Blood Hunter, Variant (5e Class)
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Blood Hunter[edit]
Kohar, the Shadow Elf Blood Hunter, created by GordonKingsly, https://www.reddit.com/user/GordonKingsly/ |
In a landscape tormented by all manner of beasts, devils, and abominations from beyond the veil, most live in fear of the dark, of superstition, and of the unknown. Some grow hardened by this experience, instead choosing to stand up and fight against the tide of shadow.
These folk are called ‘heroes.’
Some, however, are so fanatical and bent on destroying the anathema that plagues the countryside that they embrace dark, forbidden knowledge. They sacrifice some of their own vital force in dubious, forgotten blood rituals to better understand their enemies. Their methods sometimes blur the line between themselves and the evils they hunt, calling their own humanity into question.
These folk are called ‘Blood Hunters.’
- Become the Enemy to Understand the Enemy
These warriors have chosen to merge the martial pursuit of deadly weapon play with elements of vicious blood magic to create impressively effective combat techniques. They surrender their own vitality to form a bond with their weapon, allowing them to harness the elements in a whirlwind of dangerous strikes. Their deep knowledge and unnatural connection with wicked creatures allows them an advantage in tracking, hunting, and destroying even the most resilient of abhorrent fiends. By mastering control over their own lifeblood and the lifeblood of others, they gain insight into their foes and the ability to manipulate them from the inside. Some brew crude, poisonous alchemical tonics from the harvested organs of felled monsters, mutating their blood and bodies to be even further in tune with their quarry, becoming something other than human themselves. Others go further, reaching out and making a pact with lesser dark entities in hopes of using their grim gifts against greater evils. Many blood hunters push too far for their goals, falling to their own hubris and becoming the monsters they’ve chosen to hunt. This is the greatest fear of a blood hunter, and of the societies at large that shun them.
- Almost as Feared as their Prey
The nature of their abilities and training has bred many rumors across the lands, some of which aren’t too far from the truth. Common folk consider them cursed, often turning them away at the door. Nobles see them as occasionally convenient, but a generally reviled nuisance. Mages find them useful allies if kept at arm’s length, while pious clerics and paladins keep their distance with a watchful eye. To be a blood hunter is to accept a life of solitude until proven trustworthy and dependable.
- Creating a Blood Hunter
As you create your blood hunter, keep in mind how your character relates to society and why they have taken to a life of monster hunting. Do they wish to protect society and as such have paid the ultimate price? Do they have a family they wish to protect at all costs? Did they make a mistake that cost them greatly, and they wish to make amends for their folly? Or are they bent on vengeance for some past wound or loss that drove them to choose this dark warrior’s path?
While a blood hunter begins their journey alone, they also acknowledge the strength in numbers and the benefits of trusted companions. Many blood hunters keep allies to both ensure that they succeed at their hunts, and to keep a watchful eye to prevent them from losing touch with their humanity. A blood hunter without conviction is lost, and often an honest friend is enough to keep them from straying.
- Quick Build
You can make a Blood Hunter quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom, and then Constitution. Then, choose the Haunted One or Acolyte background. Next, choose Human (Variant) for your race, and take the Crossbow Expert feat. Now, for your starting equipment, choose a rapier and a shield, a hand crossbow and bolts, and studded leather armor.
Class Features
As a Blood Hunter you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Blood Hunter level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Blood Hunter level after 1st
- Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, hand crossbows, heavy crossbows, longbows, nets, rapiers, scimitars, shortswords, and whips
Tools: Alchemist's Supplies
Saving Throws: Dexterity, Wisdom
Skills: Choose three from Athletics, Acrobatics, Arcana, Insight, Investigation, Medicine, Perception, Sleight of Hand, Stealth, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier and a shield or (b) two simple weapons
- (a) light crossbow and 20 bolts or (b) hand crossbow and 20 bolts
- (a) studded leather armor or (b) scale mail armor
- an explorer's pack and a holy symbol
Level | Proficiency Bonus |
Crimson Rite Damage Die | Blood Maledictions | Blood Curses Known | Features |
---|---|---|---|---|---|
1st | +2 | — | 1 | 1 | Blood Malediction, Hunter's Bane |
2nd | +2 | 1d4 | 1 | 1 | Crimson Rite, Empowered Blood |
3rd | +2 | 1d4 | 1 | 1 | Blood Hunter Order |
4th | +2 | 1d4 | 1 | 2 | Ability Score Improvement |
5th | +3 | 1d6 | 1 | 2 | Order Feature |
6th | +3 | 1d6 | 2 | 2 | Master Hunter's Bane |
7th | +3 | 1d6 | 2 | 2 | Order Feature |
8th | +3 | 1d6 | 2 | 3 | Ability Score Improvement |
9th | +4 | 1d6 | 2 | 3 | Essence Shift |
10th | +4 | 1d6 | 3 | 3 | Hunter's Sight |
11th | +4 | 1d8 | 3 | 3 | Order Feature |
12th | +4 | 1d8 | 3 | 4 | Ability Score Improvement |
13th | +5 | 1d8 | 3 | 4 | Dark Velocity |
14th | +5 | 1d8 | 4 | 4 | Hardened Soul |
15th | +5 | 1d8 | 4 | 4 | Order Feature |
16th | +5 | 1d8 | 4 | 5 | Ability Score Improvement |
17th | +6 | 1d10 | 4 | 5 | — |
18th | +6 | 1d10 | 5 | 5 | Order Feature |
19th | +6 | 1d10 | 5 | 5 | Ability Score Improvement |
20th | +6 | 1d10 | 5 | 6 | Sanguine Mastery |
Hunter's Bane[edit]
Beginning at 1st level, you have survived the imbibing of the Hunter’s Bane, a poisonous alchemical concoction that alters your life’s blood, forever binding you to the darkness and honing your senses against it.
You gain a +2 bonus to damage rolls against Aberrations, Fey, Fiends, and Undead. You have advantage on Wisdom checks to track them, and Intelligence checks to recall information about them. If you are actively tracking one of these creature types, you cannot be surprised by any creatures of that type. You can only be tracking one type of creature at a time.
Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Hemomancy Save DC = 8 + your Wisdom modifier + your proficiency bonus.
Blood Malediction[edit]
At 1st level, you gain the knowledge and ability and sacrifice a part of your vital essence to manipulate your enemies, and cleanse your allies. You gain one blood curse of your choice, detailed below. You learn additional blood curses as you gain levels in this class, as shown in the Blood Curses Known column of the Blood Hunter table. Whenever you finish a long rest, you can choose one of the blood curses you know from this feature, and replace it with another blood curse you can learn.
When you use your Blood Malediction, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you may choose to amplify the curse by suffering damage equal to half your character level(round up). An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood in their bodies are immune to blood curses.
You can use this feature one time at 1st level. You gain additional uses of this feature as you gain levels in this class, as shown in the Blood Maledictions column of the Blood Hunter table. You regain any expended uses whenever you finish a short or long rest.
- Blood Curses
The blood curses are presented in alphabetical order.
- Blood Curse of Beguiling Influence
As an action, you can attempt to charm a humanoid you can see within 30 feet of you. The target must succeed on a Wisdom saving throw or be charmed by you for 1 minute. You must concentrate(as if concentrating on a spell) to maintain the curse. The charmed target obeys your commands. If the target suffers any harm or receives a suicidal command, it repeats its saving throw, ending the effect on a success. When the curse ends, the target knows it was charmed by you. You must finish a short or long rest before invoking this blood curse again.
Amplify: The target makes their initial saving throw against this blood curse with disadvantage.
- Blood Curse of Binding
As a bonus action, you can attempt to bind an enemy no more than one size larger than you within 30 feet. The target must succeed on a Strength saving throw or have their speed be reduced to 0 until the end of your next turn.
Amplify: This curse becomes ongoing, and can affect a creature regardless of their size category. You must concentrate on halting the target's movement(as if you were concentrating on a spell). The creature can use its action to make another Strength saving throw. On a success, this curse ends.
- Blood Curse of the Fallen Puppet
The moment a creature falls unconscious or dies within 30 feet of you, you can use your reaction to give that creature a final act of aggression. That creature immediately makes one weapon attack against a target of your choice within its attack range.
Amplify: The creature makes two weapon attacks, instead of one.
- Blood Curse of Misdirection
When an enemy within 60 feet of you makes an attack against a friendly creature, you can use your reaction to choose another creature within 5 feet of the attacking creature. The chosen creature becomes the target of the attack instead.
Amplify: The creature has advantage on their attack roll.
- Blood Curse of Mutual Suffering
As a bonus action, you can link to a creature within 30 feet for up to a minute, forcing them to share in the pain they inflict upon you. The next time the cursed creature damages you with a weapon attack, this curse deals necrotic damage to the cursed creature equal to the damage you suffered. This curse then ends.
Amplify: This curse instead deals twice the damage you suffered, and it ignores necrotic resistance.
- Blood Curse of Proliferation
As a bonus action, you can accelerate the healing of a creature within 60 feet. The target regains hit points equal to your crimson rite damage die rolled twice + your Wisdom modifier.
Amplify: The creature also gains a number of temporary hit points equal to your crimson rite damage die + your Wisdom modifier.
- Blood Curse of Pure Horror
As a bonus action, you can instill pure horror in an enemy within 60 feet. The target must succeed on a Wisdom saving throw or take psychic damage equal to your crimson rite damage die + your Wisdom modifier. The target must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the creature takes half as much damage and doesn't move away.
Amplify: The target is also Frightened of you for 1 minute.
- Blood Curse of Purgation
As a bonus action, you can manipulate the vitality of a creature within 60 feet to expunge corruption from their blood. The creature makes a saving throw against a Poisoned condition afflicting it.
Amplify: Your target makes its saving throw with advantage, or your target can instead make a saving throw against one other condition or disease afflicting it.
- Blood Curse of the Rending Rite
As a bonus action, you can enhance the blood within your crimson rite weapons. Until the end of your turn, all crimson rite damage you deal is doubled.
Amplify: All crimson rite damage you deal is doubled until the end of your next turn.
- Blood Curse of Squelching
When a creature within 30 feet of you casts a spell, you can use your reaction to squelch them. The target must succeed on a Constitution saving throw, or the target's spell fails and has no effect. You must finish a short or long rest before invoking this blood curse again.
Amplify: If the level of the spell is equal to or less than your proficiency bonus, the spell automatically fails.
Crimson Rite[edit]
At 2nd level, you have learned a forbidden rite of blood magic that imbues a weapon with your blood, bonding it to you - known among blood hunters as a crimson rite. While wielding a weapon you're proficient with, you can use your action to imbue it with a crimson rite. As part of the rite, you suffer damage equal to your character level. You can imbue up to two weapons with a crimson rite, using a separate action to imbue each weapon. If you attempt to imbue a third weapon, you must allow one of your active crimson rites to fade (no action required). Your active crimson rites automatically fade when you die.
As a bonus action, you can sheath these weapons in the elemental energy of a rite you know. Ranged weapons bestow this energy upon their ammunition. If you're wielding two crimson rite weapons, you can sheath each of them in the energy of a rite you know, and they needn't be sheathed in the energy of the same rite. Each crimson rite weapon can only be sheathed in one type of energy at a time. This energy doesn't harm you or your equipment, and remains until you sheath it in the energy of a different rite, you dismiss it (no action required), or your crimson rite fades.
When you make an attack with a weapon sheathed in the energy of your rite, you deal an additional 1d4 damage of the chosen type on hit. This damage is magical, and it increases as you gain levels in this class, as shown in the Crimson Rite Damage Die column of the Blood Hunter table. The damage type of your rite is determined by your known rites. There are two types of rites; primal rites, and esoteric rites. You know two primal rites and one esoteric rite, detailed below. Whenever you finish a long rest, you can choose one of the rites you know, and replace it with another rite of the same type.
Primal Rites
- Rite of the Flame: Your rite damage is fire type.
- Rite of the Frost: Your rite damage is cold type.
- Rite of the Storm: Your rite damage is lightning type.
- Rite of the Venom: Your rite damage is poison type.
Esoteric Rites
- Rite of the Dead: Your rite damage is necrotic type.
- Rite of the Ooze: Your rite damage is acid type.
- Rite of the Oracle: Your rite damage is psychic type.
- Rite of the Roar: Your rite damage is thunder type.
Empowered Blood[edit]
Beginning at 2nd level, the vile concoction you imbibed has honed your reflexes and strengthened your resolve at the cost of your own vitality. You gain the Blood Bargain of Cunning and the Blood Bargain of Hemostasis, and you gain additional blood bargains as you gain levels in this class, detailed below.
When you use your Empowered Blood, you decide which blood bargain to invoke. You must harm yourself as a bonus action to invoke a blood bargain (unless stated otherwise in the ability description). As part of the invocation, you suffer damage equal to half your character level (round up).
If you choose to invoke a blood bargain, you can't invoke another blood bargain until the start of your next turn.
- Blood Bargains
The blood bargains are presented in the order you gain them. You gain a blood bargain when you meet its level prerequisite, which refers to your levels in this class.
- Blood Bargain of Cunning
You don't need to use your action to take the Dash, Disengage, or Hide actions. If you haven't invoked a blood bargain since the start of your last turn, you suffer no damage from invoking this blood bargain.
This effect lasts until you take one of those actions, or until the end of your next turn.
- Blood Bargain of Hemostasis
Whenever you score a critical hit or kill a hostile creature with a crimson rite weapon, you regain a number of hit points equal to half your crimson rite damage die rolled once (round up).
This effect lasts for a number of hours equal to one roll of your crimson rite damage die. You must finish a short or long rest before invoking this blood bargain again.
- Blood Bargain of Mastery Prerequisite: 5th level
You can summon your crimson rite weapons at will (no action required) as long as they are on the same plane of existence, causing them to instantly teleport to your hand.
This effect lasts for a number of hours equal to one roll of your crimson rite damage die. You must finish a short or long rest before invoking this blood bargain again.
- Blood Bargain of Precision Prerequisite: 8th level
You gain advantage on all attack rolls. You can only invoke this blood bargain on your first turn in combat.
This effect lasts until the end of your next turn. You must finish a short or long rest before invoking this blood bargain again.
- Blood Bargain of Prowess Prerequisite: 11th level
You gain advantage on ability checks. This effect lasts until you make an ability check, or until the end of your next turn. When you roll for initiative, you can use your reaction to invoke this blood bargain. You have advantage on the triggering initiative roll.
This effect lasts until you make an ability check, or until the end of your next turn. You must finish a short or long rest before invoking this blood bargain again.
- Blood Bargain of Sound Mind: Prerequisite: 14th level
You gain advantage on saving throws. When you make a saving throw, you can use your reaction to invoke this blood bargain. You have advantage on the triggering saving throw.
This effect lasts until you make a saving throw, or until the end of your next turn. You must finish a short or long rest before invoking this blood bargain again.
- Blood Bargain of Vicious Strikes: Prerequisite: 17th level
Your attacks score a critical hit on a roll of 19 or 20 on the d20. When you roll a 19 on the d20 for an attack roll, you can use your reaction to invoke this blood bargain. The triggering attack roll scores a critical hit.
This effect lasts until you score a critical hit, or until the end of your next turn. You must finish a short or long rest before invoking this blood bargain again.
- Blood Bargain of the Zealot: Prerequisite: 20th level
When you invoke a blood curse, you may select one additional target if it lists a target. You can invoke this blood bargain as if you were interacting with an object, instead of using a bonus action, which can be done in tandem with your movement and action.
This effect lasts until you invoke a blood curse that targets a creature, or until the end of your next turn. You must finish a short or long rest before invoking this blood bargain again.
Blood Hunter Order[edit]
At 3rd level, you conscript to an order of blood hunters that have delved deeper into the dark arts, gaining access to their secrets and skills. Choose from Order of the Crimson Blade, Order of the Death Knight, Order of the Flagellant, Order of the Ghostslayer, or Order of the Lycan, all detailed at the end of the class description. The order you choose grants you features at 3rd level, and again at 5th, 7th, 11th, 15th, and 18th level.
Ability Score Improvement[edit]
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 you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Master Hunter's Bane[edit]
At 6th level, your bonus to damage rolls against Aberrations, Fey, Fiends, and Undead increases to +4.
Additionally, your crimson rite weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Essence Shift[edit]
Starting at 9th level, you can manipulate the vital essence of creatures, imparting part of your own vitality or absorbing a portion of theirs. You can use your action and touch one creature, producing one of the following effects;
- You take damage equal to two rolls of your crimson rite damage die, and the creature you touch regains the same number of hit points.
- The creature you touch takes damage equal to two rolls of your crimson rite damage die, and you regain the same number of hit points.
An unwilling creature may make a Constitution saving throw, suffering no damage on a success. Aberrations, Fey, Fiends, and Undead make this saving throw with disadvantage.
Hunter's Sight[edit]
When you reach 10th level, you can take 1 minute to meditate on an object to discern vague details regarding any lingering evil or wicked past surrounding it. Make a Wisdom ability check; based on the result, the DM may reveal obscure information about dark events that may have previously surrounded the object, or hints toward a sinister purpose. An object can only be targeted by this feature once, and future attempts reveal no further details. You must finish a short or long rest before meditating on another object.
Additionally, you can use your action to concentrate (as if you were concentrating on a spell). For as long as you concentrate, you know if there are any Aberrations, Fey, Fiends, or Undead within 60 feet of you, as well as where the creatures are located. You also know if there is a place or object within 60 feet of you that has been magically desecrated. This effect can penetrate most barriers, but it is blocked by a thin sheet of lead, 1 inch of common metal, 1 foot of stone, or 3 feet of wood or dirt.
Dark Velocity[edit]
Upon reaching 13th level, the shadow growing in your soul has granted you unnatural swiftness on the battlefield. You gain darkvision out to a range of 60 feet, or if you already have darkvision from your race, its range increases by 30 feet.
In addition, while you are in dim light or darkness, your movement speed increases by 10 feet, you have advantage on Dexterity (Stealth) checks, and attacks of opportunity made against you have disadvantage.
Hardened Soul[edit]
When you reach 14th level, you gain immunity to the Frightened condition, and you have advantage on saving throws against spells and abilities used by Aberrations, Fey, Fiends, and Undead.
Sanguine Mastery[edit]
Upon becoming 20th level, your ability to harness the power of your blood, and the pain of your foes, is perfected. Whenever you score a critical hit or kill a hostile creature with a crimson rite weapon, you regain one use of your Blood Malediction feature.
In addition, you suffer no damage from imbuing crimson rite weapons, invoking blood bargains, or amplifying blood curses while you are below one half of your total maximum hit points.
Blood Hunter Orders[edit]
There are a handful of secretive orders of blood hunters that guard their cryptic techniques and blasphemous rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their ability will the secrets of the order begin to be revealed. Some even wait a few years before they are sure they want to continue down this cursed path. Either or, it’s within these small, enigmatic sects that the real power of a blood hunter is learned.
Order of the Crimson Blade[edit]
The magics adopted by the wayward blood hunter prove formidable against many an evil across the realm. However, the darkest of abominations draw from an ancient well of cruel, unfathomable power. These terrors can control shadows to do their bidding, hide in plain sight among the noblest of nobles, and bend the minds of the most stalwart warrior with but a glance. These fiends are far trickier to hunt, and many lost their lives in pursuit of such wickedness.
A small sect of blood hunters had finally had enough and delved into this same well of corrupting arcane knowledge, making pacts with lesser evils to better combat the greater. While they may have lost a part of themselves, the power gained far outweighed the price, for even devils now quake when they know they’ve drawn the attention of the Order of the Crimson Blade.
Table: Crimson Blade Table[edit]
Level | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known |
---|---|---|---|---|---|
3rd | 2 | 2 | 1 | 1st | - |
4th | 2 | 3 | 1 | 1st | - |
5th | 2 | 3 | 2 | 1st | Crimson Blade + 1 |
6th | 2 | 4 | 2 | 1st | Crimson Blade + 1 |
7th | 2 | 4 | 2 | 2nd | Crimson Blade + 2 |
8th | 2 | 5 | 2 | 2nd | Crimson Blade + 2 |
9th | 2 | 5 | 2 | 2nd | Crimson Blade + 2 |
10th | 3 | 6 | 2 | 2nd | Crimson Blade + 2 |
11th | 3 | 6 | 2 | 2nd | Crimson Blade + 3 |
12th | 3 | 7 | 2 | 2nd | Crimson Blade + 3 |
13th | 3 | 7 | 2 | 3rd | Crimson Blade + 3 |
14th | 3 | 8 | 2 | 3rd | Crimson Blade + 3 |
15th | 3 | 8 | 2 | 3rd | Crimson Blade + 4 |
16th | 3 | 9 | 2 | 3rd | Crimson Blade + 4 |
17th | 3 | 9 | 2 | 3rd | Crimson Blade + 4 |
18th | 3 | 10 | 2 | 3rd | Crimson Blade + 5 |
19th | 3 | 10 | 2 | 4th | Crimson Blade + 5 |
20th | 3 | 11 | 2 | 4th | Crimson Blade + 5 |
Crimson Pact Magic[edit]
When you reach 3rd level, you strike a bargain with any otherworldly patron that will heed your call. As part of your pact, you gain the ability to cast spells. The pact you've garnered is a fickle one, as your patron grants and revokes powers on a whim.
- Cantrips
You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
- Cantrip Versatility
Whenever you finish a long rest, you can choose one warlock cantrip you know, and replace it with another cantrip from the warlock spell list.
- Spell Slots
The Crimson Blade table shows how many spell slots you have to cast your warlock spells of 1st through 4th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 7th level, you have two 2nd level spell slots. To cast the 1st-level spell charm person, you must expend one of those slots, and you cast it as a 2nd-level spell.
- Spells Known of 1st Level and Higher
At 3rd level, you know two 1st-level warlock spells of your choice, one of which you must choose from the abjuration and conjuration spells on the warlock spell list.
The Spells Known column of the Crimson Blade table shows when you learn more warlock spells of 1st level or higher. Each of these spells must be an abjuration or conjuration spell of your choice, and be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 16th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
- Spell Versatility
Whenever you finish a long rest, you can replace one spell you learned from this Crimson Pact Magic feature with another spell from the warlock spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or conjuration spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
- Spellcasting Ability
Wisdom is your spellcasting ability for your warlock spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
- Spellcasting Focus
You can use any weapon you conjure with your Pact of the Crimson Blade feature as a spellcasting focus for your warlock spells.
Pact of the Crimson Blade[edit]
When you join this order at 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You can use your action to conjure a crimson pact weapon in your empty hand, taking on the form of a weapon you are proficient with each time you create it. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more, if you use this feature again, if you dismiss the weapon (no action required), or if you die. If you imbue this weapon with a crimson rite, the rite persists even if the weapon disappears.
You can transform one magic weapon you are proficient with into your crimson pact weapon by performing a special ritual that can be completed as part of a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it takes on the form of a weapon you are proficient with each time you conjure your pact weapon thereafter. Your crimson pact weapon retains any magical properties the weapon has, regardless of the form it takes. The weapon ceases being your crimson pact weapon and reverts to its true form if you die, if you perform the ritual on a different weapon, or if you break your bond to it (no action required). If it is in the extradimensional space when the bond breaks, the weapon appears at your feet.
Sanguine Invocation[edit]
In your study of occult lore, you have unearthed sanguine invocations, a type of forbidden blood magic that imbues you with an abiding magical ability.
At 5th level, you gain two sanguine invocations: Crimson Blade, and one sanguine invocation of your choice. When you gain certain blood hunter levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Crimson Blade table.
Additionally, whenever you finish a long rest, you can replace one sanguine invocation you know with another one that you meet the prerequisites of.
If a sanguine invocation has prerequisites, you must meet them to learn it. You can learn an invocation at the same time that you meet its prerequisites. A level prerequisite refers to your levels in this class.
- Sanguine Invocation List
These invocations are presented in alphabetical order.
- Bladed Bows and Bayonets
Hand crossbows, heavy crossbows, light crossbows, longbows, and shortbows you create with your Pact of the Crimson Blade feature gain a special melee attack, which you can use with the attack action. You use your Dexterity modifier for the attack and damage rolls of this attack.
This attack requires no ammunition, and deals 1d4 slashing damage. This attack also deals rite damage on hit if the weapon has an active crimson rite. When you hit a creature with this attack, the target must make a Strength saving throw or be pushed back 5 feet.
- Blood-seeker
Any one-handed melee weapon you create with your Pact of the Crimson Blade feature gains the throwing property, with a normal range of 20 feet, and a long range of 60 feet.
Additionally, attacking at long range doesn't impose disadvantage on your ranged attack rolls with melee weapons.
- Crimson Blade
When you use your Pact of the Crimson Blade feature, you can use your reaction to make one attack with the pact weapon you create.
In addition, you can attack with your crimson pact weapon twice, instead of once, whenever you take the Attack action on your turn.
- Crimson Dualist
You can use your Pact of the Crimson Blade feature to create two weapons you are proficient with which have the light property, instead of only one weapon. You decide what form each of the weapons take, and the weapons needn't take the same form. These weapons are considered a single weapon in regards to your Pact of the Crimson Blade and Crimson Rite features. You use a single action to imbue them, and a single bonus action to sheath them in the energy of your rite. If you have a magic weapon as your pact weapon, it takes on the form of one of the weapons you create.
If you also know the Master Dualist invocation, you can use your Pact of the Crimson Blade feature to create two one-handed weapons you are proficient with, instead of only weapons which have the light property.
- Crimson Occultist
You suffer no damage when you use your Crimson Rite feature to imbue your crimson pact weapon, and it doesn't count against your number of active rites.
In addition, while a weapon is sheathed in the elemental energy of your rite, you can use your Wisdom, instead of Strength or Dexterity, for the attack and damage rolls of that weapon.
- Crimson Ranger Prerequisite: 11th level
If your crimson pact weapon is a dart, hand crossbow, net, shortbow, or sling, you can use a bonus action to make one attack with your pact weapon on each of your turns.
Additionally, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
- Eldritch Armor
As an action, you can touch a suit of armor that isn’t being worn or carried by anyone and instantly don it, provided you aren’t wearing armor already. You are proficient with this suit of armor until it's removed.
Additionally, your speed is not reduced by wearing heavy armor.
- Eldritch Bond Prerequisite: 11th level, Crimson Dualist
You can use your Pact of the Crimson Blade feature to bond with up to two magic weapons, instead of only one magic weapon. You must take a separate shot rest to bond with each weapon, and if you attempt to bond with a third weapon, you must break the bond with one of the other two.
If you have two magical weapons as your pact weapons, you choose which magical weapon you summon when you use your Pact of the Crimson Blade feature. If you use your Pact of the Crimson Blade feature to create two weapons, you summon both magical weapons, each one taking on the form of one of the weapons you create.
- Eldritch Hex
You know the hex spell, and it doesn't count against the number of warlock spells you know.
Additionally, you automatically succeed on concentration checks made to maintain concentration on hex.
- Eldritch Tools
You can use your action to conjure an artisan's tool, musical instrument, or gaming set that you have proficiency with. Alternatively, you can conjure any piece of adventuring gear that weighs 10 lbs. or less, and have a cost of 25gp or less.
The conjured item disappears if it is more than 30 feet away from you at the end of your turn, if you use this feature to conjure another item, or if you die.
- Hemovore Prerequisite: 11th level
When you hit a creature with your crimson pact weapon, the creature takes extra necrotic damage equal to your Wisdom modifier (minimum 1).
Once per turn when you deal this extra damage to a creature, you regain hit points equal to the extra necrotic damage dealt.
- Improved Crimson Pact Weapon
Weapons you create with your Pact of the Crimson Blade feature gain a +1 bonus to their attack and damage rolls, increasing to +2 at 9th level, and to +3 at 15th level.
If you have a magic weapon as your pact weapon that also gives a bonus to attack and damage rolls, you use whichever bonus is higher.
- Master Dualist Prerequisite: 11th level
You gain proficiency with battleaxes, longswords, tridents, and warhammers. You can engage in two-weapon fighting while wielding any one-handed melee weapons.
In addition, when you engage in two-weapon fighting, you add your ability modifier to the damage of the second attack.
- Repeating Shot
If your crimson pact weapon has the ammunition property, the weapon conjures one piece of ammunition each time you make an attack with it, unless it is already loaded. The conjured ammunition vanishes instantly after the attack hits or misses.
Additionally, you ignore the loading property of any weapon you create with your Pact of the Crimson Blade feature.
- Returning Throw
If your crimson pact weapon has the thrown property, it disappears instantly after making a ranged attack with it, reappearing in your hand.
In addition, you gain a +1 bonus to ranged attack rolls with with your crimson pact weapon.
- Sanguine Smite
Once per turn when you hit a creature with your crimson pact weapon, you can expend a spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you knock the target prone if it is Huge or smaller.
Crimson Hunter[edit]
Starting at 7th level, when you use your action to cast a cantrip, you can make one attack with your crimson pact weapon as a bonus action.
Additionally, when you cast a spell through your crimson rite weapon, roll a crimson rite damage die, and you gain a bonus to the spell's damage rolls equal to the number rolled.
Diabolic Channel[edit]
At 11th level, you can temporarily infuse your rite with the seed of a powerful spell. As an action, you can imbue your rite-enhanced weapon with one warlock spell you can cast, and then immediately make an attack with that weapon. If the attack hits, all spell attack rolls hit the target automatically and the target automatically fails on its initial saving throw against the spell. The target takes weapon damage, and is subject to the effects of the spell, expending a spell slot. Area spells originate from the target’s space. If the attack misses, the spell has no effect.
The spell must be of 1st level or higher, and it must have a casting time of 1 action.
Eldritch Secrets[edit]
When you reach 15th level, your patron bestows you with the ephemeral knowledge of spells normally beyond your grasp. Whenever you finish a long rest, you choose one spell that is of a level for which you have spell slots from any class's spell list. You can cast the chosen spell by expending a spell slot of the spell's level or higher. The chosen spell is treated as a warlock spell for you, even if it doesn't appear on the warlock spell list. Your knowledge of the spell fades when you finish a long rest.
Soul Siphon[edit]
Upon reaching 18th level, you gain the Blood Bargain of Siphoning for your Empowered Blood feature.
- Blood Bargain of Siphoning
When you score a critical hit or kill a hostile creature with your crimson pact weapon, you can use your reaction to cast one warlock spell you know of 1st level or higher with a casting time of 1 action. You cast the chosen spell as a 4th level spell, without expending a spell slot or material components.
Once you have invoked this blood bargain, you must complete a short or long rest before invoking it again.
Order of the Death Knights[edit]
The scourge of undeath that has plagued the land for millenia was the very origin of blood hunters. Most bore a deep hatred for the undead, having lost family and friends to the wicked creatures. While most undead were created with crude magics that simply reanimated the corpse, there existed a more complex ritual calling for a portion of the caster's blood that bound a spirit to bones. Some fledgling blood hunters untouched by the horrors of the undead sought out this ancient ritual, discovering their accursed blood further empowered the enchantment. Although unable to bind the spirits of intelligent creatures, they surmised that it was possible to bind the bones of beasts to their service.
In the years that followed, a small subset of blood hunters established the Order of the Death Knights. In their quest to vanquish evil, they saw no tool invalid. As a rite of passage, all fledgling death knights would hunt down skeletons with which to assemble their servant. From the bones of the fallen, they would construct the approximation of a warhorse and bind it with their blood. An unmistakable indicator of the order they follow, a death knight rides their unholy steed into battle. Most death knights endlessly seek conflict on the borders of civilization, wandering from town to town and vanquishing any evil that plagues the land. Despite their earnest efforts, death knights are the most reviled order of blood hunters, even being shunned by the Ghostslayers. To a death knight, though, the choice is obvious; a loyal companion is a boon to be had, regardless of the form it takes.
Horseman of Death[edit]
At 3rd level, you learn to use your blood magic to summon a skeletal steed. You can magically summon a skeletal steed which is friendly to you and your companions and obeys your commands. When you finish a short or long rest, you can summon your skeletal steed. The steed appears in an unoccupied space within 5 feet of you, and you determine its appearance. If you already have a steed from this feature, it vanishes when a new steed appears. You use the Skeletal Steed stat block below, and it uses your proficiency bonus (PB) in several places.
In combat, the skeletal steed acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the steed to take the Attack action. If you are incapacitated, the steed can take any action of its choice.
If the steed has died within the last hour, you can use your action to touch it and expend one use of your Blood Malediction feature. The steed returns to unlife after 1 minute with all its hit points restored.
Skeletal Steed
Medium undead, neutral Armor Class 13 + PB (Natural Armor)
Damage Vulnerabilities Bludgeoning Crimson Steed. While you are within 60 feet of your steed and have an active crimson rite, you can command your steed to use its bonus action to sheath its hooves in the elemental energy of your rite, causing its attacks to deal damage of the chosen type on hit(as in the Crimson Rite feature). This effect lasts until your rite fades, your steed uses a bonus action to dismiss it, or if you end your turn more than 60 feet away from your steed. Powerfully Built. Your skeletal steed counts as one size larger when determining its carrying capacity, whether or not a creature can mount it, and the weight it can push, drag, or lift. Unholy Bond. Your skeletal steed's proficiency bonus is equal to your proficiency bonus. Also, you can add your proficiency bonus to any ability check or saving throw the steed makes. ACTIONSHooves. Melee Weapon Attack: 2 + PB to hit, range 5 ft., one target. Hit: 1d8 + 2 bludgeoning damage
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Knight's Right Hand[edit]
When you join this order at 3rd level, you gain the Blood Curse of the Claw for your Blood Malediction class feature. This does not count against your blood curses known.
- Blood Curse of the Claw
As an action, you can reanimate the severed hand of a murderer. Your blood imbues the hand with a foul mimicry of life, raising it as a Crawling Claw(the DM has the creature's game statistics). The claw is under your control for 24 hours, after which it stops obeying your commands. To maintain control of the claw for another 24 hours, you must invoke this blood curse on the claw again. Using the blood curse in this way reasserts your control over up to two claws you have animated with this blood curse, rather than animating a new one.
On each of your turns, you can use a bonus action to mentally command any or all claws within 60 feet of you that you raised with this blood curse, issuing the same command to each one. You decide what action the claws will take and where they will move during their next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the claws only defend themselves against hostile creatures. Once given an order, the claws continue to follow it until the task is complete.
While a claw is within 60 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through a claw's "eyes" and hear what it hears until the start of your next turn, gaining the benefits of its blindsight. During this time, you are deaf and blind with regard to your own senses.
- Amplify. You reanimate or reassert control over one additional claw.
Trampled Under Hoof[edit]
Beginning at 5th level your skeletal steed can attack twice, instead of once, when it takes the Attack action on your turn.
Additionally, your skeletal steed can take the Disengage action on your turn, without you needing to use your bonus action to command it. While mounted on your skeletal steed, you gain the benefits of the Disengage action when it takes that action.
Undying Resolve[edit]
Beginning at 7th level, you skeletal steed's spirit has become entwined with yours. At the start of each of your turns, you and your skeletal steed regain hit points equal to your proficiency bonus if your skeletal steed is within 60 feet of you. You don't gain this benefit while at 0 hit points.
Bonestorm[edit]
Beginning at 11th level, your skeletal steed can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.
Branded by Blood[edit]
Upon reaching 15th level, whenever you invoke a blood bargain or amplify a blood curse, you can choose to have your skeletal steed suffer the damage instead of you.
Additionally, you gain the Blood Bargain of the Brand for your Empowered Blood feature.
- Blood Bargain of the Brand
Your skeletal steed has resistance to all damage. This effect ends when your skeletal steed takes damage, or at the end of your next turn.
When your skeletal steed suffers damage, you can use your reaction to invoke this blood bargain. Your steed has resistance against the triggering damage.
Horseman Against the Apocalypse[edit]
At 18th level, you have attained full control over your skeletal steed, gaining the ability to alter its physical form to better suit your needs. You can use your action to touch your steed and alter its form, restructuring its body and altering the magic binding it to your service, granting your steed the benefits of one of the following features of your choice. Your steed can only benefit from one of the following features at a time.
- Conquest
Your skeletal steed gains a +2 bonus to attack and damage rolls, and its hit points and hit point maximum increase by an amount equal to twice your character level.
Your steed is a hulking mass of bone, a pair of deformed horns sprouting from its crown. As a result of its increased mass, its movement speed is reduced by 10 feet.
- Pestilence
When a hostile creature comes within 30 feet of your skeletal steed for the first time in a turn or starts its turn there, they must succeed on a Constitution saving throw or become Poisoned for 1 minute.
A dense black fog drifts to the ground from your steed, spreading out around it. If a creature can see your steed, you have advantage on Intimidation (Charisma) checks against them, and disadvantage on all other Charisma checks.
- War
While your skeletal steed's hooves are sheathed in the elemental energy of your Crimson Rite, it gains a flying speed equal to its movement speed.
The elemental energy of your rite roils violently, entirely consuming your steed. While it is sheathed in the energy of your rite, creatures have advantage on Wisdom (Perception) checks to spot it, and it has disadvantage on Dexterity (Stealth) checks.
- Famine
Your skeletal steed's speed increases by 20 feet, and it can use a bonus action on each of its turn to take the Dash or Disengage actions.
Your steed appears ragged and decrepit, held together purely by magic. It receives a -1 penalty to attack and damage rolls, and its hit points and hit point maximum are reduced by an amount equal to your character level.
- Death
If damage reduces your skeletal steed to 0 hit points, it must make a Constitution saving throw with a DC equal to the damage taken. On a success, it drops to 1 hit point instead.
Your steed is pallid and rotting, teetering on the brink of life. It has a -1 penalty to its Armor Class and saving throws.
Order of the Flagellant[edit]
Through careful study of the blood that flows through the veins of all blood hunters, the blood hunters of the Order of the Flagellant have discovered some latent magical power locked away within them. Only through ritualistic self inflicted mutilation and intense training is one capable of achieving this pinnacle of power.
Empowered Rite[edit]
When you join this order at 3rd level, your crimson rite becomes relentless, taking on some of the properties of your cursed blood. Your crimson rite damage die becomes a d6, instead of a d4. This increases to a d8 at 5th level, a d10 at 11th level, and a d12 at 17th level
Crimson Malediction[edit]
At 3rd level, when you hit with a crimson rite weapon attack, you can expend one use of your Blood Malediction feature to deal rite damage to the target, in addition to the weapon's damage. The extra rite damage is equal to your crimson rite damage die rolled a number of times equal to your proficiency bonus. The damage increases by 1 crimson rite damage die if the target is an Aberration, Fey, Fiend, or Undead.
Crimson Rend[edit]
Starting at 5th level, your crimson rite tears at the very essence of creatures. Once per turn when you hit with a crimson rite weapon attack, the target takes additional rite damage equal to your crimson rite damage die + your Wisdom modifier.
Additionally, you gain the Blood Bargain of the Rending Crimson for your Empowered Blood feature.
- Blood Bargain of the Rending Crimson
When you miss with a crimson rite weapon attack, you can use your reaction to empower your crimson rite. The target of the triggering attack must make a Dexterity saving throw, taking rite damage equal to your crimson rite damage die rolled twice + your Wisdom modifier on a fail, and half as much on a success.
You can only invoke this blood bargain if your crimson rite weapon is sheathed in the energy of your rite. You can invoke this blood bargain a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Blood Price[edit]
When you reach 7th level, you have mastered your cursed blood. You can now invoke two blood bargains before the start of your next turn, instead of one. You may invoke any blood bargain you know as if you were interacting with an object, instead of using a bonus action, which can be done in tandem with your movement and action. Otherwise, you must obey all restrictions for invoking blood bargains, and you cannot invoke the same blood bargain more than once before the start of your next turn.
In addition, the first time you invoke a blood bargain on each of your turns in combat, you can choose to regain hit points equal to half your character level (round up), instead of suffering damage.
Blood Strike[edit]
At 11th level, you gain one of the following features of your choice.
- Crimson Storm: You can use your action to make a melee attack against each creature of your choice within 5 feet of you. You make a separate attack roll for each target.
- Raining Blood: You can use your action to make a ranged attack against each creature of your choice within 10 feet of a point you can see within your weapon's range. You make a separate attack roll for each target.
Puddle of Blood[edit]
When you reach 15th level, you can use your action to transform your body into blood, or back into your true form. Anything being worn or carried by you transforms with you. Additionally, when you drop to 0 Hit Points, you can use your reaction to transform into blood, instead of falling unconscious. If you can't transform, you fall unconscious as normal. While you have 0 hit points in blood form, you can't revert to your true form. When you finish a short or long rest, or regain at least 1 hit point, you can revert back to your true form.
While in blood form, you can't take any actions, speak, or manipulate objects. Your size changes to small, you have a movement speed of 20 feet, a climbing speed of 20 feet, and you can enter a hostile creature's space and stop there. Your statistics, other than size and speed, stay the same.
While in blood form, you have advantage on Strength, Dexterity, and Constitution saving throws, and you are immune to all nonmagical damage. In addition, if water can freely pass through a space, you can move through that space without squeezing. You can remain in blood form indefinitely. When you revert to your true form, you must finish a short or long rest before using this feature again.
Bathed in Blood[edit]
Beginning at 18th level, whenever you score a critical hit or kill a hostile creature, you enter a Bloodthirst for 1 minute. It ends early if your turn ends and you haven’t dealt damage to a hostile creature since your last turn or taken damage since then. You can also end your Bloodthirst early by using a bonus action on your turn.
While you are in a Bloodthirst, you gain the following benefits.
- You can deal additional damage with your Crimson Rend feature on every attack that hits, instead of only once per turn.
- You gain resistance to all damage types, but all healing you receive is reduced by one-half(minimum 1).
- Your attacks score a critical hit on a roll of 19 or 20 on the d20. When you invoke the Blood Bargain of Vicious Strikes, it causes your attacks to score a critical hit on a roll of 18, 19, or 20 on the d20, and you can use your reaction to invoke it when you roll an 18 on the d20.
Additionally, you gain the Blood Bargain of the Bloodthirsty for your Empowered Blood feature.
- Blood Bargain of the Bloodthirsty
You become Bloodthirsty (as in the Bathed in Blood feature). You can't invoke this blood bargain if you are already Bloodthirsty. You suffer damage equal to your character level when invoking this blood bargain, instead of normal damage, and this damage can't be negated by your Blood Price class feature.
Once you have invoked this blood bargain, you must finish a short or long rest before invoking it again.
Order of the Ghostslayer[edit]
The Order of the Ghostslayer is the oldest and most driven of the orders, having rediscovered the secrets of blood magic and refined them for combat against the scourge of undeath. Ghostslayers seek out and study the moment of death, obsessing over the mysteries of the transition. Some will sit with the terminally diseased to closely witness their passing, while others go so far as to deliberately have a near-death experience, allowing them to tune their body and senses to the ethereal realms beyond.
Rite of the Dawn[edit]
When you join this order at 3rd level, you learn an additional esoteric rite, the Rite of the Dawn (detailed below) for your Crimson Rite feature. This does not count against your rites known, and it cannot be replaced by another rite.
- Rite of the Dawn Your rite damage is radiant type.
If you hit an undead creature with your Rite of the Dawn, it suffers additional radiant damage equal to your Wisdom modifier. Upon reaching 11th level, you deal this additional damage when you hit any creature with your Rite of the Dawn.
Holy Awakening[edit]
Also at 3rd level, you gain proficiency with heavy armor and martial weapons. Additionally, you gain the Blood Bargain of Brilliance for your Empowered Blood feature.
- Blood Bargain of Brilliance
When you deal damage to a creature with your Rite of the Dawn, you can use your reaction to release a burst of blinding light, extending out in a 10-foot radius centered on the target of your attack. The sphere doesn’t extend around corners. Each creature in the area must succeed on a Constitution saving throw or be blinded until the end of your next turn.
You can invoke this blood bargain a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Extra Attack[edit]
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Hallowed Veins[edit]
Beginning at 7th level, your blood curses become honed to the fabric of a creature’s essence. Your blood curses can now affect any creature, regardless of their form or lack of blood.
In addition, once per turn when you hit a creature with a weapon attack, you regain hit points equal to 1 + your Wisdom modifier(minimum 1).
Supernal Surge[edit]
Upon reaching 11th level, you’ve learned to briefly step into the spirit world, enabling a swift and deadly strike. When you use the Attack action on your turn, you can expend a use of this feature to attack three times, instead of twice, and you temporarily become spectral. Until the end of your next turn, you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. If you are inside an object when you are no longer spectral, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved. You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a short or long rest.
Alternatively, you can use a bonus action and expend a use of this feature to temporarily become spectral(as in the Supernal Surge feature). You remain spectral for a number of rounds equal to your proficiency bonus.
Gravesight[edit]
At 15th level, you can feel the connection all beings share with the spirit world. While under the effects of Supernal Surge or Vengeful Spirit, you gain blindsight out to 60 feet.
Additionally, you gain the Blood Bargain of Second Sight for your Empowered Blood feature.
- Blood Bargain of Second Sight
You gain blindsight out to 30 feet. This effect lasts until the end of your next turn.
Vengeful Spirit[edit]
Upon reaching 18th level, you learn to project your spirit to fight on while on the edge of death. Whenever you start your turn with 0 hit points, you can choose to let your soul emerge from your body to fight on. Your body remains unconscious and subject to death saving throws per normal. You manifest a spirit form in your space that continues fighting on, acting on your turn and every one of your subsequent turns under your control. Your spirit form has your physical attributes and equipment, and can move through other creatures and objects as if they were difficult terrain. This form is immune to cold, necrotic, and non-magical weapon damage. Your spirit form has access to all of your abilities, and suffers no damage from invoking blood bargains or amplifying blood curses.
Your spirit form vanishes if it takes any damage, if you regain any hit points, or if your body dies.
Order of the Lycan[edit]
Of the many terrible curses that plague the realm, few are as ancient or as feared as Lycanthropy. Passed through blood, this affliction seeds a host with the savage strength and hunger for violence of a wild beast. Those that shun the curse spend their lives burying their wild, bestial urges deep inside. However, the power of a rising full moon makes the curse too strong to resist, and the host transforms into a terrifying animal-humanoid hybrid controlled by murderous impulse. Those that embrace the dark Nature of their curse learn to harness their bestial gifts, but also succumb to the evil, vicious temperament that drives the beast within.
The Order of the Lycan is a proud order of blood hunters who undergo “The Taming”, a ceremonial inflicting of lycanthropy from a senior member. These hunters then use their abilities to harness the power of the monster they harbor without losing themselves to it. Through intense honing of one’s own willpower, combined with the secrets of the order’s blood magic rituals, members learn to control and unleash their hybrid form for short periods of time. Enhanced physical prowess, unnatural resilience, and razor sharp claws make these warriors a terrible foe to any evil that crosses their path.
Lycanthropic Transformation[edit]
Upon joining this order at 3rd level, you gain some semblance of control over the lycanthropic curse that now lives in your blood. The alchemical concoction you imbibed has hardened your will, allowing brief periods of control over the beast within.
As a bonus action, you can transform into your lycanthrope form, taking on the hybrid form of a werewolf. This form lasts for 10 minutes. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die.
The benefits of this form replace the rules for Lycanthropy within the Monster’s Manual. You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a short or long rest. While you are transformed, you gain the following features.
- Alternate Form.
As a bonus action, you can transform into a wolf, or back into your hybrid form. Your game statistics are the same for each form, although you are unable to speak while in wolf form. You choose whether your equipment falls to the ground in your space, merges into your wolf or hybrid form, or is worn by it. Non-magical equipment doesn't change size or shape to fit your wolf or hybrid form, but magical equipment does. Any equipment that your wolf or hybrid form can’t wear must either fall to the ground or merge with it. Equipment that merges with your wolf or hybrid form has no effect until you leave that form.
- Feral Agility.
Your base movement speed increases by 10 feet.
Your Dexterity score increases by 2, and your maximum for that score is now 22. When you reach 11th level, your Dexterity score increases by 2 again, and your maximum for that score is now 24.
- Resilient Hide.
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered.
While you aren't wearing heavy armor and you aren't wielding a shield, you gain a +1 bonus to your Armor Class.
- Bite.
You are proficient with your bite, which is a natural melee weapon with the Finesse property. Your bite deals 1d6 piercing damage on hit. The damage die of this attack increases to a d8 at 5th level, to a d10 at 11th level, and to a d12 at 17th level.
- Claws.
You are proficient with your claws, which are natural melee weapons with the Finesse property. Your claws deal 1d4 slashing damage on hit. The damage die of this attack increases to d6 at 5th level, to a d8 at 11th level, and to a d10 at 17th level.
When you use the Attack action with a Bite, you can make one attack with your Claws as a bonus action.
- Crimson Rite of the Beast.
You can use your Crimson Rite feature to imbue your natural melee weapons. As normal, you must use a separate action to imbue each weapon, although your Claws are considered two weapons in regard to being sheathed in the energy of your rite; each claw can bear a separate rite. Before you make an attack with your Claws, you choose which of those rites applies to that attack.
- Cursed Weakness.
Your have vulnerability to damage from silvered weapons.
Feral Nature[edit]
Starting at 3rd level, you gain proficiency in the Perception and Stealth skills. If you already have proficiency in either skill, then your proficiency bonus is doubled for any ability check you make with that skill.
In addition, you gain advantage on any Wisdom (Perception) check that relies on hearing or smell.
Finally, you gain the Blood Bargain of Staggering Strikes for your Empowered Blood feature.
- Blood Bargain of Staggering Strikes
When you use the Attack action with a Bite and hit a creature that is Large or smaller, you can use your reaction to invoke this blood bargain, forcing the target to make a Strength saving throw. On a fail, the creature is knocked prone.
You can invoke this blood bargain a number of times equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest.
Vicious Transformation[edit]
Upon reaching 5th level, your lycanthrope form gains the Multiattack feature.
- Multiattack.
When you use the Attack action with a Bite, you make two attacks with your Claws as a bonus action, instead of one.
Stalker's Prowess[edit]
At 7th level, your reflexes and agility have been enhanced by your lycanthropic curse. You add 10 feet to your long jump distance and 3 feet to your high jump distance, and you can use your Dexterity, instead of Strength, for determining how far you can jump.
In addition, your lycanthrope form gains the Hunter's Evasion feature.
- Hunter's Evasion.
When you make a Dexterity saving throw to take half damage from a spell or ability, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Advanced Transformation[edit]
Starting at 11th level, you learn to unleash and control more of the beast within. You can now transform into your lycanthrope form as part of your movement, and your transformation now lasts for up to 30 minutes. In addition, your lycanthrope form gains the Lycan Regeneration feature.
- Lycan Regeneration.
At the start of each of your turns, you regain hit points equal to 1 + your Constitution modifier (minimum of 1). You don't gain this benefit if you have 0 hit points.
The Beast Within[edit]
When you reach 15th level, you gain a climbing speed equal to your movement speed, and moving through difficult terrain costs you no extra movement. In addition, your lycanthrope form gains the Pack Hunter feature.
- Pack Hunter.
You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
Lycanthrope Transformation Mastery[edit]
At 18th level, you have wrestled with your inner predator and mastered it, gaining full control over your curse. You can transform into your lycanthrope form an unlimited number of times, and your transformation lasts until you use a bonus action to revert to your normal form, or you die.
In addition, you gain the Blood Curse of the Howl for your Blood Malediction feature. This does not count against your blood curses known.
- Blood Curse of the Howl
As an a bonus action, you howl at each creature of your choice within 60 feet, chilling their blood and stunning them with fear. Any of the target creatures that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If they fail their saving throw by 5 or more, they are stunned until the end of your next turn instead. A creature that succeeds on this saving throw is immune to this blood curse for the next 24 hours.
- Amplify. Creatures make their saving throw with disadvantage.
Blood Hunter Multiclassing[edit]
Ability Score Minimum: Dexterity 13 and Wisdom 13
Proficiencies Gained: Light armor, medium armor, shields, simple weapons, hand crossbows, heavy crossbows, longbows, nets, rapiers, scimitars, shortswords, whips, one skill from the blood hunter skill list, and alchemical supplies.
Blood Hunter Multiclassing with Spellcasting Classes
When multiclassing Order of the Crimson Blade with another class which has the Spellcasting or Pact Magic class features, you can use the spell slots you gain from the Crimson Pact Magic feature to cast spells you know or have prepared from another class feature, and you can use the spell slots you gain from another class feature to cast warlock spells you know. You determine your number of spell slots, and what spells you know or can prepare, for each class individually, as if you were a single-classed member of that class. Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. If you are multiclassing with Warlock, you use the higher of your Wisdom or Charisma scores for the spellcasting ability of your Warlock spells.
For example, if you are a crimson blade 3/cleric 5, you know two warlock cantrips, and four cleric cantrips. With a You know two warlock spells, and with a Wisdom score of 16, you can prepare eight cleric spells of 1st, 2nd, or 3rd level, in any combination. From your crimson blade levels, you have one 1st level spell slot. From your cleric levels, you have a four 1st, three 2nd, and two 3rd level spell slots. You can cast any of the spells you know or have prepared by expending a spell slot of the spell's level or higher.
If you are multiclassing Order of the Crimson Blade with Warlock, you cannot gain Pact of the Blade from the Pact Boon feature. If you already have Pact of the Blade when you join the Order of the Crimson Blade, you must choose one of the other pact boons available to you. Your Pact of the Blade is replaced by the chosen boon.
if you choose the Pact of the Crimson Blade subclass for Blood Hunter, for some unknown reason, the mysterious entity from Shadowfell refuses to heed your call; you cannot choose the Hexblade subclass for Warlock. Furthermore, if you are already a Hexblade, the ephemeral patron of the Crimson Blades ignores your pleas; you cannot choose the Pact of the Pact of the Crimson Blade subclass for Blood Hunter.
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