your Rite
or Constitution, you add a roll of your Rite Die to the result. save DC or take damage of your Crimson Offering type equal
to four rolls of your Rite Die and have its spell or feature fail.
Improved Crimson Offering
You are a master of combining blood magic with martial skill. Hardened Soul
Starting at 11th level, when you use Crimson Offering, you Your experiences have hardened you against all but the most
can choose for the bonus damage to be necrotic, psychic, or esoteric attacks. Beginning at 15th level, whenever you are
thunder, along with the other damage type options. forced to make an Intelligence, Wisdom, or Charisma saving
Also, you can use Crimson Offering without making a Vital throw you gain a bonus to your roll equal to your Rite Die.
Sacrifice. Once you do so, you must finish a short or long rest
before you can use it again without making a Vital Sacrifice. Sanguine Mastery
Vital Control You have gained unparalleled mastery over the dark power
of blood magic, improving its potency while minimizing the
Also at 11th level, you gain a greater measure of control over sacrifices you must make. At 20th level, whenever you roll a
your blood magic. Whenever you make a Vital Sacrifice, you Rite Die for one of your Blood Hunter abilities, you can roll
can roll your Rite Die twice and choose which result to use. the Rite Die twice and choose which result to use.
In addition, when you invoke a Blood Rite you know, you Also, whenever you make a Vital Sacrifice, you subtract
can choose to empower it without making a Vital Sacrifice. your Constitution modifier (minimum of 1) from your Vital
Once you do so, you must finish a long rest before you can Sacrifice roll before you reduce your maximum and current
empower any Blood Rite you know in this way again. hit points. This cannot reduce your Vital Sacrifice below 1.
Occult Order Enduring Mutation
Choose the Order that best represents your Blood Hunter: 7th-level Order of Alchemists feature
Order of Alchemists, Order of the Pale Moon, Order of Salt The potency of your sinister alchemical experiments has
& Iron, Order of Undying Thirst, or Order of Witch Knights. grown. At the end of each long rest, you choose one of your
Passive Mutagens. You gain the benefits of that Mutagen, as
Order of Alchemists if you were Mutated, until the end of your next long rest.
Blood Hunters that join this Order make use of alchemy and However, when you Mutate, this Enduring Mutagen counts
dark transmutation magic to mutate their physical form. The as one of the Mutagens that you gain the benefits of.
sinister power in their blood triggers massive physiological Noxious Strike
changes thanks to experimental Mutagens. These mutants 13th-level Order of Alchemists feature
are often striving to evolve into an ultimate physical form. You can weaponize the strange toxins in your blood to afflict
Aberrant Alchemy your enemies. Once per turn when you hit a creature with a
3rd-level Order of Alchemists feature melee attack, you can use a bonus action on that turn to force
You have a deep knowledge of the sinister side of alchemy. it to make a Constitution saving throw against your Rite save
Whenever you make an ability check that uses alchemist's DC. On a failure, it is blinded and stunned for 1 minute.
supplies you can treat a d20 roll of 7 or lower as an 8. The creature can repeat its saving throw at the end of each
This dark alchemical knowledge allows you to inoculate of its turns and each time it takes damage, ending the effects
yourself with Mutagens, which lay dormant in your blood on a success. Any creature that succeeds on its saving throw
until your draw upon their power to radically Mutate. against this ability is immune to this effect for 24 hours.
Passive Mutagens. You have inoculated your blood with Rapid Mutation
three experimental Mutagens of your choice from the list of 18th-level Order of Alchemists feature
Mutagens at the end of this Occult Order's description. You You have gained mastery over your body's mutability. While
do not gain the benefits of these Mutagens until you Mutate. you are Mutated, you can use a bonus action to switch one
During a long rest, you can use alchemist's supplies and of your active Mutagens for one of your Passive Mutagens.
spend 1 hour to replacing of the Passive Mutagens in your
bloodstream with another Mutagen of your choice.
You gain two additional Passive Mutagens of your choice Alchemists & Experimentation
when you reach 7th level, and again at 13th and 18th levels.
Mutate. As a bonus action, you can Mutate to gain the The Mutagens included on the following page are
benefits of a number of your Passive Mutagens equal to your the most common examples of Mutagens created
Constitution modifier (minimum of 1) for 10 minutes. by Blood Hunters of this Order. Talk to your DM
about crafting custom Mutagens based on abilities
Once you Mutate you must complete a short or long rest from monsters that you have slain or studied!
before you can Mutate again. If you have no uses remaining,
you can make a Vital Sacrifice to Mutate again.
Oozing Form
Your body becomes slimy and pliable. As a bonus
action, you can transform into (or revert from) an
ooze-like state which allows you to squeeze through
gaps as narrow as 1-inch, though you cannot attack.
Unnatural Physicality
Your muscles engorge with toxic chemicals. You
gain a bonus to any Strength (Athletics) and
Dexterity (Acrobatics) checks you make equal to
one roll of your Rite Die.
Acidic Bile
Prerequisite: 7th level Blood Hunter
You can spew a corrosive acid forth from your mouth.
You learn the acid splash cantrip, using Constitution as
your spellcasting modifier. When you cast this cantrip
you gain a bonus to the damage roll equal to your
Constitution modifier (minimum of +1).
Corrosive Secretions
Prerequisite: 7th level Blood Hunter
Your wounds expel a corrosive acid. When you are hit by
an attack and your attacker is within 30 feet, you can use
your reaction to deal acid damage to the attacker equal to
one roll of your Rite Die + your Constitution modifier.
Inoculated Vigor
Prerequisite: 7th level Blood Hunter
Mutagens You gain immunity to acid and poison damage, and you have
advantage on saving throws to resist the poisoned condition.
Below are the Mutagens available to the Order of Alchemists.
If a Mutagen has a Blood Hunter level prerequisite, you can Toxic Vitality
learn it at the same time you meet that level prerequisite. Prerequisite: 7th level Blood Hunter
You only gain the benefits of your Passive Mutagens when Your body mends itself as you fight. At the start of each of
you Mutate. Until then, they lie dormant in your bloodstream. your turns while you are Mutated, you gain temporary hit
points equal to your Constitution modifier (minimum of 1).
Aberrant Sight
You sprout eldritch eye stalks or manifest additional eyes. Viscous Grip
You gain darkvision out to a 60-foot radius. If you already Prerequisite: 7th level Blood Hunter
have darkvision its range increases by 60 feet. Within this Your hands and feet secrete a sticky substance. You gain a
radius, you can also see through magical darkness. climbing speed equal to your walking speed, and you can
climb difficult surfaces without making an ability check.
Aquatic Adaptation
You sprout unnatural gills or your skin becomes permeable Grappling Appendages
and amphibious. You gain a swimming speed equal to your Prerequisite: 13th level Blood Hunter
walking speed, and you can breathe both air and water. You grow two appendages alongside your arms that resemble
tentacles. They are natural weapons, which deal bludgeoning
Deviant Glide damage equal to your Rite Die on hit. If you hit a creature
You grow bat-like skin flaps that you use to glide. When you with a melee attack, you can attempt to grapple it with these
fall at least 5 feet and are not incapacitated, you can subtract appendages as a bonus action. These appendages are not
up to 100 feet from your fall when you calculate fall damage, dexterous enough to use weapons or specialized tools.
and you can move horizontally 2 feet for every 1 foot you fall.
Synthetic Carapace
Elemental Resistance Prerequisite: 13th level Blood Hunter
Your experiments grant you an increased resistance to the Your skin hardens resembling that of an terrible insectoid
elements. You gain resistance to either acid, cold, fire, poison, or reptilian creature. You gain a bonus to your Armor Class
or lightning damage (your choice when you Mutate). equal to half your Constitution modifier (rounded down).
Enhanced Movement Perverted Flight
Your legs grow unnaturally thick or powerful. Your walking Prerequisite: 13th level Blood Hunter
speed increases by a total number of feet equal to 5 times You sprout a pair of unnatural leathery or insectoid wings.
your Constitution modifier (minimum of 5 feet). You gain a flying speed equal to your walking speed.
Order of the Pale Moon Feral Senses
3rd-level Order of the Pale Moon feature
Lycanthropy is an ancient curse that changes those afflicted Your lycanthropy heightens your primal senses. When you
into mindless beasts with an unquenchable hunger for flesh. make a Wisdom (Perception) or Wisdom (Survival) check
In order to combat these monsters, some Blood Hunters will that is based on your sense of hearing, sight, or smell, you
purposefully contract this curse. These warriors willingly give gain a bonus to your roll equal to one roll of your Rite Die.
their lives so that they may draw on this bestial power to rid
the world of lycanthropes and other shapeshifting monsters. Lycan Warrior
Beast Form
7th-level Order of the Pale Moon feature
You are able to draw out more power from your curse. While
3rd-level Order of the Pale Moon feature you are in Beast or Hybrid Form you gain the benefits below:
You can control your lycanthropy, allowing you to shift your
form . Choose a beast of CR 1 or lower, without a flying or The weapon attacks of your Beast and Hybrid Forms
swimming speed, to be the Beast Form of the animal that count as magical for the sake of overcoming resistance
your lycanthropy is based upon. Common Beast Forms and immunities to nonmagical attacks and damage.
include boars, brown bears, dire wolves, tigers, and rats. You gain resistance to bludgeoning, piercing, and slashing
As an action, you can make a Vital Sacrifice to transform damage from nonmagical and non-silvered attacks.
into your Beast Form. When you transform into your Beast If you are holding a Crimson Offering weapon, you can
Form, you follow all the rules of Wild Shape from the Druid transfer the effect to the weapons of your Form. The effect
class, as found in Chapter 3 of the Player's Handbook. returns to your weapon at the end of your transformation.
If you make a Vital Sacrifice in Beast Form, you reduce Feral Prowess
the maximum hit points of both the Beast Form and normal 13th-level Order of the Pale Moon feature
form, but only the current hit points of your Beast Form. Your curse fuels your bloodlust and allows you to shrug off
Your Beast Form transformation lasts for up to 1 hour. You minor wounds. At the start of each of your turns while you
revert to your normal form early if you are reduced to 0 hit are in Beast or Hybrid Form, you regain hit points equal to
points or you use a bonus action on your turn to do so. your Constitution modifier (minimum of 1), so long as you
Once you transform into your Beast Form you must finish have at least 1 hit point and less than half your hit points.
a short or long rest before you can transform again. Also, you have advantage on attack rolls against creatures
Hybrid Form marked by Crimson Brand while in Beast or Hybrid Form.
3rd-level Order of the Pale Moon feature Transformation Mastery
As a bonus action you can transform into a Hybrid Form, a 18th-level Order of the Pale Moon feature
fusion between beast and humanoid. When you transform You have achieved total mastery over the lycanthropic curse
into your Hybrid Form, you gain the following benefits: that flows in your blood. You can transform into your Beast
Your walking speed increases by 10 feet. Form or your Hybrid Form at will, without needing to make
You gain temporary hit points equal to your level. a Vital Sacrifice to do so. Moreover, your Beast Form and
Your hands and teeth become claws and fangs that count Hybrid transformations last indefinitely.
as simple weapons. They use your Strength modifier for Finally, you can take the Dash action as a bonus action
attack and damage rolls, and on hit, they deal slashing on your turn, so long as you end this movement closer
damage equal to two rolls of your Rite Die. to a hostile creature you can see.
Your Hybrid Form transformation lasts for 1 minute. You
revert to your normal form early if you are reduced to 0 hit
points or you use a bonus action on your turn to do so.
Once you transform into your Hybrid Form you
must finish a short or long rest before you can
transform again. If you have no uses left, you
can make a Vital Sacrifice to transform
into your Hybrid Form again.
Order of Salt & Iron
Since the dawn of time, the ancient Order of Salt &
Iron has trained exorcists that defend the living from
the undead. Willing to sacrifice all that they are, these
Blood Hunters stain their souls with spectral power.
They then use the power of darkness to drive back the
darkness itself, and work tirelessly to prevent the tide
of undeath from overwhelming the living.
Spectral Nature
3rd-level Order of Salt & Iron feature
You have tainted your soul with ghastly power.
You require half the amount of sleep, food, and
drink for the average member of your race.
Also, you can use a bonus action to enter a
temporary Spectral State, which lasts until the
end of your current turn. While in this state, you are resistant
to all bludgeoning, piercing, and slashing damage from non-
magical attacks, and you can move through solid objects and
creatures as if they were difficult terrain. If you end your turn
inside a creature or object, you are instantly shunted to the
nearest unoccupied space and take 1d10 force damage for
every 5 feet you were forced to travel.
Once you use this feature you must complete a short or
long rest before you can use it again. When you have no
uses of this feature remaining, you can make a Vital
Sacrifice as a bonus action to use it again.
As your reach certain levels in this class, the
duration of this Spectral State increases:
at 7th-level it lasts for 1 minute,
at 13th-level for 1 hour, and at
18th level you remain in this
Spectral State until you use a bonus action to end it. Warrior Exorcist
13th-level Order of Salt & Iron feature
Warrior of the Dawn You use the power of blood magic to drive out the influence
3rd-level Order of Salt & Iron feature of extraplanar creatures. As a bonus action on your turn, you
Your blood magic is especially potent when used against the can choose one willing creature within 30 feet that can hear
undead. When you use Crimson Offering you can empower you that is currently charmed, frightened, or being magically
the weapon with the signature radiant magic of your Order, controlled, and instantly end one of the above effects on it.
granting it the following additional benefits for the duration: If the creature that inflicted this condition on the target
The bonus damage of Crimson Offering is radiant. is also within 30 feet of you, it must succeed on a Wisdom
You gain resistance to necrotic damage. saving throw against your Rite Save DC or it takes radiant
The weapon sheds bright light in a 20-foot radius, and damage equal to three rolls of your Rite Die.
dim light an additional 20 feet beyond that. Once you use this feature you must finish a short or long
rest before you can use it again. When you have no uses left,
Curse Specialist you can make a Vital Sacrifice to use this feature again.
7th-level Order of Salt & Iron feature
Your knowledge and experience with undead enhances the Sacrificial Offering
power of your blood magic. You can target any creature with 18th-level Order of Salt & Iron feature
your Blood Rites, even if they do not have blood in their veins. You can sacrifice your own vitality to resist the grasp of death.
In addition, at the end of each long rest you can choose one When you would fall to 0 hit points but are not killed outright,
Blood Rite you know. You can invoke that Rite one additional you can choose to reduce your maximum hit points by one
time before you must make a Vital Sacrifice to use it again. roll of your Rite Die, and fall to 1 hit point instead.
Spectral Mastery
18th-level Order of Salt & Iron feature
Exorcists, Clerics, & Gods You walk between the land of the living and the dead. For
Traditions within the Order of Salt & Iron claim every 10 years that pass, you age 1 year, and you no longer
that the founding of their Order predates the Gods need to sleep, eat, or drink. You gain the benefits of a long
themselves. They claim to have stood against the rest when you spend 6 hours performing only light activity.
undead long before the first Clerics and Paladins. Moreover, when you are in your Spectral State, you gain a
flying speed equal to your walking speed and can hover.
Order of Undying Thirst
Legends speak of an ancient vampire who came to regret
the many atrocities he committed when driven by thirst.
He gathered to himself a group of vampire hunters, and
after they vowed to scour the curse of vampirism from the
world, passed his curse to them and instructed them in
the power of ancient blood magic. Known as the Order
of Undying Thirst, these Blood Hunters work tirelessly
to carry out their founding vow to destroy all vampires.
Blood Magic Specialist
3rd-level Order of Undying Thirst feature
Your curse grants you increased control over your blood
magic. You learn one additional Blood Rite, but it doesn't
count against your total number of Blood Rites Known.
Also, when you roll a Rite Die for the purposes of a Blood
Rite, you use a d6 instead of a d4. At certain levels,
the Rite Die you roll for Blood Rites increases again:
at 5th level (d8), 11th level (d10), and 17th level (d12).
Finally, when you use Crimson Offering, you can choose
for the additional damage to be necrotic.
Vampiric Nature
3rd-level Order of Undying Thirst feature
The ancient disease of your Order has irreparably changed
your physiology. Your teeth elongate into fangs which count
as natural weapons for you. These fangs use your Strength
modifier for attack and damage rolls, and on hit, they deal
piercing damage equal to one roll of your Rite Die.
Essence Drain
7th-level Order of Undying Thirst feature
You can drain the very life-essence from your foes. When you Crimson Lord
hit a creature with a fang attack, you can restore a number of 18th-level Order of Undying Thirst feature
your maximum hit points equal to the piercing damage dealt. You have mastered your ancient curse, and your abilities rival
Once you use this feature to restore maximum hit points those of true vampire lords. You gain the following benefits:
must finish a short or long rest before you can use it again. You gain a flying speed equal to your walking speed.
Sinister Resilience
When you damage a creature with a fang attack, it has
disadvantage on its saving throws to resist the effects of
7th-level Order of Undying Thirst feature your Blood Rites until the end of your next turn.
Your vampiric power waxes in the darkness and wanes in the For every 10 years that pass, your body only ages 1 year.
light of the sun. When you deal necrotic damage to a creature
with a Blood Rite or another Blood Hunter feature, you gain
temporary hit points equal to the necrotic damage dealt. Optional Rule: True Vampirism
While you have temporary hit points from this feature, you
are resistant to necrotic, poison, and bludgeoning, piercing, True vampiric power comes at significant cost. If
and slashing damage from nonmagical and non-silvered you'd like to play as a true vampire, you gain ALL
attacks, and you are immune to the poisoned condition. abilities below when you join this Occult Order:
Deathless Nature. You don't need to breathe.
However, if you take radiant damage, all of your temporary Spider Climb. You gain a climbing speed equal to
hit points from this feature are immediately dispelled, and the your walking speed. Upon reaching 7th level, you
radiant damage is then applied to your normal hit points. can move across vertical surfaces, including upside
down on ceilings, while leaving your hands free.
Misty Escape Superior Darkvision. You have superior vision in
13th-level Order of Undying Thirst feature dark and dim conditions. You can see in dim light
Your sinister power allows you to evade your foes. When a within 120 feet of you as if it were bright light, and
creature you can see hits you with an attack, you can use your in darkness as if it were dim light. You can't discern
reaction to turn into a cloud of swirling mist. The triggering color in darkness, you can only see shades of gray.
attack automatically misses, and you instantly reappear in an Sunlight Sensitivity. You have disadvantage on
unoccupied space you can see within 30 feet. attack rolls and Wisdom (Perception) checks that
Once you use this reaction you must finish a short or long rely on sight when you, the target of your attack, or
rest before you can use it again. When you have no uses left, whatever you are trying to see is in direct sunlight.
you can make a Vital Sacrifice to use this reaction again.
Order of Witch Knights Witch Knight Spellcasting
Blood Hunters who join the dark Order of Witch Knights are Level Spells Known Spell Slots Slot Level
driven by an overwhelming desire to destroy the great evils of 3rd 2 1 1st
the world. Those especially dedicated, those willing to give up
anything, are often approached by Eldritch Powers, beings of 4th 2 2 1st
otherworldly might. These benefactors offer power in return 5th 3 2 1st
for a fraction of the warrior's soul or unquestioning fealty. 6th 3 2 1st
Pact Magic 7th 4 2 2nd
3rd-level Order of Witch Knights feature
The bargain you have struck with your Patron has granted 8th 4 2 2nd
you the ability to cast spells, much like a Warlock does: 9th 5 2 2nd
Cantrips. You learn two cantrips of your choice from the 10th 5 2 2nd
Witch Knight spell list. Upon reaching 13th level in this class
you learn one additional Witch Knight cantrip of your choice. 11th 5 2 2nd
Spell Slots. The Witch Knight Spellcasting table shows 12th 5 2 2nd
how many spell slots you have, and the level of those spell
slots. All of your spell slots from this feature are the same 13th 6 2 3rd
level. To cast one of your Witch Knight spells of 1st-level or 14th 6 2 3rd
higher, you must expend a spell slot. You regain all of your
expended spell slots when you finish a short or long rest. 15th 6 2 3rd
Spells Known of 1st-Level and Higher. You learn two 16th 6 2 3rd
1st-level spells of your choice from the Witch Knight spell list.
The Spells Known column of the Witch Knight Spellcasting 17th 7 2 3rd
table shows when you learn more Witch Knight spells of 1st- 18th 7 2 3rd
level or higher. Spells you choose must be of a level no higher 19th 7 2 4th
than the level in the table's Slot Level column for your level.
Whenever you gain a Blood Hunter level, you can choose 20th 7 2 4th
one Witch Knight spell you know and replace it with another Crimson Smite
Witch Knight spell of a level for which you have spell slots. 3rd-level Order of Witch Knights feature
Spellcasting Ability. Intelligence is your spellcasting Magic seeps into the blood you sacrifice to empower your
ability for your Witch Knight spells. You use your Intelligence weapons. You can use any weapon empowered by Crimson
when a spell refers to your spellcasting ability, when setting Offering as a spellcasting focus for Witch Knight spells.
the saving throw DC, and when making a spell attack roll. In addition, when you hit a target with a weapon attack
Spell save DC = 8 + your proficiency bonus empowered by Crimson Offering, you can expend one of your
+ your Intelligence modifier Pact Magic spell slots to deal bonus damage of your Crimson
Offering damage type to the target. The bonus damage is two
Spell attack modifier = your proficiency bonus rolls of your Rite Die for a 1st-level spell slot, plus one more
+ your Intelligence modifier roll of your Rite Die for each spell level higher than 1st.
Profane Sacrifice
18th-level Order of Witch Knights feature
You can offer the death of your foes to your Eldritch Power
for enhanced abilities. When a creature dies within 30 feet
of you, you can use a reaction to regain one expended
Pact Magic spell slot, or gain temporary hit points equal
to one roll of your Rite Die + your Intelligence modifier.
Once you use this feature you must finish a short or long
rest before you can use it again.
Witch Knight Spell List
Here's the list of spells you consult when you learn a Witch
Knight spell. It is organized by spell level, not character level.
The spells below are from the Player's Handbook, Xanathar's
Guide to Everything*, and Tasha's Cauldron of Everything**.
Cantrips (0-Level) 2nd-Level
blade ward branding smite
booming blade** cloud of daggers
chill touch crown of madness
control flames* darkness
friends earthbind*
frostbite enthrall
green-flame blade** hold person
infestation* invisibility
lightning lure** mind spike*
mage hand mirror image
magic stone* misty step
mind sliver** ray of enfeeblement
minor illusion scorching ray
poison spray shadow blade*
prestidigitation shatter
resistance spider climb
shocking grasp suggestion
Sanguine Warrior spare the dying
7th-level Order of Witch Knights feature sword burst** 3rd-Level
You can seamlessly weave minor spells with weapon attacks. thunderclap* blinding smite
When you take the Attack action on your turn, you can cast a toll the dead* counterspell
Witch Knight cantrip in place of one of your attacks. true strike dispel magic
Moreover, when you cast a Witch Knight spell while you enemies abound*
1st-Level fear
are holding a weapon empowered by Crimson Offering, you
can cause the spell to deal the damage type of your Crimson absorb elements* hunger of hadar
Offering in place of the normal damage of that spell. armor of agathys hypnotic pattern
arms of hadar intellect fortress**
Bewitched Strikes burning hands magic circle
13th-level Order of Witch Knights feature cause fear* major image
The Eldritch magic in your blood seeps into your weapons. charm person remove curse
When you hit a creature with a weapon attack, that creature compelled duel spirit shroud**
has disadvantage on the next saving throw it makes against a detect evil & good vampiric touch
Blood Rite or spell you cast before the end of your next turn. expeditious retreat
false life 4th-Level
hellish rebuke banishment
Witch Knights & Warlocks hex blight
illusory script charm monster*
If you have levels in both Warlock and the Order of inflict wounds dimension door
Witch Knights, you determine your available Pact protection fr. good & evil elemental bane
Magic spell slots by adding together your Warlock
levels and one-third of your Blood Hunter levels
searing smite hallucinatory terrain
(rounded down). Then, use this total to determine shield phantasmal killer
your spell slots by consulting the Warlock table. thunderous smite staggering smite
unseen servant shadow of moil*
witch bolt sickening radiance*
Rite of Confusion
Blood Rites As a bonus action, you can invoke this Rite and curse one
Below are the Blood Rites available to a Blood Hunter. If a creature you can see within 30 feet that is concentrating. It
Rite has a prerequisite Blood Hunter level you can learn it must subtract a roll of your Rite Die from every Constitution
at the same time you meet its prerequisite. saving throw it makes before the start of your next turn.
Whenever you learn a new Blood Rite you can choose one When you invoke this Rite you can make a Vital Sacrifice
Blood Rite you know and replace it with another Blood Rite to empower it. If you do so, the target must subtract one roll
of your choice for which you meet the prerequisites. of your Rite Die from every Constitution saving throw that it
Rite of Agony makes to maintain its concentration on its current spell.
As a bonus action, you can invoke this Rite to force a creature Rite of Blindness
that you can see within 30 feet to make a Constitution saving When a creature you can see within 30 feet makes an attack
throw. On a failed save, until the end of your next turn it has roll, you can use your reaction to invoke this Rite. The target
disadvantage on Strength and Dexterity ability checks and must subtract one roll of your Rite Die from its attack roll.
saving throws and takes necrotic damage equal to one roll of You can invoke this Rite after the creature rolls, but before
your Rite Die each time it makes a weapon attack. you know if its attack hits or misses its target.
When you invoke this Rite you can make a Vital Sacrifice When you invoke this Rite you can make a Vital Sacrifice
to empower it. If you do so, the effects last for 1 minute. The to empower it. If you do, it must subtract one roll of your Rite
creature can repeat the saving throw at the end of each of its Die from all attack rolls before the start of your next turn.
turns, ending the effect on a success.
Rite of Revelation
Rite of Anxiety As a bonus action, you can invoke this Rite and choose one
As a bonus action, you can invoke this Rite and curse one creature you can see within 30 feet. You immediately learn
creature you can see within 30 feet, making it susceptible of one damage resistance, immunity, or vulnerability that
to outside influence. For the next minute, creatures of your creature has. If it has none of the traits above, the DM must
choice that attempt to influence it with a Charisma check instead reveal one of the creature's abilities of their choice.
gain a bonus to their rolls equal to one roll of your Rite Die. When you invoke this Rite you can make a Vital Sacrifice
When you invoke this Rite you can make a Vital Sacrifice to empower it. If you do, you can choose one immunity the
to empower it. If you do so, the creature has disadvantage on creature has and turn it into resistance, or one resistance
the next Intelligence, Wisdom, or Charisma saving throw it is the creature has and dispel it. This effect lasts for 1 minute.
forced to make before the end of your next turn.
Rite of Siphoning
Rite of Binding As an action, you can invoke this Rite and force
As a bonus action, you can invoke this Rite and force a Large one creature you touch to make a Charisma
or smaller creature that you can see within 30 feet to make a saving throw. On a failure, it takes necrotic
Strength saving throw. On a failed save, its speed is reduced damage equal to two rolls of your Rite Die,
to 0 and it can't use reactions until the end of your next turn. and you gain temporary hit points equal to
When you invoke this Rite you can make a Vital Sacrifice the necrotic damage taken by the creature.
to empower it. If you do so, you can target When you invoke this Rite you can make
a creature of any size, and the effects of a Vital Sacrifice to empower it.
this Rite last for 1 minute. The target If you do so, the creature
can repeat this saving throw at the takes the maximum possible
end of each of its turns, ending the necrotic damage.
effects of this Rite on a success.
Rite of Corrosion Rite of the Senseless
Prerequisite: 5th level Blood Hunter Prerequisite: 9th level Blood Hunter
As a bonus action on your turn, you can invoke this Rite and As a bonus action, you can invoke this Rite and force one
force one creature that you can see within 30 feet to make a creature you can see within 30 feet to make a Constitution
Constitution saving throw. On a failed save, it is poisoned for saving throw. On a failed save, it is blinded, deafened, and
1 minute. The creature can repeat this saving throw at the cannot speak or make any sounds for 1 minute. At the end of
end of each of its turns, ending the effect on a success. each of its turns, the target can repeat this saving throw,
When you invoke this Rite you can make a Vital Sacrifice ending the effect and regaining its senses on a success.
to empower it. If you do so, the creature remains poisoned When you invoke this Rite you can make a Vital Sacrifice
until it succeeds on its saving throw, and each time it fails it to empower it. If you do so, in addition to the normal effects,
takes necrotic damage equal to two rolls of your Rite Die. the creature cannot move while under the effects of this Rite.
Rite of Exposure Rite of Decay
Prerequisite: 5th level Blood Hunter Prerequisite: 13th level Blood Hunter
As a bonus action on your turn, you can invoke this Rite and As an action, you can invoke this Rite and force a creature
curse one creature you can see within 30 feet. Until the end you can see within 30 feet to make a Constitution saving
of your next turn, any damage that creature takes ignores any throw as you corrupt the blood in its veins. On a failed save,
damage resistances that creature may have. it takes necrotic damage equal to four rolls of your Rite Die,
When you invoke this Rite you can make a Vital Sacrifice its speed is halved, and it cannot take reactions.
to empower it. When you do so, any damage that creature As an action on its turn, the creature can repeat its saving
takes until the end of your next turn also treats any damage throw. On a success, the effects of this Rite end. On a failed
immunities it may have as damage resistances. save, the creature takes additional damage equal to two rolls
of your Rite Die and it suffers one level of exhaustion.
Rite of Marking When you invoke this Rite you can make a Vital Sacrifice
Prerequisite: 5th level Blood Hunter to empower it. If you do so, this Rite ignores resistance to
As a bonus action, you can invoke this Rite and mark a target necrotic damage and treats immunity to necrotic damage as
you can see within 30 feet. Until the end of your next turn, resistance. Finally, a creature killed by the necrotic damage
you have advantage on all attack rolls against that target. from this Rite is turning into a pile of fine flesh-colored dust.
When you invoke this Rite you can make a Vital Sacrifice
to empower it. When you do so, any weapon attacks you Rite of Nightmares
make against that target score a critical hit on a roll of 19 or Prerequisite: 13th level Blood Hunter
20 on the d20 until the end of your next turn. As an action, you can invoke this Rite and force a creature
you can see within 30 feet to make a Wisdom saving throw
Rite of the Puppet as you infect its mind with nightmarish phantasms. On a
Prerequisite: 5th level Blood Hunter failed save, the creature takes psychic damage equal to two
When a creature you can see within 30 feet is reduced to 0 rolls of your Rite Die and is frightened of you for 1 minute. At
hit points, you can use your reaction to invoke this Rite and the end of each of the creature's turns before this Rite ends,
have the creature stand up and make a single weapon attack it must succeed on a Wisdom saving throw or take psychic
against a creature of your choice within its reach. damage equal to four rolls of your Rite Die. On a successful
When you invoke this Rite you can make a Vital Sacrifice save, the nightmarish effects of this Rite end.
to empower it. When you do so, the creature can move up to When you invoke this Rite you can make a Vital Sacrifice
its full walking speed before it makes its attack, and the to empower it. If you do so, the creature is incapacitated and
creature gains a bonus to both its weapon attack roll and its has a speed of 0 for the duration of the effects of this Rite.
damage roll equal to one roll of your Rite Die.
Rite of Exsanguination
Rite of Fear Prerequisite: 17th level Blood Hunter
Prerequisite: 9th level Blood Hunter As an action, you can invoke this most powerful and ancient
As a bonus action, you can invoke this Rite and force one Rite to force one creature you can see within 30 feet to make
creature that can see or hear you within 30 feet to make a a Constitution saving throw as you attempt to drain its body
Wisdom saving throw. On a failed save, it is frightened of you of all blood. It takes necrotic damage equal to twelve rolls of
for 1 minute. While frightened in this way, the creature must your Rite Die on a failed save, and half as much on a success.
take the Dash action and move away from you by the safest A creature that you have dealt damage to since the start of
available route on each of its turns, unless there is nowhere your previous turn that is not at its maximum hit points has
to move. If it ends its turn in a location where it doesn't have disadvantage on its Constitution saving throw.
line of sight to you, it can repeat its saving throw, ending the When you invoke this Rite you can make a Vital Sacrifice
effects of this Rite on a success. to empower it. If you do so, this Rite ignores resistance to
When you invoke this Rite you can make a Vital Sacrifice necrotic damage and treats immunity to necrotic damage as
to empower it. If you do so, a creature that fails its saving resistance. Finally, a creature killed by the necrotic damage
throw is stunned for the duration of this Rite, so long as it from this Rite is turning into a pile of fine flesh-colored dust.
has line of sight to you. If it takes any damage, it can repeat Once you invoke this Rite you must finish a short or long
its saving throw, ending the effect on a success. rest before you can invoke it again. You cannot make a Vital
Sacrifice to circumvent this restriction.
Alternate
Blood Hunter
Become the master of monstrous blood magic
you were meant to be with this homage to the
Blood Hunter Class! Includes five Occult Orders
and sixteen new & updated Blood Rites!

Version 1.1.0 - Created by /u/laserllama

Artist Credits:
Covers - Paul Canavan - Species Specialist
Page 1 - Alix Branwyn - Harker's Journal
Page 3 - Tyler Walpole - Morbid Opportunist
Page 4 - Vincent Proce - Fangblade Brigand
Page 5 - Sam White - Mountain
Page 6 - Josu Hernaiz - Strange Augmentation
Page 7 - Brian Valeza - Bloodrage Alpha
Page 8 - Tuong Dong Chu - Twinblade Geist
Page 9 - Peter Mohrbacher - Vampire Token
Page 10 - C. Sheppard - Markov Dreadknight
Page 11 - Rodrigo Idaliano - Malakir Cullblade
Page 12 - Anna Pavleeva - Odric, Blood Cursed

The Blood Hunter class can be found Here.

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