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The Blood Hunter Table
Level Proficiency Bonus Crimson Rite Damage Die Features Blood Curses Known
1st +2 1d4 Hunter's Bane, Crimson Rite -
2nd +2 1d4 Fighting Style, Blood Curses 2
3rd +2 1d4 Blood Hunter Order 2
4th +2 1d4 Ability Score Improvement 2
5th +3 1d6 Extra Attack 3
6th +3 1d6 Dark Velocity 3
7th +3 1d6 Order Feature, Empowered Rites 3
8th +3 1d6 Ability Score Improvement 3
9th +4 1d6 Hardened Soul 4
10th +4 1d6 Grim Psychometry 4
11th +4 1d8 Order Feature, Revoke Wound 4
12th +4 1d8 Ability Score Improvement 4
13th +5 1d8 - 5
14th +5 1d8 Ichorous Vigour 5
15th +5 1d8 Order Feature 5
16th +5 1d8 Ability Score Improvement 5
17th +6 1d10 Enduring Form 6
18th +6 1d10 Order Feature 6
19th +6 1d10 Ability Score Improvement 6
20th +6 1d10 Sanguine Mastery 7
Class Features (a) a light crossbow and 20 bolts or (b) hand crossbow and
As a blood hunter, you gain the following class features. 20 bolts
(a) studded leather armor or (b) scale mail armor
Hit Points an explorer’s pack
Hit Dice: 1d10 per blood hunter level
Hit Points at 1st Level: 10 + your Constitution modifier Hunter's Bane
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution Beginning at 1st level, you have survived the imbibing of the
modifier per archivist level after 1st Hunter’s Bane, a poisonous alchemical concoction that alters
your life’s blood, forever binding you to the darkness and
Proficiencies honing your senses against it.
Armor: Light armor, medium armor, shields You have advantage on Wisdom (Survival) checks to track
Weapons: Simple weapons, martial weapons Fey, Fiends, and Undead, as well as on Intelligence checks to
Tools: Alchemist’s supplies recall information about them. If you are actively tracking one
Saving Throws: Strength, Wisdom of these creature types, you cannot be surprised by any
Skills: Choose two from Athletics, Acrobatics, Arcana, creatures of that type. You can only be tracking one type of
Insight, Investigation, and Survival creature at a time.
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a martial weapon or (b) two simple weapons
BLOOD HUNTER 1
Crimson Rite
At 1st level, you learn to invoke a rite of
blood magic within your weapon through means
of your occult life force. Choose to learn one rite from
the Primal Rites list below.
As a bonus action, you imbue a single weapon with the
elemental energy of a known rite, this effect lasts for 1
minute or until you are incapacitated. While active, attacks
from this weapon deal an additional 1d4 rite damage of the
chosen elemental type. The rite damage die changes as you
gain blood hunter levels, as shown in the crimson rite
damage die column of the blood hunter table.
Crimson rites can be used on multiple weapons. Most
weapons can only be subject to a single rite at any given time.
Each end of a polearm or quarterstaff is treated as a separate Shadar-Kai art by WingBuffet
weapon for the purposes of this feature. A rite can be allowed https://twitter.com/wingbuffet
to fade at any time (no action required). https://wingbuffet.tumblr.com
You gain access to an additional Primal Rite at 6th level
and 11th level. You may learn an Esoteric Rite at 14th level.
Primal Rites Blood Curses
Choose from the following: The time you spend cutting through your
Rite of the Flame (fire damage), Rite of the Frozen (cold foes in battle furthers your understanding of the
damage), Rite of the Storm (lightning damage). natural order. You gain the knowledge of how to further
channel your vital essence in order to curse and manipulate
Esoteric Rites your enemies.
Choose from the following: At 2nd level, you gain two blood curses of your choice,
Rite of the Roar (thunder damage), Rite of the Oracle primeval abilities that allow you to control the life force of
(psychic damage), Rite of the Arcane (force damage). yourself, and others. When you gain certain blood hunter
levels, you gain additional curses of your choice, as shown in
Fighting Style the Blood Curses Known column of the Blood Hunter table.
At 2nd level, you adopt a style of fighting as your specialty. Additionally, when you gain a level in this class, you can
Choose one of the following options. You can’t take a Fighting choose one of the curses you know and replace it with
Style option more than once, even if you later get to choose another curse that you could learn at that level.
again. The Blood Curse options are listed at the end of class
Archery
description.
You gain a +2 bonus to attack rolls you make with ranged Blood Hunter Order
weapons. At 3rd level, you commit to an order of blood hunter martial
Dueling focus. Choose Order of the Ghostslayer, Order of the Lycan,
When you are wielding a melee weapon in one hand and no or Order of the Vampyr, all detailed at the end of the class
other weapons, you gain a +2 bonus to damage rolls with that description. The order you choose grants you features at 3rd
weapon. level, and again at 7th, 11th, 15th, and 18th level.
Great Weapon Fighting Ability Score Improvement
When you roll a 1 or 2 on a damage die for an attack you When you reach 4th level, and again at 8th, 12th, 16th and
make with a melee weapon that you are wielding with two 19th level, you can increase one ability score of your choice
hands, you can reroll the die and must use the new roll, even by 2, or you can increase two ability scores of your choice by
if the new roll is a 1 or a 2. The weapon must have the two- 1. As normal, you can’t increase an ability score above 20
handed or versatile property for you to gain this benefit. using this feature.
Two-Weapon Fighting Extra Attack
When you engage in two-weapon fighting, you can add your Beginning at 5th level, you can attack twice, instead of once,
ability modifier to the damage of the second attack. whenever you take the Attack action on your turn.
Dark Velocity
Upon reaching 6th level, you beckon the surrounding
shadows to grant you unnatural dominance on the battlefield.
You gain darkvision out to 60 feet, if you already have
darkvision, extend it out an additional 30 feet.
2 BLOOD HUNTER
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Ichorous Vigour
At 14th level, your Crimson Rite damage ignores damage
Additionally, whilst in dim light or darkness, all attacks of resistances, if a creature is immune to the damage of your
opportunity have disadvantage against you, and you can use Crimson Rite, they instead are resistant.
your bonus action to move half your speed. Additionally, if you are reduced to 0 hit points while a
Crimson Rite is active, you can choose to drop to 1 hit point
Empowered Rites instead. You can use this ability once per long rest.
At level 7, any weapons you imbue with a Crimson Rite are
considered magic for the purpose of overcoming resistance Enduring Form
and immunity to nonmagical attacks and damage. This At 17th level, your exposure to forbidden magics and the
includes the Lycan and Vampyr's unarmed strikes. essence of death itself has halted your mortal clock. You no
longer age naturally or magically, making you immortal to the
Hardened Soul ravages of time.
When you reach 9th level, you can no longer become
frightened, and you have advantage on saving throws against Sanguine Mastery
the charmed condition. Upon becoming 20th level, your ability to harness your pain,
and the pain of your foes, is perfected. When you are below
Grim Psychometry half your maximum hit points, all of your Crimson Rite
When you reach 10th level, you gain the ability to meditate on damage rolls are maximized.
any object, person, creature or artifact and discern lingering In addition, you add your Constitution saving throw
evils or wicked pasts that surround them. modifier to Death saving throws. If this increases the roll
You can cast the legend lore spell once per day. While this above 20, treat it as if you had rolled a 20.
spell details use on any legendary or unique item or person,
your use of this spell grants you greater knowledge when Blood Hunter Orders
specifically used on items created from evil, or for sinister
and impure purposes. There are a handful of secretive orders of blood hunters that
guard their cryptic techniques and blasphemous rituals. One
Revoke Wound must adhere to one of these orders to even be granted access
At 11th level, your empowered physiology allows you to strike to the Hunter’s Bane rite that starts their journey, and only
back against deadlier enemies. When a creature lands a once they’ve proven their ability will the secrets of the order
critical hit on you, you can spend your reaction to negate the begin to be revealed. Some even wait a few years before they
critical hit and immediately make an attack against that are sure they want to continue down this cursed path. Either
creature with a weapon that bears your Crimson Rite. or, it’s within these small, enigmatic sects that the real power
of a blood hunter is learned.
BLOOD HUNTER 3
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Hallowed Veins
Beginning at 7th level, your study of the undead lends you
superior defenses against them. You cannot be charmed,
frightened, or possessed by undead creatures.
Additionally, whenever you are subjected to an attack from
a creature that reduces your maximum hit points, you can
use your reaction to half the damage dealt and suffer a hit
point maximum reduction of the same amount.
Supernal Surge
Upon reaching 11th level, your connection to the spirit world
grows even stronger, allowing you to make swift and deadly
strikes against your enemies. When you activate your
Spectral Step feature, you gain the following benefits until
Order of the Ghostslayer the end of your turn:
The Order of the Ghostslayer is the oldest and most driven of You can attack three times when you take the Attack
the orders, having rediscovered the secrets of blood magic action instead of twice.
and refined them for combat against the scourge of undeath. Any attack you make against undead creatures has
Ghostslayers seek out and study the moment of death, advantage during this turn. If your Rite of the Dawn is
obsessing over the mysteries of the transition. Some will sit active when dealing damage against them, you roll an
with the terminally diseased to closely witness their passing, additional die of radiant damage.
while others go so far as to deliberately have a near-death
experience, allowing them to tune their body and senses to Your speed cannot be reduced by physical or magical
the ethereal realms beyond. means.
Rite of the Dawn You can now use this ability twice per short rest.
When you join this order at 3rd level, you learn the esoteric
rite Rite of the Dawn (detailed below). Gravesight
Rite of the Dawn. Your rite damage is radiant type. At 15th level, you can see through magical darkness up to 30
If you hit an Undead creature with the Rite of the Dawn, it feet, as well as see invisible creatures and objects within 30
suffers additional radiant damage equal to your Wisdom feet of you.
modifier.
At 11th level, any creature you hit with your Rite of the Vengeful Spirit
Dawn suffers additional radiant damage equal to your Upon reaching 18th level, you learn to project your spirit to
Wisdom modifier (minimum of 1). fight on while on the edge of death. Whenever your hit points
Spectral Step drop to 0, you can choose to let your soul emerge from your
Also at 3rd level, you gain the ability to briefly step into the body to fight on. Your body remains unconscious and subject
ethereal plane. At the start of your turn, you can choose to to death saving throws per normal. At the beginning of your
gain a spectral quality, whilst in this form you can move next turn, you manifest a spirit form in your space that picks
through other creatures and nonmagical objects as if they up your weapons and continues fighting on, acting on your
were difficult terrain, and you are resistant to bludgeoning, turn and every one of your subsequent turns under your
piercing and slashing damage from nonmagical attacks. control. Your spirit form has your physical attributes and
If you end your turn inside an object, you take 1d10 force armor class, as well as your weapons and ammunition, and
damage. If you are inside an object when you are no longer can move through other creatures and objects as if they were
spectral, you are immediately shunted to the nearest difficult terrain. This form is immune to cold, necrotic, and
unoccupied space that you can occupy and take force damage non-magical weapon damage. Your spirit form has access to
equal to twice the number of feet you moved. all of your abilities, and automatically imbues your weaponry
This form lasts until the end of your turn. You can activate with your Crimson Rites the moment they are picked up.
this ability once per short rest. If your spirit form takes any damage, if you die, or you
regain any hit points, your spirit form vanishes. Once your
spirit form vanishes, it drops your weapons in its space.
8 BLOOD CURSES
Shelter of Virtue
Pre-requisite: 11th level, Order of the Ghostslayer
Once per day, you can use an action to activate a barrier of
pure energy around yourself, the barrier has a 10-foot radius
and moves with you. Whilst active, undead creatures cannot
move or reach through the barrier, if you move so that an
undead creature is forced into the barrier, this curse ends.
This curse lasts for 1 minute.
Smoke Stride
Pre-requisite: 7th level, Order of the Vampyr
When you are reduced to 0 hit points, you can choose to
take form as a wispy fog or a swarm of bats as you push your
vitality beyond its normal limits.
During this time you are still considered unconscious and
must make death saving throws. However, you have a flying
speed of 20ft., you do not provoke opportunity attacks when
you move, and you do not immediately fail Dexterity saving
throws. This transformation lasts until you are dead or regain
1 hit point.
You can invoke this curse once per long rest.
Rite of Sundering
Pre-requisite: 5th level
When an enemy casts a spell within 60 feet of you that
requires a spell attack roll and targets you, you can use your
reaction to rend the spell from the air, imposing disadvantage
on the spell attack roll.
You can invoke this curse once per short rest.
Touch of the Foul
When you hit a creature with a weapon attack that bears your
Crimson Rite, you can choose to infect the creature with
impurity, they are poisoned for 1 minute.
An affected creature can make a Constitution saving throw
at the end of each of their turns, ending the effect on a
success.
You can invoke this curse a number of times equal to your
Wisdom modifier (minimum of 1) per long rest.
Voice of the Forgotten
Pre-requisite: 9th level, Order of the Ghostslayer
Your connection to the great beyond makes you a medium
for those that have fallen. You gain the ability to cast the
speak with dead spell at will.
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BLOOD CURSES 9
Blood Hunter Changelog
Blood Hunter Sanguine Mastery - Level 20
The player now deals maximum Crimson Rite damage once
Hunter's Bane - Level 1 they are below half their maximum HP, rather than lower
Removed the level 11 additional ability that allows the user to than 1/4 of their max HP.
suffer damage in order to gain advantage on Insight and Additionally, players can now add their Constitution saving
Intimidation checks. throw modifier to their Death saving throws.
Crimson Rite - Level 2 Order of the Ghostslayer
Activating a Crimson Rite no longer does damage to the
player nor does it reduce their hit point maximum. Spectral Step - Level 3
The Crimson Rite now lasts for 1 minute or incapacitated The level 11 ability 'Supernal Surge' has been split into two
instead of until a short rest or if the weapon leaves your grip. parts, at level 3 you can gain resistance to nonmagical
Swapped necrotic damage Rite for a force damage Rite, as weapon damage and move through enemies and objects once
Order of the Vampyr gets a necrotic damage Rite at 3rd level. per short rest.
Blood Curses - Level 2 Hallowed Veins - Level 7
Ability name changed from Blood Maledict to Blood Curse. The player is now immune to being charmed, frightened and
Removed the ability to Amplify blood curses. possessed by undead creatures.
Additionally, Blood Curses no longer have singular use, Additionally, you can use your reaction to become resistant
each Blood Curse has a unique amount of uses per day. to maximum hit point reductions from attacks.
Blood Hunter Order - Level 3 Supernal Surge - Level 11
Removed the Profane Soul and Mutant subclasses. This ability is now activated as a free action similarly to
Added the Vampyr subclass. action surge, but must be activated at the start of your turn.
The ability lasts for one turn instead of two.
Dark Velocity - Level 6 Weapon attacks that bear the Rite of the Dawn deal an
This feature is now gained at level 6 rather than level 14. additional damage die when used against undead creatures.
Darkvision distance has been doubled. Can now be activated twice per short rest.
Player can now use a bonus action to move half their speed
in dim light or darkness, rather than an extra 10ft. of speed. Vengeful Spirit - Level 18
The player's spirit does not need to spend a bonus action to
Empowered Rites - Level 7 activate their Crimson Rite when picking up their weapons.
Moved this level 7 feature from the Lycan subclass, all Blood
Hunters can use their Crimson Rite to make a weapon Order of the Lycan
magical, this is also for the Lycan's claws and Vampyr's fangs. Hybrid Transformation - Level 3
Hardened Soul - Level 9 The Bloodlust feature only triggers when the player takes
This feature is now gained at level 9 rather than level 14. damage from silvered weapons.
Advantage applies to all saves against the charmed Stalker's Prowess - Level 7
condition, not just magic effects. The 'Beastly Precision' feature is now gained at level 7 rather
Grim Psychometry - Level 10 than level 11, it has also been renamed to 'Improved
This feature is now gained at level 10 instead of level 9. Predatory Strikes'.
Rather than roll for information, the player can now take Iron Volition - Level 11
the time to cast legend lore once per day and automatically This feature is now gained at level 11 rather than level 15.
receive the information. Removed the Bloodlust buff.
Revoke Wound - Level 11 The player is no longer vulnerable to damage dealt by
Added this level 11 feature that allows the player to negate a silvered weapons.
critical hit and attack the attacker as a reaction. Advanced Transformation - Level 15
Ichorous Vigour - Level 14 This feature is now gained at level 15 rather than level 11.
Added this level 14 ability that ignores resistances when You do not regain hit points if you have taken damage from
dealing Crimson Rite damage, immunity is now resistant. silvered weaponry since the end of your last turn.
The player can also now cancel unconsciousness once per Hybrid Transformation Mastery - Lvl 18
day if a Crimson Rite is active. Added the Unbreakable Hide feature.
Enduring Form - Level 17 Blood Curse of the Howl has been renamed to Echoing
Stole this level 17 ability from Matt Mercer's Witch Hunter. Howl, and is no longer a Blood Curse. It can be used once per
short rest.