5e You Cannot Do So Again

Blood Hunter

Past Matt Mercer | Art by Joma Cueto

THIS IS UNOFFICIAL MATERIAL

These game mechanics are usable in your campaign if your DM allows them just non refined past final game design and editing. They aren't officially role of the Dungeons & Dragons game and aren't permitted in D&D Adventurers League events unless otherwise stated. To use this content, toggle the Critical Part content on in the character builder.

Marred but resolute, his grimacing face dripping with sweat, a one-half-orc reddens a finger in the blood of his own wounds, so draws a glowing ruby-red glyph in the air between him and the bloody behemoth facing him. He grips the weightless sigil, twisting it to unleash streams of dark energy that curse the claret of the monster'south own veins to fifty-fifty the odds.

A mysterious half-elf swathed in a worn cloak and rugged leather armor carefully investigates the site of a roadway massacre, her optics flashing with recognition as she meditates on the remnants of the grisly scene. Suddenly, she jumps to her anxiety, certain in the knowledge of what creature was responsible, where it can be found—and how petty time she has earlier it kills again.

Stepping into lightless chambers filled with aboriginal dust and lingering whispers, the halfling picks up the alarm of imminent danger from the scraping of bone and hook on nearby stone. She winces as she runs her blade across her palm, the steel transmuting claret and essence into glowing runes of powerful magic, eager to brand and burn down the flesh of her enemies.

Blood hunters are clever warriors driven past an unending determination to destroy evils sometime and new. Armed with rites of secretive blood magic and a willingness to sacrifice their own vitality and humanity for their cause, they protect the realms from the shadows—fifty-fifty as they remain e'er vigilant against being drawn to the darkness that consumes the monsters they hunt.

Sacrifice to Preserve Life

Far from the judging eyes of society, blood hunters have mastered the secretive techniques of hemocraft, finding blood magic's esoteric nature effective against evils that resist divine rebuke or arcane bindings. Through conscientious report and practice, blood hunters hone the rites of hemocraft into unique combat techniques, forfeiting a portion of their ain health to call blood curses downwards upon their enemies or summon the elements to aid their strikes. Willing to suffer whatever it takes to achieve victory, these expert warriors accept forged themselves into a strong strength dedicated to protecting the innocent.

A Monster to Fight Monsters

Whether driven by the wish to make a difference, the demand to take vengeance, or the hope of finding a place to belong in an uncaring earth, every blood hunter has their ain reasons for undertaking the ritual of the Hunter'due south Bane that starts them on this path. In joining an order of claret hunters, one also joins a family spring by service to each other and a mutual crusade. For many, this might be the only family they have left—or have ever known—making the kinship felt between blood hunters an all-simply-unbreakable bond.

Exterior the camaraderie of their orders, however, the life of a blood hunter is non an easy one. The ritual of the Hunter's Bane tin exit a graphic symbol visibly changed, and prone to unsettling the people around them. Too, witnessing hemocraft can invoke superstitious fears from even the most learned scholars. While some cultures take come to accept the good deeds of many blood hunter orders, many blood hunters hide their calling unless admittedly necessary. They feel more comfortable in the wilds and wastes of the world, or drift through the outskirts of guild, protecting the poor and defenseless from dark intention and the corrupting touch of fiends.

In choosing this path, every claret hunter irrevocably gives a office of themself to their cause—physically, emotionally, and sometimes morally. Each order of blood hunters practices its own ideals and methods, oftentimes employing techniques with dark origins that examination the strength and will of those who apply them. Many wrestle with the fright of losing this struggle. And and so a life of discipline and vigilance drives a blood hunter'south travels as they wander the countryside, in search of agreeing adventurers and whispers of dark deeds afoot.

Creating a Blood Hunter

Every bit you create your blood hunter character, think about why you were driven to this lifestyle—and why you strive to give up everything to dwell in the darkness with the evils you chase. Practice you lot seek a sense of purpose and security, which y'all found amongst the order that has taken yous in? Have you ever carried a seed of darkness within y'all, then that you wait for compatriots who can lookout man over and prevent you from succumbing to it? Were you in one case a holy warrior who strayed from your faith and was cast out, even as you yearn to give yourself over to the cause of protecting the innocent?

What is your relationship with the powers of hemocraft and the abilities it promises? Do y'all respect and fear the ancient power that surges through your veins, embracing your gifts and using them freely? Are you worried that this power will somewhen plough y'all into one of the monsters you chase? Or has your written report instilled you lot with the confident clarity that makes you lot certain yous can control these gifts for the greater good?

Too, what made you leave the comfort of your order to strike out on your ain? Do yous intend to return, or have you decided you lot have more to acquire in the world? What strengths or assets do you seek in other adventurers that can help you see your goals?

Though most claret hunters follow a path of good or neutrality in their pursuits, some have fallen to the dark, seductive side of hemocraft. These claret hunters use their abilities for selfish and evil purposes, frequently leading to their expulsion from the orders that trained them.

Quick Build

You can make a blood hunter speedily by post-obit these suggestions. Start, put your highest ability score in Strength or Dexterity, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Intelligence, if you programme to focus on the potency of claret curses and mystical ability, or Constitution, if you want to have additional hit points to empower your abilities through sacrifice. 2d, choose the soldier or urchin background.

The Claret Hunter

Level

Proficiency
Bonus

Hemocraft
Dice

Features Known

Blood Curses

1st

+2

1d4

Hunter's Bane, Blood Maledict

1

2d

+ii

1d4

Fighting Style, Ruddy Rite

1

3rd

+2

1d4

Blood Hunter Order

1

4th

+two

1d4

Ability Score Improvement

ane

5th

+3

1d6

Extra Set on

1

6th

+iii

1d6

Brand of Castigation, Blood Maledict improvement

two

7th

+iii

1d6

Claret Hunter Order feature, Carmine Rite improvement

2

8th

+3

1d6

Ability Score Improvement

2

9th

+4

1d6

Grim Psychometry

2

tenth

+4

1d6

Dark Augmentation

iii

11th

+4

1d8

Blood Hunter Club characteristic

iii

twelfth

+4

1d8

Ability Score Improvement

iii

13th

+5

1d8

Brand of Tethering, Blood Maledict comeback

3

14th

+5

1d8

Hardened Soul, Blood-red Rite improvement

iv

15th

+five

1d8

Blood Hunter Order feature

iv

16th

+5

1d8

Ability Score Comeback

iv

17th

+half dozen

1d10

Blood Maledict comeback

four

18th

+6

1d10

Blood Hunter Gild feature

v

19th

+vi

1d10

Ability Score Comeback

5

20th

+6

1d10

Sanguine Mastery

5

Optional Rule: Multiclassing

If your group uses the multiclassing rules from the Histrion'due south Handbook, here's what you need to know if you choose blood hunter equally one of your classes.

Ability Score Minimum. As a multiclass character, you must take at least a Strength score or Dexterity score of xiii and an Intelligence score of 13 to have a level in this class, or to take a level in another class if you are already a blood hunter.

Proficiencies Gained. If blood hunter isn't your initial class, yous proceeds the post-obit proficiencies when you take your first level every bit a claret hunter: low-cal armor, medium armor, shields, simple weapons, martial weapons, and alchemist's supplies.

Multiclassing with Warlock. If your claret hunter is part of the Order of the Profane Soul and also has warlock levels, add ane-third of your blood hunter levels (rounded downwards) to your warlock level and consult the warlock progression tabular array in the Role player'south Handbook for total spell slots, cantrips known, and spell slot level. Yous should consider adjustment your Otherworldly Patron feature between both classes, just your DM might allow you to have two different patrons at their discretion.

Variant Hemocraft Power Score

As a blood hunter, yous use your Intelligence modifier for some of your course and subclass features. However, with your DM's permission, you tin can cull to instead use your Wisdom modifier for all your claret hunter features that utilize your Intelligence modifier by default.

Hit Points

Hit Dice: 1d10 per blood hunter level
Hit Points at 1st Level: 10 + your Constitution modifier
Striking Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per blood hunter level subsequently 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Alchemist'southward supplies
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Religion, and Survival

Equipment

You get-go with the following equipment, in addition to the equipment granted by your groundwork:

  • a martial weapon or two simple weapons
  • a calorie-free crossbow and xx bolts
  • studded leather armor or scale post armor
  • an explorer's pack and alchemist'southward supplies

Hunter's Bane

At 1st level, you have survived the Hunter'south Blight—a dangerous, long-guarded ritual that alters your life's blood, forever binding you to the darkness and honing your senses against it. You have reward on Wisdom (Survival) checks to runway fey, fiends, or undead, as well as on Intelligence checks to call back data about such creatures.

The Hunter's Bane also empowers your body to command and shape hemocraft magic, using your ain claret and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the characteristic's effects. The saving throw DC is calculated as follows:

Hemocraft salve DC = 8 + your proficiency bonus + your Hemocraft modifier
(your option between Intelligence or Wisdom)

Claret Maledict

Likewise at 1st level, you gain the power to channel—or sometimes sacrifice—a part of your vital essence to expletive and dispense creatures through hemocraft magic. You know i claret curse of your pick, detailed in the "Blood Curses" section at the end of the class clarification. You learn one boosted blood curse of your choice at sixth, 10th, 14th, and 18th level. Each time you larn a new blood curse, you lot tin likewise choose ane of the blood curses you know and replace it with another blood expletive.

Each time you use your Blood Maledict feature, you choose which curse to invoke from the curses you know. While invoking a blood expletive, but before information technology affects the target, y'all can choose to amplify the curse by taking necrotic harm equal to i roll of your hemocraft die. This damage can't be reduced in any manner. An amplified curse gains an additional effect, noted in the curse's clarification. Creatures that do not have claret are immune to blood curses unless you have amplified the curse.

One time y'all use this feature, yous must finish a short or long rest before you can use it again. You can use Blood Maledict twice between rests starting at 6th level, three times starting at 13th level, and four times starting at 17th level.

Fighting Style

At 2nd level, y'all adopt a style of fighting as your specialty. Choose one of the following options. You lot tin can't take a Fighting Style choice more than once, even if you later become to cull over again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling

When y'all are wielding a melee weapon in ane hand and no other weapons, y'all gain a +2 bonus to damage rolls with that weapon.

Slap-up Weapon Fighting

When you lot whorl a one or 2 on a damage die for an attack you lot make with a melee weapon that you lot are wielding with two hands, you can reroll the dice and must use the new roll. The weapon must have the two-handed or versatile property for you lot to gain this benefit.

Two-Weapon Fighting

When you appoint in ii-weapon fighting, you can add together your ability modifier to the damage of the second attack.

Crimson Rite

Also at 2nd level, you lot acquire to invoke a rite of hemocraft that infuses your weapon strikes with elemental energy. Every bit a bonus activity, you can activate any rite you lot know on 1 weapon you're holding. The effect of the rite lasts until you cease a short or long rest. When you activate a rite, yous take necrotic damage equal to one scroll of your hemocraft die. This damage can't exist reduced in any way.

While the rite is in effect, attacks you make with this weapon are magical, and deal extra damage equal to your hemocraft die of the type determined by the called rite. A weapon tin hold only 1 active rite at a time. Other creatures can't proceeds the benefit of your rite.

Yous choose 1 rite from the crimson rites below when you lot outset proceeds this feature. You learn an boosted crimson rite at seventh level, and again at 14th level.

Rite of the Flame. The actress damage dealt past your rite is fire damage.

Rite of the Frozen. The extra damage dealt by your rite is cold harm.

Rite of the Storm. The extra damage dealt by your rite is lightning damage.

Rite of the Dead. The actress damage dealt by your rite is necrotic damage. (Prerequisite: 14th level)

Rite of the Oracle. The extra harm dealt past your rite is psychic damage. (Prerequisite: 14th level)

Rite of the Roar. The actress damage dealt past your rite is thunder damage. (Prerequisite: 14th level)

Blood Hunter Society

At third level, yous commit to an order of blood hunters whose philosophy will guide you throughout your life: the Order of the Ghostslayer, the Social club of the Lycan, the Order of the Mutant, or the Society of the Profane Soul, each of which is detailed at the terminate of the class description. Your selection grants yous features at 7th level and once again at 11th, 15th, and 18th level.

Ability Score Improvement

When you accomplish 4th level, and again at eighth, 12th, 16th and 19th level, y'all can increase one ability score of your option by 2, or you can increase two ability scores of your pick past 1. As normal, you lot can't increment an ability score above 20 using this feature.

Using the optional feats rule, y'all can forgo taking this feature to accept a feat of your pick instead.

Starting at 5th level, yous tin attack twice, instead of in one case, whenever you accept the Assault action on your turn.

Make of Castigation

At 6th level, when you harm a creature with a weapon for which you accept an active crimson rite, yous can aqueduct hemocraft magic to sear an cabalistic brand into that creature (no activity required). You always know the direction to the branded creature every bit long as it's on the same aeroplane every bit you. Further, each time the branded creature deals damage to you or a creature y'all can see inside 5 feet of you, the branded animal takes psychic damage equal to your Hemocraft modifier (minimum of i).

Your brand lasts until you dismiss it or until yous use this feature to apply a brand to another fauna. Your brand can be dispelled with dispel magic, and is treated as a spell with a level equal to half your blood hunter level (maximum 9th level).

In one case you use this characteristic, you lot can't use information technology once more until you terminate a brusque or long rest.

Grim Psychometry

When you attain 9th level, you gain a supernatural talent for discerning the secrets surrounding mysterious relics or places touched past evil. Whenever you brand an Intelligence (History) check to recall information about the sinister or tragic history of an object yous are touching or your current location, you have reward on the bank check. At the DM's discretion, a suitably loftier roll might cause your graphic symbol to experience cursory visions of the by connected to the object or location.

Nighttime Augmentation

Starting at tenth level, the magic of hemocraft suffuses your trunk to permanently reinforce your resilience. Your speed increases by 5 feet, and you accept a bonus to Force, Dexterity, and Constitution saving throws equal to your Hemocraft modifier (minimum of +1).

Brand of Tethering

Starting at 13th level, the psychic impairment from your Make of Castigation increases to twice your Hemocraft modifier (minimum of 2). Additionally, a branded creature tin't have the Dash activeness, and if information technology attempts to teleport or to leave its electric current airplane by any means, information technology takes 4d6 psychic damage and must make a Wisdom saving throw. On a failure, the endeavour to teleport or exit the plane fails.

Hardened Soul

When you reach 14th level, yous have advantage on saving throws against being charmed and frightened.

Sanguine Mastery

Upon reaching 20th level, your mastery of blood magic reaches its peak, mitigating your cede and empowering your expertise. Once per plough, whenever a claret hunter feature requires you to curl a hemocraft dice, you tin can reroll the die and utilize either whorl.

Additionally, whenever y'all score a critical hit with a weapon for which you have an active crimson rite, y'all regain one expended apply of your Claret Maledict feature.

Blood Curses

As a claret hunter, you have access to a range of blood curses that tin tax the resilience of any foe.

Blood Expletive of the Anxious

As a bonus activeness, y'all harry the body or mind of a animate being inside 30 feet of you, making them susceptible to forceful influence. Until the end of your next plow, Charisma (Intimidation) checks fabricated against the cursed animal accept advantage.

Amplify. The next Wisdom saving throw the cursed animate being makes earlier this expletive ends has disadvantage.

Blood Expletive of Binding

As a bonus action, you attempt to demark a Large or smaller creature you lot can see within 30 feet of you, which must make a Strength saving throw. On a failure, the cursed creature's speed is reduced to 0 and information technology can't apply reactions until the terminate of your next turn.

Amplify. This curse lasts for 1 infinitesimal and can affect any creature regardless of size. The cursed fauna can repeat the saving throw at the end of each of its turns, ending the expletive on itself on a success.

Blood Curse of Swollen Desperation

As a bonus action, you expletive a creature that you can come across within 30 anxiety of you, causing its body to swell until the finish of your adjacent turn. For the duration, the creature has disadvantage on Force checks and Dexterity checks, and takes 1d8 necrotic damage if it makes more than than one set on during its turn.

Amplify. This curse lasts for 1 minute. The cursed creature tin can make a Constitution saving throw at the cease of each of its turns, ending the curse on itself on a success.

Claret Curse of Corrosion

Prerequisite: 15th level, Order of the Mutant

As a bonus action, you cause a beast within 30 anxiety of you to become poisoned. The cursed creature can make a Constitution saving throw at the terminate of each of its turns, ending the curse on itself on a success.

Amplify. The cursed creature takes 4d6 necrotic damage when you inflict this expletive, and it takes this damage again each time it fails a Constitution saving throw to terminate the curse.

Claret Expletive of the Exorcist

Prerequisite: 15th level, Order of the Ghostslayer

As a bonus activeness, you choose one creature you lot can see within 30 feet of you that is charmed or frightened, or which is nether a possession result. The target creature is no longer overjoyed, frightened, or possessed.

Amplify. A animate being that charmed, frightened, or possessed the target of your curse takes 3d6 psychic impairment and must succeed on a Wisdom saving throw or be stunned until the end of your adjacent turn.

Blood Curse of Exposure

When a creature yous can see within 30 feet of you takes damage from an attack or spell, you can utilize your reaction to temporarily weaken its resilience. Until the end of the target's next turn, information technology loses resistance to all the damage types dealt by the triggering attack or spell (including for that triggering effect).

Amplify. The target instead loses invulnerability to the impairment types of the triggering assault or spell, but has resistance to those damage types until the finish of its adjacent turn.

Blood Curse of the Eyeless

When a animal you lot tin come across within 30 feet of yous makes an attack, you lot can use your reaction to curlicue one hemocraft dice and decrease the number rolled from the creature's set on coil. Y'all can choose to apply this characteristic later on the animal's coil, only earlier the DM determines whether the set on hits or misses. The animal is immune to this curse if it is immune to the blinded condition.

Amplify. You apply this curse to all the creature's attack rolls until the end of the creature's plough. Y'all coil separately for each affected attack.

Blood Curse of the Fallen Puppet

When a beast you lot can see within 30 anxiety of you drops to 0 hit points, you can use your reaction to instill that creature with a final act of aggression. The animal immediately makes one weapon attack against a target of your option within its range.

Amplify. You tin can first cause the cursed creature to movement upwardly to half its speed, and you grant a bonus to its attack roll equal to your Hemocraft modifier (minimum of +i).

Blood Curse of the Howl

Prerequisite: 18th level, Order of the Lycan

Equally an activity, you unleash a bloodcurdling howl. Each creature inside 30 anxiety of yous that can hear you must succeed on a Wisdom saving throw or go frightened of yous until the end of your next turn. If a creature fails its saving throw by 5 or more, information technology is stunned while frightened in this way. A creature that succeeds on its saving throw is immune to this blood curse for the next 24 hours.

You can choose whatever number of creatures you can encounter to be unaffected past the howl.

Amplify. The range of this expletive increases to lx feet.

Claret Curse of the Marked

As a bonus action, you marking a animal that you can run into within 30 feet of you. Until the cease of your turn, whenever you hit the cursed creature with a weapon for which yous have an active ruddy rite, you roll an boosted hemocraft dice when determining the extra damage from the rite.

Amplify. The next attack curlicue y'all make against the target before the end of your turn has advantage.

Blood Curse of the Muddled Mind

Equally a bonus activity, you curse a creature that you tin can see within 30 anxiety of you that is concentrating on a spell or using a characteristic that requires concentration. That beast has disadvantage on the next Constitution saving throw information technology makes to maintain concentration before the finish of your next turn.

Amplify. The cursed beast has disadvantage on all Constitution saving throws made to maintain concentration until the end of your next turn.

Blood Curse of the Soul Eater

Prerequisite: 18th level, Order of the Profane Soul

When a animal that isn't a construct or undead is reduced to 0 hit points within xxx feet of you lot, yous can utilise your reaction to offer their life energy to your patron in exchange for power. Until the cease of your side by side turn, you make attacks with advantage and you have resistance to all harm.

Dilate. Additionally, you regain an expended warlock spell slot. Once yous've amplified this claret curse, you must finish a long rest before you can dilate it again.

Claret Hunter Orders

A handful of secretive orders shape and ascertain the knowledge of the blood hunters, their members all guarding unique arrays of cryptic techniques and rituals. Characters must seek out i of these orders to even be granted access to the Hunter'due south Bane rite that starts each claret hunter's journey. But but once a blood hunter has proven their dedication and worth will an order's most powerful secrets be revealed.

Order of the Ghostslayer

The Order of the Ghostslayer is the oldest of the blood hunter orders, its members having originally rediscovered the secrets of hemocraft and refined them for combat confronting the scourge of undeath. Ghostslayers seek out and written report the moment of death, obsessing over the mystery of the transition from life, and the unholy ability that can crusade the expressionless to rise once again. These zealous claret hunters brand it their life'due south work to destroy the scourge of undeath wherever it is institute, tuning their abilities to engage undead creatures and those who manipulate the necromancy that creates them.

Rite of the Dawn

When you bring together this order at 3rd level, y'all learn the Rite of the Dawn equally function of your Cherry Rite feature. When you activate the Rite of the Dawn, the extra damage dealt past your rite is radiant harm. Additionally, while that rite is active on your weapon, you gain the following benefits:

  • Your weapon sheds bright light out to a range of 20 anxiety.
  • You accept resistance to necrotic damage.
  • When you lot striking an undead beast with a weapon for which the Rite of the Dawn is active, you lot roll an boosted hemocraft dice when determining the extra harm from the rite.

Curse Specialist

Starting at tertiary level, you lot learn to master blood curses. You gain an boosted use of your Blood Maledict feature. In addition, your blood curses can target whatsoever creature, whether it has blood or not.

Aether Walk

Upon reaching 7th level, at the start of your turn, you can magically step into the veil between the planes as long every bit yous aren't incapacitated. Yous tin can movement through other creatures and objects as if they were difficult terrain, as well equally see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if y'all end your plow within an object.

This feature lasts for a number of rounds equal to your Hemocraft modifier (minimum of 1 circular). If you are inside an object when it ends, y'all are immediately shunted to the nearest unoccupied space and you take force damage equal to twice the number of feet you moved.

In one case you use this feature, you must finish a brusque or long rest earlier you can use it again. You lot tin use Aether Walk twice between rests starting at 15th level.

Brand of Sundering

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

Blood Curse of the Exorcist

At 15th level, yous hone your hemocraft to tear corruption from the minds and bodies of your allies—and to punish those responsible for it. You lot gain the Blood Curse of the Exorcist for your Blood Maledict feature. This doesn't count against your number of blood curses known.

Rite Revival

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

Club of the Lycan

The ancient expletive of lycanthropy is feared past almost all peoples and cultures, passed through blood and seeding a host with the savage strength and hunger for violence of a wicked creature. The Guild of the Lycan is a proud grouping of claret hunters who undergo "the Taming"—the formalism infliction of lycanthropy by a senior member of the social club, for those who do not already bear the curse before seeking this path. These hunters then use the magic of their blood to harness the power of the monster they harbor, without losing themselves to information technology. Using intense will and undercover blood magic rituals, members of the Guild of the Lycan larn to control and unleash their hybrid forms for brusque periods of time. Enhanced physical prowess, unnatural resilience, and razor-sharp claws make these warriors a terrible foe to whatsoever evil that crosses their path. Even so no training is perfect, and without care and consummate focus, even the greatest of blood hunters tin can temporarily lose themselves to their own hunger.

The Brunt of Lycanthropy

Those inducted into the Order of the Lycan choose this path with conviction, understanding the terrible weight it imposes on them and the challenges it brings. Where most afflicted by the curse of lycanthropy grow wicked, deranged, and even murderous, Lycan claret hunters have the gifts of the beast while maintaining control through intense training and the ability of their claret magic. A member of the Order of the Lycan cannot spread their expletive through blood unless they wish to, and one of the about sacred oaths of this order is to never infect another creature without the order's sanction.

If a member of the Order of the Lycan is e'er cured of their lycanthropic expletive, it brings terrible shame to their name and the order. Members who have been apple-pie confronting their will readily return to the order to undergo a renewed initiation of the Taming, reintroducing the curse to their bodies and restoring their honour.

Lycanthropy comes in many forms bound to specific beasts, with wolf, conduct, tiger, boar, and rat the best-known variations. The particular strain of the lycanthropic curse defines the physical traits that manifest in a Lycan blood hunter'south hybrid transformation, fifty-fifty every bit the benefits the curse bestows remain relatively uniform.

Heightened Senses

When you choose this archetype at tertiary level, you gain the improved senses of a natural predator. You have reward on Wisdom (Perception) checks that rely on hearing or smell.

Hybrid Transformation

Also at 3rd level, you learn to control the lycanthropic curse that courses through your veins. As a bonus activeness, y'all transform into a special hybrid form for up to i hour. You lot can speak, use equipment, and article of clothing armor while in this form, and tin can revert to your normal course as a bonus action. You automatically revert to your normal form if you autumn unconscious or die.

This feature replaces the rules for lycanthropy in the Monster Manual. Once you use this feature, you lot must end a brusk or long rest before y'all tin can use it again.

In theCharacter Builder, set the option forHybrid Transformation toHybrid Class to activate the bonuses for that form on the character sheet.

Hybrid Transformation Features

While you lot are transformed, you gain the following benefits and drawbacks:

Feral Might. You lot have advantage on Strength checks and Force saving throws, and yous have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level.

Resilient Hide. You lot accept resistance to bludgeoning, piercing, and slashing harm from nonmagical attacks not fabricated with silvered weapons. Additionally, while you are not wearing heavy armor, you have a +i bonus to Air-conditioning.

Predatory Strikes. You lot can apply your Blood-red Rite feature to your unarmed strikes, which you lot treat as one weapon. You can utilise Dexterity instead of Force for the set on and damage rolls of your unarmed strikes, which deal 1d6 bludgeoning or slashing damage (your pick). This damage increases to 1d8 at 11th level.

Additionally, when you utilize the Attack action to brand an unarmed strike, you can make i boosted unarmed strike as a bonus action.

Bloodlust. If you showtime your plough with fewer hit points than half your hit indicate maximum, you must succeed on a DC 8 Wisdom saving throw or move straight toward the nearest beast and apply the Attack action against that creature. If you're concentrating on a spell or are under an effect that prevents yous from concentrating (such as the barbarian'southward Rage feature), you automatically fail this saving throw.

If you have your Extra Attack feature, you can choose whether to use information technology for this frenzied attack. If more than one creature is equally near to y'all, roll randomly to decide your target. Once your attack is resolved, you lot regain control of yourself.

Stalker's Prowess

At 7th level, your speed increases by x feet, and you add together ten anxiety to your long leap distance and 3 feet to your high jump distance. Your hybrid form also gains the following additional benefit.

Improved Predatory Strikes. You lot have a +one bonus to attack rolls made with your unarmed strike. This bonus increases to +2 at 11th level and to +3 at 18th level. Additionally, when you lot take an active cherry-red rite on your unarmed strike while in your hybrid course, your unarmed strikes are considered magical for the purpose of overcoming resistance and amnesty to nonmagical attacks and damage.

Advanced Transformation

At 11th level, yous larn to unleash and command more than of the beast within. You tin can use your Hybrid Transformation characteristic twice, regaining all expended uses when you finish a brusque or long rest. Your hybrid form likewise gains the following additional benefit.

Lycan Regeneration. At the get-go of each of your turns when yous have at to the lowest degree ane striking point but fewer hit points than half your hit point maximum, you gain hitting points equal to 1 + your Constitution modifier (minimum of 1). If y'all are in hybrid form, you lot proceeds these hit points earlier you lot must make the saving throw for your bloodlust.

Brand of the Voracious

Starting at 15th level, you have reward on the saving throw for your bloodlust while in hybrid form. Additionally, your Make of Castigation can at present bind a foe to your hunter'south ferocity. While in your hybrid class, you have advantage on attack rolls against a brute branded by you.

Hybrid Transformation Mastery

At 18th level, you take mastered your inner predator. You can use your Hybrid Transformation feature an unlimited number of times, and your hybrid grade lasts until yous revert to your normal form, fall unconscious, or die.

You too proceeds the Blood Curse of the Howl for your Blood Maledict characteristic. This doesn't count confronting your number of claret curses known.

Order of the Mutant

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

Mutagencraft

When you choose this archetype at 3rd level, you acquire to primary forbidden alchemical formulas—known as mutagens—that can temporarily alter your mental and physical abilities.

As a bonus activeness, y'all eat a mutagen, whose effects and side effects last until you finish a short or long remainder unless otherwise specified. While 1 or more than mutagens are affecting y'all, yous tin utilize an action to focus and flush all mutagens from your organization, ending their effects and side effects.

Mutagens are designed for the specific biological science of the graphic symbol who concocted them, and your mutagens have no issue on other creatures. They are also unstable past nature, losing their potency over fourth dimension and becoming inert if not used before you lot stop your next brusque or long rest.

Mutagencraft

Blood Hunter
Level
Mutagens
Created
Formulas
Known
3rd 1 4
7th 2 5
11th ii 6
15th 3 seven
18th 3 8

Formulas

The number of mutagens y'all can concoct when you stop a residue, and the number of formulas yous know, increases equally you proceeds levels in the blood hunter course, every bit shown on the Mutagencraft tabular array above. Additionally, when you larn a new mutagen formula, you can supplant i formula you lot already know with a new mutagen formula. You choose four mutagen formulas to larn from the options detailed at the cease of this bracket description, and you can contrive 1 mutagen when you lot end a curt or long rest.

Strange Metabolism

When y'all reach 7th level, your body begins to adapt to toxins and venoms, ignoring their corrupting effects. You proceeds amnesty to poisonous substance damage and the poisoned condition.

Additionally, you tin can trigger a burst of adrenaline that lets you temporarily resist the negative furnishings of a mutagen. Equally a bonus activeness, yous tin can ignore the negative side upshot of one mutagen affecting you for ane minute. Once you do then, you tin can't do so again until you finish a long rest.

Brand of Axiom

At 11th level, your mutagenic hemocraft lets your Brand of Castigation reveal a foe's true nature. Any illusion or invisibility in effect on a creature when you brand information technology ends, and the creature tin can't do good from invisibility or illusion effects while branded by you lot. If a creature branded by you is in an culling form (by way of the polymorph spell, the Alter Shape action or Shapechanger trait, the Wild Shape feature, and similar effects), information technology must succeed on a Wisdom saving throw or revert to its true course and exist stunned until the stop of your next turn. Whenever a branded creature attempts to alter its form, it must succeed on a Wisdom saving throw or have the attempt fail, and it is stunned until the end of your next turn.

Blood Expletive of Corrosion

Starting at 15th level, your claret curse can infuse a creature's body with terrible toxins. You gain the Blood Curse of Corrosion for your Blood Maledict feature. This doesn't count against your number of blood curses known.

Exalted Mutation

At 18th level, your trunk has adapted to produce mutagens naturally in a moment of need. As a bonus action, choose one mutagen currently affecting you. Its effects and side effects terminate, and you can immediately have a mutagen you know the formula for take issue in its place.

Yous can use this feature a number of times equal to your Hemocraft modifier (minimum of once). Y'all regain all expended uses when you lot finish a long remainder.

Mutagens

The mutagens that are part of your hemocraft are presented in alphabetical order. Y'all can acquire a mutagen at the aforementioned fourth dimension yous see its prerequisites.

Aether

Prerequisite: 11th level

You have a flying speed of 20 feet for 1 hr. However, you accept disadvantage on Force checks and Dexterity checks during this fourth dimension.

Alluring

Your skin and vocalism become malleable, allowing you to enhance your appearance and presence. You lot have advantage on Charisma checks. However, you have disadvantage on initiative rolls.

Celerity

Your Dexterity score increases by 3, as does your maximum for that score. However, you lot take disadvantage on Wisdom saving throws. Your Dexterity score and your maximum increase by 4 if you swallow this mutagen at 11th level, and by 5 at 18th level.

Conversant

You have advantage on Intelligence checks. All the same, you accept disadvantage on Wisdom checks.

Cruelty

Prerequisite: 11th level

When you utilise the Attack action, you lot can make 1 boosted weapon set on as a bonus activity. However, you lot have disadvantage on Intelligence, Wisdom, and Charisma saving throws.

Deftness

Y'all have advantage on Dexterity checks. However, you accept disadvantage on Wisdom checks.

Embers

You lot have resistance to fire impairment and vulnerability to cold harm.

Gelid

You have resistance to cold damage and vulnerability to fire damage.

Impermeable

You have resistance to piercing damage and vulnerability to slashing harm.

Mobility

You have immunity to the grappled and restrained weather condition. However, yous have disadvantage on Force checks. At 11th level, you are besides immune to the paralyzed condition.

Nighteye

Y'all have darkvision out to a range of 60 feet. If y'all already accept darkvision, its range increases past 60 anxiety. However, yous have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your set on, or any y'all are trying to perceive is in direct sunlight.

Percipient

You have reward on Wisdom checks. Nonetheless, you lot have disadvantage on Charisma checks.

Authorisation

Your Strength score increases by 3, equally does your maximum for that score. All the same, yous take disadvantage on Dexterity saving throws. Your Strength score and your maximum increase past 4 if you consume this mutagen at 11th level, and by 5 at 18th level.

Precision

Prerequisite: 11th level

Your weapon attacks score a critical hit on a roll of xix or 20. Nonetheless, yous accept disadvantage on Force saving throws.

Rapidity

Your speed increases by 10 feet. Withal, y'all accept disadvantage on Intelligence checks. At 15th level, your speed increases by an additional 5 feet.

Reconstruction

Prerequisite: 7th level

For 1 60 minutes, at the starting time of each of your turns when you have at least 1 hit betoken simply fewer striking points than half your hit point maximum, you regain hit points equal to your proficiency bonus. Nevertheless, your speed is reduced by 10 anxiety during this time.

Sagacity

Your Intelligence score increases by 3, as does your maximum for that score. However, you accept disadvantage on Charisma saving throws. Your Intelligence score and your maximum increase past 4 if you swallow this mutagen at 11th level, and past 5 at 18th level.

Shielded

You have resistance to slashing harm, and you lot accept vulnerability to bludgeoning damage.

Unbreakable

Y'all have resistance to bludgeoning damage, and yous accept vulnerability to piercing damage.

Vermillion

You proceeds an boosted use of your Blood Maledict characteristic. However, you accept disadvantage on death saving throws.

Order of the Profane Soul

Blood hunters belonging to the Guild of the Profane Soul have pushed the limits of hemocraft for utilise against some of the virtually terrifying creatures corrupting the globe. Aboriginal fiends and roughshod magic-users have long counted on their ability to meld into the groundwork and escape those who hunt them, vanishing into noble courts without a trace, or bending the minds of the most stalwart warriors with but a glance. So the blood hunters who founded this order trusted to their resilience as they delved into the aforementioned well of corrupting arcane knowledge, making pacts with lesser evils to ameliorate gainsay the greater threats. And though they might accept traded a part of themselves for their power, the members of this lodge know the benefits of that power far outweigh the price.

Otherworldly Patron

When you reach tertiary level, yous strike a bargain with an otherworldly being of your choice:

  • The Archfey, the Fiend, or the Great One-time One, detailed in the Player's Handbook
  • The Undying, from Sword Coast Charlatan's Guide
  • The Celestial or the Hexblade, from Xanathar's Guide to Everything
  • The Fathomless or the Genie, from Tasha'due south Cauldron of Everything
  • The Undead, from Van Richten'south Guide to Ravenloft

The choice y'all make augments some of your subclass features, as noted below.

Pact Magic

Also at 3rd level, you augment your combat techniques with the ability to cast spells. See chapter 10 of the Player's Handbook for the full general rules of spellcasting and chapter eleven of the Player's Handbook for the warlock spell list.

Cantrips. You learn two cantrips of your choice from the warlock spell list. You lot acquire an additional warlock cantrip of your choice at 10th level.

Spell Slots. The Profane Soul Spellcasting tabular array shows how many spell slots you take. The table besides shows what the level of those slots is; all of your spell slots are the aforementioned level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a brusque or long rest.

For example, when yous are 8th level, you have 2 2nd-level spell slots. To cast the 1st-level spell witch commodities, y'all must spend ane of those slots, and you lot bandage it as a 2nd-level spell.

Spells Known of 1st Level and Higher. At 3rd level, you know 2 1st-level spells of your pick from the warlock spell list.

The Spells Known column of the Profane Soul Spellcasting tabular array shows when you acquire more than warlock spells of your choice of 1st level and college. A spell you cull must be of a level no college than what'south shown in the tabular array'due south Slot Level column for your level. When you accomplish 13th level, for example, you lot learn a new warlock spell, which can be 1st, 2nd, or third level.

Additionally, when you proceeds a level in this class, you can cull 1 of the warlock spells you know and supercede it with some other spell from the warlock spell list, which also must be of a level for which you lot have spell slots.

Spellcasting Ability.  Your chosen Hemocraft power (Intelligence or Wisdom) is your spellcasting ability for your warlock spells, and so y'all use your Hemocraft power whenever a spell refers to your spellcasting ability. In improver, you utilize your Hemocraft modifier when setting the saving throw DC for a warlock spell yous cast and when making an assault roll with one.

Spell salvage DC = 8 + your proficiency bonus + your Hemocraft modifier

Spell attack modifier = your proficiency bonus + your Hemocraft modifier

Profane Soul Spellcasting

BLOOD HUNTER
LEVEL
CANTRIPS
KNOWN
SPELLS
KNOWN
SPELL
SLOTS
SLOT
LEVEL
tertiary 2 2 one 1st
4th 2 2 one 1st
5th 2 3 ane 1st
6th two 3 ii 1st
7th two 4 2 2nd
8th 2 four 2 2d
ninth 2 five ii 2nd
10th 3 5 two 2nd
11th three 6 2 2nd
12th iii 6 2 2nd
13th 3 7 two 3rd
14th three seven 2 third
15th three 8 2 3rd
16th 3 viii 2 3rd
17th 3 nine 2 3rd
18th three ix two 3rd
19th 3 x 2 quaternary
20th three eleven two fourth

Rite Focus

Starting at 3rd level, your weapon becomes a conduit for the power of your pact with your chosen patron. While you accept an active cherry-red rite, you can utilise your weapon as a spellcasting focus for your warlock spells, and you gain a specific benefit based on your chosen pact.

The Archfey. When you impairment a creature with a weapon for which y'all have an active crimson rite, that animate being glows with faint low-cal until the stop of your next plow. For the elapsing, the animate being gains no do good from any cover or from being invisible.

The Angelic. As a bonus action, you expend one apply of your Blood Maledict feature to heal one creature yous can see within sixty anxiety of y'all. That creature regains a number of hit points equal to i roll of your hemocraft die + your Hemocraft modifier (minimum of +1).

The Fathomless. You tin can breathe underwater. Additionally, once per plough when yous damage a animal with a weapon for which you have an active cherry-red rite, you can reduce that creature's speed by 10 feet until the commencement of your next turn.

The Fiend. While using the Rite of the Flame, if y'all whorl a ane or 2 on a damage die when you whorl the extra damage from the rite, you tin reroll the dice and cull which roll to use.

The Genie. As a bonus action, you lot expend a use of your Blood Maledict feature to give yourself a flying speed of 30 feet, which lasts for a number of rounds equal to your Hemocraft modifier (minimum of 1 round).

The Neat One-time One. When you score a critical hit against a creature, that creature and any other creatures of your choice within 10 feet of it are frightened of you until the finish of your next plough.

The Hexblade. When you successfully target a creature with a blood curse, the next time you striking that creature with an assault while the curse is in effect, the attack deals additional impairment equal to your proficiency modifier.

The Undead. When you take necrotic damage, you can use your reaction to halve that damage. In improver, your advent changes to reflect some aspect of your patron while you have any cerise rite active.

The Undying. When you reduce a hostile brute of at least mild threat (DM's discretion) to 0 hit points, you regain a number of hitting points equal to i coil of your hemocraft dice.

Mystic Frenzy

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

Revealed Arcana

At 7th level, your patron grants you the apply of a distinctive spell based on your pact. You cast this spell using any pact magic spell slot, and can't do then over again until you finish a long rest.

The Archfey. You can cast blur.

The Angelic. You tin can cast bottom restoration.

The Fathomless. You can cast gust of wind.

The Fiend. Y'all can bandage scorching ray.

The Genie. You can cast phantasmal force.

The Bully Old One. Yous can cast detect thoughts.

The Hexblade. Yous tin can bandage branding smite.

The Undead. You tin bandage incomprehension/deafness.

The Undying. Yous can cast silence.

Brand of the Sapping Scar

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

Unsealed Arcana

At 15th level, your patron grants you the use of an boosted spell based on your pact. Y'all bandage this spell without expending a spell slot, and can't do so over again until yous stop a long rest.

The Archfey. You tin can cast slow.

The Celestial. You can bandage revivify.

The Fathomless. Yous can bandage lightning bolt.

The Fiend. Yous tin can cast fireball.

The Genie. Y'all can cast protection from energy.

The Great Former Ane. You tin can cast haste.

The Hexblade. Y'all can cast blink.

The Undead. You lot can cast speak with expressionless.

The Undying. You tin cast bequeath expletive.

Blood Expletive of the Souleater

Starting at 18th level, you learn to siphon the life energy from your fallen prey. You gain the Blood Curse of the Soul Eater for your Blood Maledict feature. This doesn't count against your number of blood curses known.

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Source: https://www.dndbeyond.com/classes/blood-hunter

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