Bloodborne Hunter (5e Class)
Hunter[edit]
Hailing from far off lands, hunters travel the world hunting Eldritch abominations and monsters despite holding the blood of the very same beasts inside themselves. The hunters have an unsettling supernatural mastery over the accursed blood that runs through their veins, learning to use it to perform incredible feats not achievable by other warriors.
Attacking fast and relentlessly, hunters are masters of the battlefield, experts at controlling the flow of battle and conquering their foes through indomitable will.
Creating a Bloodborne Hunter[edit]
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A hunter engaged in battle, [[1]] |
You can make a Hunter quickly by following these suggestions. First, Dexterity or Strength should be your highest score depending on your weapon of choice, followed by Wisdom. The constitution should be the third highest score after those choices. Pick human as your race, and pick the Slayer background.
Class Features
As a Bloodborne Hunter you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Bloodborne Hunter level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Bloodborne Hunter level after 1st
- Proficiencies
Armor: Light Armor, Medium Armor
Weapons: Hunter Weapons, One-handed simple melee weapons, One-handed martial melee weapons, Hand crossbows, Firearms
Tools: Smith's tools, Alchemist's Tools
Saving Throws: Dexterity or Strength, and Wisdom or Constitution
Skills: Choose three from Acrobatics, Athletics, Insight, Investigation, Perception, Stealth, and Intimidation
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Any one melee hunter weapon or (b) any one-handed martial melee weapon
- (a) Any one ranged hunter weapon and 10 pieces of ammunition or (b) hand crossbow and 10 pieces of ammunition
- (a) Explorer's pack or (b) Dungeoneer's pack
- (a) Chain shirt or (b) smith's tools
- (a) 10 vials or (b) 5 flasks
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Blood Vials, Aggressive Regeneration |
2nd | +2 | Silver Bullets (1d8), Fighting Style |
3rd | +2 | Covenant |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack, Enhanced Blood Flow |
6th | +3 | Covenant feature, Hunter's Weapon Upgrade (1) |
7th | +3 | Evasion, Silverblood |
8th | +3 | Ability Score Improvement |
9th | +4 | Indominable Will, Purity of Blood |
10th | +4 | Never a Break, Enhanced Blood Flow, Silver Bullets (2d8) |
11th | +4 | Bloodtracking, Hunter's Weapon Recipes |
12th | +4 | Ability Score Improvement |
13th | +5 | Covenant feature |
14th | +5 | Hunter's Weapon Upgrade (2) |
15th | +5 | Extra Attack |
16th | +5 | Ability Score Improvement |
17th | +6 | Covenant feature |
18th | +6 | Hunter's Weapon Upgrade (3), Silver Bullets (3d8) |
19th | +6 | Ability Score Improvement |
20th | +6 | Pale Blood |
Blood Vials[edit]
Your body runs lush with rich and vibrant blood, creating far more blood than other members of your race naturally could. So much so that you can create a healing elixir from it.
• Starting at 1st level, at the end of a long rest, you may fill up to your level in vials with blood.
• When you or another hunter consumes one of these vials, the healing effect scales based on your level
—Level Healing Per Blood Vial Additional Effects: 1-4: 1d6 + Constitution modifier Basic healing ,5-9: 2d6 + Constitution modifier Improved healing ,10-14: 2d6 + Constitution modifier Removes one condition (Bleed, Poison, or Paralysis) ,15+: 3d6 + Constitution modifier Removes one condition + Grants temporary HP = Constitution modifier
Aggressive Regeneration[edit]
Starting at 1st level, the blood running through your veins calls to the blood of enemies, hungering for their blood to become one with your own. When you deal damage, you can choose to regain hit points based on your level using the following scaling:
Hunter Level —-Aggressive Regeneration
1-4: Heal half the damage dealt, limited per long rest. 5-9: Recharge on a short rest instead of just long rest. 10-14: Heal full damage dealt instead of half if used within 1 round of taking damage. 15+: When Aggressive Regeneration activates, movement speed increases by 10 ft. for 1 round.
Silver Bullets[edit]
Your mastery over your own blood allows you to manifest your blood as bullets. Starting at 2nd level, when you finish a long rest, you gain a number of ranged weapon ammunition of your choice up to a maximum of half your level (rounded up) + your proficiency bonus.
As a Bonus Action, you can sacrifice HP equal to your Proficiency Bonus to regain 1d4 Silver Bullets.
Silver Bullets scale in power based on your Hunter Level:
Hunter Level
Silver Bullet Buffs
2-5
Silver Bullets count as magical for overcoming resistance.
6-9
Silver Bullets deals radiant damage to Beasts, Plants, Aberrations, Celestials, and Fiends
10-14
Silver Bullets deals radiant damage and ignore resistance to non-magical damage.
15+
Silver Bullets inflict "Weakened" (-1d4 to attack rolls for 1 round).
You may also spend Silver Bullets on the following Counter Maneuvers as a reaction:
Miss: When an opponent makes an attack against you and hits, as a reaction, you can spend 1 bullet to make a weapon attack with your ranged hunter weapon against the opponent. If this attack hits, you force that attack to miss (this attack deals half damage).
Parry: When an enemy makes an attack against you and hits you, but before damage is calculated, you can spend 1 bullet to make an attack action against the attacking opponent.
Dodge Roll: After you take damage from an attack, you may spend 1 bullet to move half your movement speed in any direction without taking an attack of opportunity.
Additional Scaling Damage: If a creature you hit with a Silver Bullet is a Beast, Plant, Aberration,Celestial, or Fiends they take extra radiant damage based on level:
1d8 at levels 6-9
2d8 at levels 10-14
3d8 at level 15+(ignore 3d8 18th level from table)
Fighting Style[edit]
At 2nd level, you adopt a particular style of combat as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.
Dueling: When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.
Gunslinger: You gain a +2 bonus to attack rolls you make with ranged weapons.
Great Weapon Master: You gain proficiency with two-handed simple and martial weapons. When wielding a two-handed weapon, your melee attacks deal +1 extra damage.
Power of Attrition: When you deal damage to a creature using a weapon, you gain a +1 bonus to damage against that creature. This stacks up to your ability modifier and lasts until the end of your next turn or when you attack a different creature.
Hunter Combo: You gain a +1 bonus to attack rolls and damage rolls while wielding two hunter weapons at the same time. You also don't need a free hand to reload.
Covenant[edit]
At 3rd level, you take a sworn oath to a covenant of warriors. These covenants give you additional features at 3rd, 6th, 13th, and 17th level. You may choose from the Cainhurst Vilebloods, the Executioners, the Choir, the League, or the Blood Beast, all detailed at the end of this class description.
Ability Score Increase[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by two, or two ability scores by one. You can't increase an ability score above 20 using this feature.
Extra Attack[edit]
Starting at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. You can attack a third time at 15th level.
Enhanced Blood Flow[edit]
Over your mastery of your blood, you have learned to increase your blood flow during an adrenaline rush. At 5th level, your movement speed increases by 5 ft and you gain climbing and swimming speed equal your movement speed. You gain additional 5 ft of speed at 10th level.
Hunter's Weapon Upgrade[edit]
You are able to upgrade your Hunter’s weapons at certain levels, granting them enhanced power and customization. These weapons are considered magical for the sake of overcoming resistances and immunities.
At Level 6, you can enhance one Hunter Weapon with a +1 bonus to attack and damage rolls.
At Level 14, this bonus increases to +2.
At Level 18, this bonus increases to +3.
You may change which weapon this bonus applies to at the end of a long rest.
Blood Gem Infusion (Weapon Customization)
In addition to the attack and damage bonus, you can infuse your Hunter weapon with a Blood Gem, granting special properties.
At Level 6, when applying the +1 bonus, you may choose one of the following permanent effects:
Serrated Edge – The weapon deals +1d6 extra damage to Beasts.
Righteous Blessing – The weapon deals +1d6 radiant damage to Aberrations, Celestials,Undead or Fiends.
Elemental Infusion – The weapon deals +1d6 Fire, Lightning, or Cold damage.
Regenerative Strike – When you damage a creature, you regain HP equal to your Constitution modifier (minimum 1).
Efficient Blade – Attacking with this weapon requires no bonus action to transform if it is a trick weapon.
Lightweight Build – You gain +5 movement speed while wielding this weapon.
At Level 14, you may apply a second Blood Gem Infusion to a weapon.
At Level 18, you may select a third upgrade or enhance one of your previous upgrades:
Serrated Edge (Upgraded) – Now deals +2d6 damage to Beasts.
Righteous Blessing (Upgraded) – Now deals +2d6 radiant damage to Aberrations, Celestials,Undead or Fiends.
Elemental Infusion (Upgraded) – Now deals +2d6 Fire, Lightning, or Cold damage.
Regenerative Strike (Upgraded) – You now regain HP equal to twice your Constitution modifier.
Lightweight Build (Upgraded) – Now grants +10 movement speed instead of +5.
Evasion[edit]
At 7th level, your instinctive agility lets you dodge out of the way of certain attacks, such as a dragon's breath or the fireball. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and half damage if you fail.
Silverblooded[edit]
Your mastery of blood allows you to forge bullets from your own life force, pushing yourself beyond normal limits You can choose to take damage equal to your level to create a number of Silver Bullets equal to half that amount (rounded up). (Example: At Level 7, you can take 7 damage to create 4 bullets.) At Level 15+, you can instead create bullets equal to your full level if you take double the HP loss. (Example: At Level 15, take 30 HP damage to generate 15 bullets.)
Indominable will[edit]
At 9th level, you have faced creatures that give even the strongest of man's ranks nightmares, and lived to tell the tale. You have immunity to being frightened and poisoned, as well as disease and poison damage.
Never a Break[edit]
You have become of master of the nonstop flow of combat, never needing to rest or stop. At 10th level, you can use a bonus action to drink potions and blood vials instead of an action.
Blood Tracking[edit]
At 11th level, if you can observe a sample of a creature's blood that was spilled within the last 30 days, you immediately learn:
-The direction the creature was traveling.
-How injured the creature was at the time of bleeding.
-How long ago the blood was spilled.
-You have advantage on all Survival checks to track the creature until the 30-day window is over.
Buffed Versatility (New Scaling Effects):
Level 11-14: You can now track dried blood up to 1 year old instead of just 30 days.
Level 15+: By touching a sample of blood, you gain a brief vision of past events associated with it (e.g., seeing a battle scene replay from the perspective of the one who bled).
Level 18+: You gain advantage on all Perception & Survival checks related to tracking any creature you’ve encountered before.
Hunter's Weapon Recipes[edit]
At 11th level, you learn how to make newer weapons in your hunt against the Beasts. You may transform one of your hunter weapons into another hunter weapon at the end of a long rest. You may create 1 additional hunter weapon at the end of a long rest for 150 gp of materials.
Pale Blood[edit]
At 20th level, You have mastered the Hunt beyond mortal limits, becoming the apex predator of the night."
You gain an additional reaction per turn.
Your movement speed increases by 10 feet.
You gain resistance to Bludgeoning, Piercing, and Slashing damage.
Your attacks automatically deal an additional 1d8 damage of your weapon's type.
Relentless Assault(Once per Long Rest)
For 1 minute, you gain the following buffs:
You may attack three times per Attack action.
When you hit an enemy, you may move 10 feet without provoking opportunity attacks.
Your weapon attacks ignore resistance and immunity to non-magical damage
You automatically regain 5 HP at the start of your turn.
If you reduce an enemy to 0 HP, you may make one additional attack that turn.
Covenants[edit]
Cainhurst Vilebloods[edit]
Regeneration
When you take this oath at 3rd level, you are imbued with yet more powerful blood. You gain 1 additional hit die for every 4 hit dice you have (instead of every 5). Healing effects restore an additional +1d6 HP whenever you regain hit points.
Sustenance Hunter Starting at 6th level, you have refined your skill in absorbing the blood of your foes. You can choose to heal an amount equal to half the damage you dealt at the end of your turn. This feature can be used a number of times per long rest equal to your proficiency bonus. If you reduce an enemy to 0 HP, you gain temporary HP equal to your Constitution modifier + proficiency bonus.
Second Wind
Starting at 13th level, you can use a bonus action to regain hit points equal to 1d10 + your hunter level. Once you use this feature, you must finish a short or long rest before you can use it again. Additionally, after activating this ability, you gain advantage on your next melee attack.
Invasion
At 17th level, you may transpose your being across reality with the strength of your blood. As an action for 5 blood vials (instead of 15), you open a 10 ft. portal of blood that stays open until the end of your next turn. Any creature that enters this portal teleports within 60 ft. of 1 specific creature you have at least one piece of information on, such as name, appearance, or location. When you teleport, you may make one melee weapon attack as part of the action.
Executioners[edit]
Blood Vial Increase When you take this oath at 3rd level, your blood becomes far more potent. Your blood vials heal 2d6 hit points, increasing as you grow stronger:
5th level: 2d8 hit points per vial.
10th level: 2d10 hit points per vial.
15th level: 2d12 hit points per vial.
Extra Vials
Starting at 6th level, your potent blood overwhelms your body. Your maximum number of blood vials increases by an amount equal to your Wisdom modifier + your proficiency bonus.
Adaptive Blood Starting at 13th level, your blood cries out for any vessel to carry it. At the end of a long rest, you may designate up to your Wisdom modifier creatures. These creatures can consume your blood vials. Additionally, when an ally consumes a Blood Vial, they also gain temporary HP equal to your Constitution modifier. You may change one designated creature at the end of a short rest.
Execution
At 17th level, your blood cries out from inside you, grasping the blood of any it touches. If you deal a critical hit, your next attack automatically becomes a critical hit. This effect cannot trigger more than three times per turn.
The Blood Beast[edit]
Beast's Fortitude When you take this oath at 3rd level, the unholy beast your blood was sourced from begins to manifest in your mortal body. Each of your hunter hit dice and any additional hunter hit dice that you gain increase to d10. Additionally, while you are below half your hit points, you gain advantage on Strength checks and Strength saving throws.
Beast Form
At 6th level, you are covered in a thick, furry hide. When you are not wearing any armor or wielding a shield, your AC is equal to 10 + your Strength modifier + your Wisdom modifier. You gain resistance to all non-magical bludgeoning, piercing, or slashing damage. Additionally, your movement speed increases by 10 feet and you have advantage on Dexterity (Acrobatics) and Strength (Athletics) checks while in combat.
Beast's Power
At 13th level, the beast's bizarre musculature distorts your flesh. Your Strength and Wisdom scores each increase by +2, as does both of their maximums. Additionally, your unarmed strikes count as magical for the purpose of overcoming resistances and immunities.
Cleric Beast Transformation
At 17th level, you may unleash the beast inside you into the physical world. As a bonus action for 1 blood vial, your size increases by one category to a minimum of Large and this transformation lasts 2 minutes. While in this form:
Your main hand becomes massive, allowing you to wield two-handed weapons in one hand.
Versatile weapons used in this hand benefit from their two-handed damage bonus.
You gain temporary hit points equal to twice your hunter level upon transformation. While transformed, you gain resistance to all damage except Psychic. '
Hunters of Hunters[edit]
Watchers of the Hunt When you take this oath at 3rd level, your perceptiveness and experience in tracking Hunters surpass ordinary means. You gain proficiency in Insight & Stealth and have advantage on Perception checks to detect movement or hidden threats. When you use at least 15 feet of movement to maneuver around a creature before attacking, your first attack against them deals bonus damage (1d8 at 3rd level, increasing to 3d8 at higher levels).
Perceptive Strike
At 6th level, your precision punishes those who rely on unnatural defenses. You gain advantage on attack rolls against enemies that have resistances. If you hit an enemy, their movement speed is halved until the end of their next turn. Additionally, if you reduce a creature to 0 HP, you gain temporary HP equal to your proficiency bonus + Dexterity modifier.
Crow’s Flight
At 13th level, your agility makes you an elusive and deadly force. When you move at least 10 feet on your turn, enemies have disadvantage on attack rolls against you until the start of your next turn equal to your Dexterity modifier (minimum of 1). Additionally, you gain Crow Step, allowing you to make a free 10-ft movement immediately after succeeding on a Dexterity saving throw.
Unforgiven Pursuit
At 17th level, you move with deadly precision and unwavering focus. As a bonus action, you can mark an enemy for execution once per long rest. While marked, you gain the following benefits:
Your movement speed increases by 20 feet while your marked target is alive.
Advantage on all attack rolls against them.
You can slice through and reduce the target’s AC by 2 per your Dexterity modifier (minimum of 1) once when using this ability.
The target’s healing is halved while marked.
If you kill your marked target, you immediately regain HP equal to your Dexterity modifier + proficiency bonus.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the hunter class, you must meet these prerequisites: 15 Strength or Dexterity, 13 Wisdom.
Proficiencies. When you multiclass into the hunter class, you gain the following proficiencies: hunter weapons; medium armor.
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