Bloodhunter

Hit Points

Hit Dice: 1d12 per Blood Hunter level

Hit Points at 1st level: 12 + your Constitution modifier.

Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Blood Hunter level after 1st

Proficiencies

Armor: Light armor, medium armor, shields

Weapons: Simple weapons, martial weapons

Tools: Alchemist's supplies

Saving Throws: Constitution, Charisma

Skills: Choose three: Athletics, Acrobatics, Arcana, History, Insight, Investigation, Nature, Religion, and Survival

Equipment

You start with the following equipment, in addition to

the equipment granted to you by your background:

alchemist's supplies and an explorer's pack

Maneuvers

This class grants you maneuvers, see Chapter 12: Maneuvers for more information.

Hunter's Bane

You have survived the Hunter's Bane, a dark alchemical ritual that suffuses your blood with sinister magic, granting you an enhanced knowledge and awareness of evil. At 1st level, you gain proficiency in either Nature, Religion, or Survival.

Whenever you make an Intelligence (Nature), Intelligence (Religion), or Wisdom (Survival) check related to fey, fiends, or undead you treat a roll of 7 or lower on the d20 as an 8.


Blood Rites

At 1st level, you learn to draw upon the sinister power within your bloodstream to invoke the dark magic of Blood Rites:

Blood Rites Known

At 1st level, you learn two such Blood Rites, from the list at the end of the class. At 5th level, 9th level, 13th level, and 17th level, you learn one additional Blood Rite.

Once you invoke a Blood Rite you must finish a short or long rest before you can invoke that Blood Rite again. When you have no uses of a Blood Rite remaining, you can make a 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, you can target any creature, regardless if it has blood or not.

Rite Die

Some Blood Rites and other Blood Hunter features use your Rite Die, which starts as a d4. At 5th level, the die increases to 1d6, at 11th level, the die increases to 1d8, and at 17th level the die increases to 1d10.

Vital Sacrifice

Some Blood Rites and Blood Hunter features allow you to sacrifice your own life to fuel additional effects. When you make a Vital Sacrifice, you reduce both your maximum and current hit points by one roll of your Rite Die. This reduction to your hit points cannot be lessened in any way.

At the end of your next long rest, any reduction to your maximum hit points from this feature returns to normal.

Saving Throws

If a Blood Rite requires a creature to make a saving throw, your Rite saving throw DC is calculated as follows:

Rite save DC = 8 + your proficiency bonus + your Constitution modifier


Crimson Offering

Starting at 2nd level, you can infuse weapons with dark blood magic. As a bonus action, you can make a Vital Sacrifice to empower one melee weapon you are holding for 1 hour.

When you do so, choose either acid, cold, fire, lightning, or poison damage. When you hit a creature with an attack with the empowered weapon, the creature takes bonus damage of the type you selected equal to one roll of your Rite Die.


Fighting Style

Your skill in battle surpasses that of most warriors. At 2nd level, you gain a Fighting Style of your choice from the Fighting Style list. You can't learn a Fighting Style more than once, even if another feature allows you to learn another Fighting Style.

When you gain a level in this class, you can replace your Fighting Style with another.


Occult Order

At 3rd level, you choose the Occult Order that best represents your Blood Hunters training and style of blood magic: Order of Alchemists, Order of the Pale Moon, Order of Salt & Iron, or Order of Undying Thirst.

The Occult Order you choose grants you features at 3rd level and again when you reach 7th, 13th, and 18th levels.


Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1.


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:

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 way, you use alchemist's supplies and make a Vital Sacrifice to replace the normal material components of the spell.


Dark Augmentation

You can draw on the magic of your blood to enhance your physical abilities. Starting at 10th level, whenever you make an ability check or saving throw that uses Strength, Dexterity, or Constitution, you add a roll of your Rite Die to the result, and your speed increases by 5 feet.


Improved Crimson Offering

You are a master of combining blood magic with martial skill. Starting at 11th level, when you use Crimson Offering, you can choose for the bonus damage to be necrotic, psychic, or thunder, along with the other damage type options.

Also, you can use Crimson Offering without making a Vital Sacrifice. Once you do so, you must finish a short or long rest before you can use it again without making a Vital Sacrifice.


Vital Control

Also at 11th level, you gain a greater measure of control over your blood magic. Whenever you make a Vital Sacrifice, you can roll your Rite Die twice and choose which result to use.

In addition, when you invoke a Blood Rite you know, you can choose to empower it without making a Vital Sacrifice. Once you do so, you must finish a long rest before you can empower any Blood Rite you know in this way again.


Crimson Anchor

Your blood is warded by powerful abjuration magic. Starting at 14th level, when you mark a creature with Crimson Brand, 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.

Finally, if a creature marked by Crimson Brand attempts to teleport or leave the current plane with a spell or feature, it must succeed on a Wisdom saving throw against your Rite 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.


Hardened Soul

Your experiences have hardened you against all but the most esoteric attacks. Beginning at 15th level, whenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw you gain a bonus to your roll equal to your Rite Die.


Sanguine Mastery

You have gained unparalleled mastery over the dark power of blood magic, improving its potency while minimizing the sacrifices you must make. At 20th level, whenever you roll a Rite Die for one of your Blood Hunter abilities, you can roll the Rite Die twice and choose which result to use.

Also, whenever you make a Vital Sacrifice, you subtract your Constitution modifier (minimum of 1) from your Vital Sacrifice roll before you reduce your maximum and current hit points. This cannot reduce your Vital Sacrifice below 1.

Blood Rites

Below are the Blood Rites available to a Blood Hunter. If a Rite has a prerequisite Blood Hunter level you can learn it at the same time you meet its prerequisite.

Whenever you learn a new Blood Rite you can choose one Blood Rite you know and replace it with another Blood Rite of your choice for which you meet the prerequisites.


Rite of Agony

As a bonus action, you can invoke this Rite to force a creature that you can see within 30 feet to make a Constitution saving throw. On a failed save, until the end of your next turn it has disadvantage on Strength and Dexterity ability checks and saving throws and takes necrotic damage equal to one roll of your Rite Die each time it makes a weapon attack.

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 creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Rite of Anxiety

As a bonus action, you can invoke this Rite and curse one creature you can see within 30 feet, making it susceptible to outside influence. For the next minute, creatures of your choice that attempt to influence it with a Charisma check 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 to empower it. If you do so, the creature has disadvantage on the next Intelligence, Wisdom, or Charisma saving throw it is forced to make before the end of your next turn.

Rite of Binding

As a bonus action, you can invoke this Rite and force a Large or smaller creature that you can see within 30 feet to make a Strength saving throw. On a failed save, its speed is reduced to 0 and it can't use reactions until the end of your next turn.

When you invoke this Rite you can make a Vital Sacrifice to empower it. If you do so, you can target a creature of any size, and the effects of this Rite last for 1 minute. The target can repeat this saving throw at the end of each of its turns, ending the effects of this Rite on a success.

Rite of Confusion

As a bonus action, you can invoke this Rite and curse one creature you can see within 30 feet that is concentrating. It must subtract a roll of your Rite Die from every Constitution saving throw it makes before the start of your next turn.

When you invoke this Rite you can make a Vital Sacrifice to empower it. If you do so, the target must subtract one roll of your Rite Die from every Constitution saving throw that it makes to maintain its concentration on its current spell.

Rite of Blindness

When a creature you can see within 30 feet makes an attack roll, you can use your reaction to invoke this Rite. The target must subtract one roll of your Rite Die from its attack roll. You can invoke this Rite after the creature rolls, but before you know if its attack hits or misses its target.

When you invoke this Rite you can make a Vital Sacrifice to empower it. If you do, it must subtract one roll of your Rite Die from all attack rolls before the start of your next turn.

Rite of Revelation

As a bonus action, you can invoke this Rite and choose one creature you can see within 30 feet. You immediately learn of one damage resistance, immunity, or vulnerability that creature has.

When you invoke this Rite you can make a Vital Sacrifice to empower it. If you do, you can choose one damage immunity the creature has and turn it into resistance, or one damage resistance the creature has and dispel it. This effect lasts for 1 minute.

Rite of Siphoning

As an action, you can invoke this Rite and force one creature you touch to make a Charisma saving throw. On a failure, it takes necrotic damage equal to two rolls of your Rite Die, and you gain temporary hit points equal to the necrotic damage taken by the creature.

When you invoke this Rite you can make a Vital Sacrifice to empower it. If you do so, the creature takes the maximum possible necrotic damage.

Rite of Corrosion

Prerequisite: 5th level Blood Hunter

As a bonus action on your turn, you can invoke this Rite and force one creature that you can see within 30 feet to make a Constitution saving throw. On a failed save, it is poisoned for 1 minute. The creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.

When you invoke this Rite you can make a Vital Sacrifice to empower it. If you do so, the creature remains poisoned until it succeeds on its saving throw, and each time it fails it takes necrotic damage equal to two rolls of your Rite Die.

Rite of Marking

Prerequisite: 5th level Blood Hunter

As a bonus action, you can invoke this Rite and mark a target you can see within 30 feet. Until the end of your next turn, you have advantage on all attack rolls against that target.

When you invoke this Rite you can make a Vital Sacrifice to empower it. When you do so, all your attacks deal double crimson offering damage until the end of your next turn.

Rite of the Puppet

Prerequisite: 5th level Blood Hunter

When a creature you can see within 30 feet is reduced to 0 hit points, you can use your reaction to invoke this Rite and have the creature stand up and make a single weapon attack against a creature of your choice within its reach.

When you invoke this Rite you can make a Vital Sacrifice to empower it. When you do so, the creature can move up to its full walking speed before it makes its attack, and the creature gains a bonus to both its weapon attack roll and its damage roll equal to one roll of your Rite Die.

Rite of Fear

Prerequisite: 9th level Blood Hunter

As a bonus action, you can invoke this Rite and force one creature that can see or hear you within 30 feet to make a Wisdom saving throw. On a failed save, it is frightened of you for 1 minute. While frightened in this way, the creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If it ends its turn in a location where it doesn't have line of sight to you, it can repeat its saving throw, ending the effects of this Rite on a success.

When you invoke this Rite you can make a Vital Sacrifice to empower it. If you do so, a creature that fails its saving throw is stunned for the duration of this Rite, so long as it has line of sight to you. If it takes any damage, it can repeat its saving throw, ending the effect on a success.

Once a creature is affected by this, they are immune to it for 24 hours.

Rite of the Senseless

Prerequisite: 9th level Blood Hunter

As a bonus action, you can invoke this Rite and force one creature you can see within 30 feet to make a Constitution saving throw. On a failed save, it is blinded, deafened, or cannot speak or make any sounds for 1 minute. At the end of each of its turns, the target can repeat this saving throw, ending the effect and regaining its senses on a success.

When you invoke this Rite you can make a Vital Sacrifice to empower it. If you do so, you can pick two of the conditions to afflict the creature with instead of one.

Rite of Decay

Prerequisite: 13th level Blood Hunter

As an action, you can invoke this Rite and force a creature you can see within 30 feet to make a Constitution saving throw as you corrupt the blood in its veins. On a failed save, it takes necrotic damage equal to four rolls of your Rite Die, its speed is halved, and it cannot take reactions.

As an action on its turn, the creature can repeat its saving throw. On a success, the effects of this Rite end. On a failed save, the creature takes additional damage equal to two rolls of your Rite Die and it suffers one level of exhaustion.

When you invoke this Rite you can make a Vital Sacrifice to empower it. If you do so, this Rite ignores resistance to necrotic damage and treats immunity to necrotic damage as resistance.

Rite of Nightmares

Prerequisite: 13th level Blood Hunter

As an action, you can invoke this Rite and force a creature you can see within 30 feet to make a Wisdom saving throw as you infect its mind with nightmarish phantasms. On a failed save, the creature takes psychic damage equal to two rolls of your Rite Die and is frightened of you for 1 minute. At the end of each of the creature's turns before this Rite ends, it must succeed on a Wisdom saving throw or take psychic damage equal to four rolls of your Rite Die. On a successful save, the nightmarish effects of this Rite end.

When you invoke this Rite you can make a Vital Sacrifice to empower it. If you do so, the creature takes an additional 2 rolls of your crimson rite die on failed saves.

Rite of Exsanguination

Prerequisite: 17th level Blood Hunter

As an action, you can invoke this most powerful and ancient Rite to force one creature you can see within 30 feet to make a Constitution saving throw as you attempt to drain its body of all blood. It takes necrotic damage equal to twelve rolls of your Rite Die on a failed save, and half as much on a success. A creature that you have dealt damage to since the start of your previous turn that is not at its maximum hit points has disadvantage on its Constitution saving throw.

When you invoke this Rite you can make a Vital Sacrifice to empower it. If you do so, this Rite ignores resistance to necrotic damage and treats immunity to necrotic damage as resistance. Finally, a creature killed by the necrotic damage from this Rite is turns into a pile of fine flesh-colored dust.

Once you invoke this Rite you must finish a short or long rest before you can invoke it again. You cannot make a Vital Sacrifice to circumvent this restriction.