Hunter (Bloodborne Supplement)

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Hunter[edit]

The Hunt is an eternal nightmare, an unending battle against beasts, monsters, and horrors beyond human comprehension. Those who take up the mantle of a Hunter are not warriors in the conventional sense—they are survivors, killers forged in blood and madness. Whether by fate, desperation, or a sinister design, they have stepped into the abyss, armed with only their will, cunning, and an arsenal of unnatural weaponry.

A Hunter is more than a mere slayer of beasts; they are relentless, adaptive, and instinctive. Their bodies, honed through relentless battle, move with an unnatural grace, dodging and countering with terrifying precision. They wield Trick Weapons, ingenious instruments of death that shift forms mid-combat, allowing them to adapt to any situation. With firearms in one hand and cold steel in the other, Hunters rely on speed, aggression, and tactical mastery to carve their way through the horrors of the night.

Yet, the Hunt is not without cost. The blood they spill seeps into them, whispering of power, change, and something far older than mankind. Those who hunt long enough begin to change—some become more than human, while others lose themselves entirely. The line between Hunter and Beast is thin, and all who take part in the Hunt must one day ask themselves:

When the nightmare ends, will I still be human?

"We are born of the blood, made men by the blood, undone by the blood. Our eyes are yet to open... Fear the Old Blood."

Creating a Hunter[edit]

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Some of the strongest hunters in history, [1]

Before creating your Hunter, consider their origins. Were they a desperate soul seeking a cure, only to be ensnared in the Hunt? A warrior lured by the promise of forbidden power? Or perhaps something less human, a being shaped by the eldritch forces lurking behind the veil of reality? Whatever the case, a Hunter is defined not just by their strength, but by their will to endure.

Quick Build[edit]

You can make a Hunter quickly by following these suggestions:


Class Features

As a Hunter you gain the following class features.

Hit Points

Hit Dice: 1d10 per Hunter level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Hunter level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons, Martial Weapons, Firearms, Trick Weapons
Tools: None
Saving Throws: Dexterity, Wisdom
Skills: Choose two from Acrobatics, Athletics, Insight, Perception, Stealth, Survival, Intimidation, and Investigation

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Dungeoneer’s pack or (b) Explorer’s pack
  • (a) One Trick Weapon of your choice or (b) One Firearm of your choice
  • (a) 1 Simple Weapon or (b) 1 Martial Weapon
  • If you are using starting wealth, you have 5d4x10 in funds.

Table: The Hunter

Level Proficiency
Bonus
Features Caryll Runes
1st +2
2nd +2
3rd +2
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3 1
8th +3 Ability Score Improvement 1
9th +4 1
10th +4 1
11th +4 1
12th +4 Ability Score Improvement 1
13th +5 2
14th +5 2
15th +5 2
16th +5 Ability Score Improvement 2
17th +6 3
18th +6 3
19th +6 Ability Score Improvement 3
20th +6 4

Hunter's Curse[edit]

You, who bear the mark of the hunter, shall never know rest. Your fate is to hunt... or be hunted.

At 1st level, the Hunter's Curse takes root in your being, transforming you into an entity that belongs neither to the world of men nor beasts. This curse grants you unparalleled power in the Hunt but binds you to an eternal cycle of violence.

Rally Instinct

Your body refuses to accept death and responds to damage with an unstoppable frenzy. When an enemy deals damage to you, you can regain a portion of the lost vitality by striking back. If you hit the enemy before the end of your next turn, you restore hit points equal to the total damage dealt (up to a maximum of the damage you received from that attack).

Additionally, if the damage you deal exceeds the damage you took, the excess healing is converted into temporary hit points. These temporary hit points disappear when the combat ends or after 3 turns of having obtained them.

Denial of Full Rest

You are unable to gain the benefits of a long rest conventionally. However, you can benefit from short rests without limit, allowing you to recover partially as long as you have sufficient resources.

To gain the benefits of a long rest, you must find a Hunter's Workshop or a designated sanctuary where hunters can restore their bodies and minds. In these locations, you can complete a long rest in half the usual time.

Inhuman Resilience

Your curse strengthens your body beyond mortal limits. You gain the following benefits:

  • You are immune to exhaustion caused by physical activity, insomnia, or injuries. Only extremely powerful supernatural effects can tire you.
  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • You cannot be paralyzed or affected by mundane diseases or common infections.
  • Any benefit that increases your maximum hit points (such as leveling up) is doubled.
Echoes of the Past

Your presence marks you as a force outside the natural order. Beasts and eldritch entities recognize you as a hunter and react to your presence in unusual ways:

  • Beast-type creatures have disadvantage on saving throws against fear effects when you attack them for the first time in combat.
  • Certain eldritch beings may communicate with you in whispers incomprehensible to ordinary minds.
  • Some NPCs will treat you with reverence, fear, or absolute disdain depending on their stance toward hunters.
Shackles of the Curse

If you spend too much time without hunting or facing powerful enemies, the curse tightens its grip on your mind and body. This is represented by the accumulation of Beastiality.

Each week without significant combat, you gain 1 point of Beastiality. As you accumulate Beastiality, your body and mind begin to mutate, granting bonuses but bringing you closer to losing control.

At certain Beastiality thresholds (determined by the DM), you may suffer side effects such as:

  • Uncontrollable fury in combat.
  • Partial physical transformations.
  • Distorted perception of reality.
  • An insatiable hunger for blood.

The only way to reduce Beastiality is by hunting and draining the blood of powerful enemies or undergoing rituals at a Hunter’s Workshop.

Hunter’s Fundamentals[edit]

  • "A hunter is not merely strong; they are efficient. A single moment of hesitation is death."*

At 1st level, you gain access to the fundamental techniques of all hunters, allowing you to dominate the battlefield with overwhelming speed, precise counterattacks, and relentless aggression.

Visceral Strike

A hunter’s knowledge of anatomy and combat precision allows them to exploit openings with devastating force. When you successfully stagger an enemy, you may use your reaction to perform a Visceral Strike. A Visceral Strike is a melee attack with the following benefits:

  • The attack automatically crits if it hits.
  • You deal additional damage of xd12 equal to x= twice your hunter level + your damage bonus.
  • If the target is a Beast, they take double damage from the attack.
  • If the target is a creature of Eldritch Kin, they suffer disadvantage on saving throws against any status effects imposed by your attack.
Parry & Counter

Your expertise with firearms allows you to disrupt enemy attacks with well-timed shots. When a creature makes a melee attack against you, you may use your reaction to fire a Mercury Bullet and attempt to stagger them.

  • You and the attacker roll competing attack rolls:
  • If your firearm attack roll beats their melee attack roll, the enemy is staggered, stopping their attack.
  • If your attack roll is 10 or more above their attack roll, they become helpless, allowing an immediate Visceral Strike as part of the same reaction.
  • If your attack roll fails, the attack proceeds as normal.
  Note: Large enemies or eldritch beings may require multiple staggers before becoming vulnerable to a Visceral Strike. The exact threshold is determined by the DM.
Hunter’s Step

A hunter’s movements are unnatural, blending instinct and reflex into seamless dodges. As a reaction, when an attack would hit you, you may roll a competing Dexterity (Acrobatics) check against the attacker's attack roll.

  • On success, you evade the attack completely, negating all damage and effects.
  • If your check exceeds the attack roll by 10 or more, you may move half your movement speed without provoking opportunity attacks.
  • This ability works against physical, and ranged attacks, and magical attacks.
Predator’s Wrath

A true hunter thrives in the chaos of battle.

  • Damage vs. Beasts: You deal double damage to creatures with the Beast type.
  • Slayer’s Precision: Your weapon attacks against Eldritch Kin ignore resistances.
  • Enhanced Criticals: Your critical hit range increases by 1 (19-20).
 - This increases to 18-20 at 10th level.
Mercury Bullets & Blood Vials

A hunter does not rely on conventional ammunition or medicine—their tools are crafted from the essence of the hunt itself.

  • You have a maximum of 10 + your Dexterity modifier Mercury Bullets.
  • You have a maximum of 10 + your Constitution modifier Blood Vials.

When you slay an enemy, roll the following for each resource:

CR of Enemy Blood Vials Gained Mercury Bullets Gained
0 - 1/4 None None
1/2 - 2 1 1d4
3 - 5 1d2 1d6
6 - 8 1d4 1d8
9 - 12 1d6 1d10
13 - 16 1d8 1d12
17+ 1d10 2d8

Blood Vials:

  • As a bonus action, you may consume a Blood Vial to restore a third of your maximum hit points.
  • If a creature without the Hunter’s Curse consumes a Blood Vial, they must succeed on a DC 15 Constitution saving throw or become afflicted with the Beast Curse, progressively mutating into an aberrant form under the DM’s discretion.

Mercury Bullets:

  • These are the only ammunition compatible with your hunter firearms and are required to parry, stagger, and deal ranged damage.
Hunter’s Precision

You do not waste movement, effort, or bullets.

  • Critical Hit Bonus: When you land a critical hit, you may roll one additional damage die.
  • Firearm Efficiency: You can reload a firearm as a free action instead of a bonus action.

Enhanced Physique[edit]

A hunter must hunt. And to hunt, one must be faster, stronger, and deadlier than the beasts they face. —Gehrman, the First Hunter

At 1st level, the malediction of the Hunt has permanently altered your body, granting you inhuman speed, resilience, and an unnatural vitality. The longer you hunt, the more your body evolves beyond human limitations.

Enhanced Mobility

Your movements surpass human limitations, allowing you to outmaneuver any prey. Your base movement speed increases by 20 feet. This bonus increases further as you gain levels:

  • +30 feet at 5th level.
  • +50 feet at 9th level.
  • +70 feet at 13th level.
  • +100 feet at 17th level.
  • You ignore difficult terrain, and your jump distance is tripled.
  • You can take the Dash action as a bonus action.
  • At 7th level, you can move along vertical surfaces and across liquids without falling, as long as you do not end your turn there.
Hunter’s Resilience

Your body adapts to the horrors of the Hunt, allowing you to shrug off damage that would kill lesser beings.

  • You gain resistance to non-magical slashing, piercing, and bludgeoning damage.
  • You gain advantage on saving throws against poison and disease.
  • You require only half the amount of food, water, and sleep that a normal humanoid does.
  • At 9th level, you become immune to disease, and your body no longer ages naturally.
Blood Awakening

Pain fuels your predatory instincts, turning wounds into strength.

  • When you take damage, you may use your reaction to immediately regain hit points equal to half the damage taken.
  • This ability can only be used once per round and does not activate if you are reduced to 0 HP.
  • If you regain hit points in this way, your next attack roll has advantage and deals additional damage equal to your proficiency bonus.
Predatory Awareness

Your enhanced body includes a sharpened sense of perception, allowing you to hunt with unnatural precision.

  • You gain darkvision up to 60 feet.
  • Your passive perception increases by 5.
  • You can detect the presence of undead, eldritch entities, and beasts within 60 feet of you, even if they are invisible or hidden.
  • This does not reveal their exact location, but you can sense their general presence.
  • At 11th level, your senses grow even sharper:
  • Darkvision extends to 120 feet.
  • You automatically detect lies and illusions if they originate from a creature within 30 feet of you.
  • You gain advantage on Wisdom (Perception) checks to detect hidden enemies.
Enhanced Combat Reflexes

As you progress in the Hunt, your body adapts to the intensity of battle, allowing you to act faster than mere mortals.

  • At 5th level, you gain an additional bonus action per turn.
  • At 9th level, you gain an additional reaction per round.
  • At 13th level, you may take an additional action once per short rest.
  • At 17th level, you may take an additional full turn at initiative count 20 (losing ties).
Blood Echoes Evolution

The Hunt has no end, and with each kill, you grow stronger. You may spend Blood Echoes to permanently enhance your abilities, following the rules detailed in Blood Echoes Character Advancement.

Hunter’s Sanctuary[edit]

At 2nd level, every Hunter requires a place of refuge, a hidden haven where they can prepare, upgrade, and recover between Hunts. Whether it’s a forgotten workshop, an abandoned cathedral, or a secret refuge deep within a cursed city, this location serves as your personal stronghold against the horrors of the night.

Functions of the Hunter’s Sanctuary

Your Hunter’s Sanctuary provides the following benefits:

  • Safe Haven – The sanctuary is protected from external threats, ensuring a place to rest, recover, and strategize.
  • Weapon & Equipment Maintenance – Trick Weapons and Firearms can be upgraded or repaired using Blood Echoes and rare materials.
  • Alchemy & Tinkering – Access to basic crafting for Blood Vials, Quicksilver Bullets, and specialized Hunter tools.
  • Hunter’s Network – You can interact with other Hunters, scholars, or merchants who may provide:
  - New weapons and equipment.
  - Information about new Hunts or eldritch disturbances.
  - Access to unique services, such as infusing weapons with Blood Echoes for additional power.
Blood Echoes Exchange

Your sanctuary allows you to exchange Blood Echoes for various enhancements, items, or upgrades. The available purchases include:

  • Blood Vials & Quicksilver Bullets – Stock up on these essential Hunter resources.
  • Trick Weapon Refinement – Improve weapons with reinforced durability and added properties.
  • Hunter Tools & Accessories – Gain access to items that aid in combat, such as fire paper, bone marrow ash, and other alchemical enhancements.
  • Runes of Caryll Access – At higher levels, your sanctuary can store and imprint Runes of Caryll into your being, granting additional powers.
Customization

The exact nature of your Hunter’s Sanctuary is determined by your background, faction, and playstyle. Some examples include:

  • A hidden workshop within the ruins of Yharnam.
  • A secret chapel under the control of a surviving Hunter faction.
  • A forbidden cathedral where ancient knowledge and eldritch tools are safeguarded.

Regardless of its form, your sanctuary remains a vital resource in your survival against the night’s horrors.

Siege & Destruction of the Sanctuary

Although protected from minor disturbances, the sanctuary is not invulnerable. Certain events may lead to its siege or destruction, forcing the Hunter to adapt:

  • Sanctuary Under Siege – If the sanctuary is targeted by enemies, you may be forced into a defensive battle. The nature of the attack depends on your enemies:
  • Beast Hunt – An overwhelming swarm of beasts overruns the sanctuary, forcing the Hunter to either repel them or evacuate.
  • Eldritch Incursion – Great Ones or Kin entities distort reality, corrupting the sanctuary into a nightmarish ruin.
  • Church Purge – The Healing Church or rival factions may attempt to seize or destroy the sanctuary.
  • Sanctuary Destroyed – If the sanctuary is lost, the Hunter suffers the following penalties:
  • Loss of Storage & Upgrades – Trick weapons, tools, and resources stored in the sanctuary are lost unless recovered.
  • Loss of Merchants & Allies – Access to Hunter’s Network services is lost unless a new safe haven is found.
  • Blood Echoes Dispersed – Any unspent Blood Echoes stored within the sanctuary are lost permanently.
  • Mental & Physical Toll – If the destruction is caused by eldritch forces, the Hunter gains Lucidity but also risks corruption.
Rebuilding or Relocating a Sanctuary

If the Hunter loses their sanctuary, they may seek out a new refuge or attempt to rebuild. This may require:

  • Finding or forging alliances with other Hunters or factions.
  • Recovering lost artifacts, blueprints, or rare materials.
  • Expending a large amount of Blood Echoes to restore lost facilities.

A new sanctuary will never be as effective immediately, requiring time and resources to reach full functionality.

Hunter’s Instincts[edit]

At 2nd level, your instincts as a Hunter sharpen, allowing you to track and identify threats with supernatural precision.

Enhanced Tracking
  • You have advantage on Wisdom (Survival) checks to track creatures, especially Beasts, Aberrations, and Eldritch entities.
  • You can identify the approximate strength and condition of a creature by observing it for one minute.
  • If a creature has been wounded within the last hour, you can sense its direction and distance within 1 mile.
Supernatural Awareness
  • You can detect the presence of unnatural beings, sensing Eldritch or Abyssal entities within 300 feet, even if they are invisible or hidden.
  • You gain advantage on Intelligence (Arcana) and Wisdom (Perception) checks to recognize cursed artifacts, supernatural auras, or distortions in reality.


Blood Awakening: Advanced Body Enhancements[edit]

At 2nd level, your body begins to change, adapting to the Hunt in ways beyond human limitations. Through the power of Blood Echoes, you can undergo Advanced Body Enhancements, permanently augmenting your physical capabilities.

Gaining Enhancements
  • Enhancements must be purchased using Blood Echoes at a Hunter’s Sanctuary or a location where such modifications can be performed.
  • These enhancements do not replace ability score improvements but instead provide unique upgrades beyond normal progression.
  • The cost and availability of enhancements may vary, and some may require specific conditions to unlock.
  • The type of enhancements you can receive varies, allowing specialization in different areas of combat and survival.

Hunter Path[edit]

At 3rd level, you choose a Hunter Path, representing your allegiance to a specific faction or philosophy within the Hunt. This choice shapes your combat style, abilities, and approach to the horrors of the night.

Choose one of the following Hunter Paths, each granting unique features at 3rd, 6th, 9th, 12th, 14th, 16th and 18th level:

  • Hunter of the Dream – A chosen Hunter bound to the Hunter’s Dream, granted resurrection and the potential to surpass humanity itself.
  • Healing Church Hunter – A sworn warrior of the Healing Church, wielding holy weapons to cleanse the scourge.
  • Executioner – A relentless enforcer dedicated to eradicating the vileblood taint from existence.
  • League Hunter – A crusader against corruption, empowered by divine retribution and a zealous will.
  • Vileblood – A noble warrior of Cainhurst, mastering the art of blood magic and elegant, deadly combat.
  • Hunter of Hunters – A self-appointed judge of the Hunt, executing those who lose their way.
  • Beast Hunter – A Hunter who embraces the curse, using bestial instincts to overpower foes.

Your choice defines your role in the Hunt and determines your approach to combat and survival.

Combat Styles[edit]

Also at 3rd level, you refine your combat techniques, specializing in a distinct Hunter fighting style. These styles represent the battle philosophies of different generations of Hunters.

Choose one of the following Combat Styles:

  • Old Hunters’ Style – The refined and deadly method of Gehrman and the first generation of Hunters. This style prioritizes efficiency, speed, and precision, using graceful movements to execute targets with minimal suffering. Weapons associated with this style are elegant, fast, and designed for swift execution.
  • New Hunters’ Style – The unrestrained brutality of the modern Hunters, spearheaded by Ludwig and the Powder Kegs. This style favors massive weapons, overwhelming force, and sheer destruction over finesse. The philosophy of these Hunters is to crush their enemies without hesitation, showing no mercy to the cursed.
  • Firearm Savant – A deadly marksman who maximizes the potential of firearms, using custom ammunition, trick shots, and superior aiming techniques to control the battlefield.

Once you choose a Combat Style, it cannot be changed, as it becomes ingrained in your way of fighting.

Ability Score Improvement[edit]

At 4th 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 30 using this feature. You gain this feature again at levels 6, 8, 10, 12, 16, and 19. Alternatively, instead of increasing an ability score, you may choose a Hunter Feat (Bloodborne Supplement)

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 11th level, this increases to three attacks per Attack action. At 17th level, this increases to four attacks per Attack action.

Hunter Arts[edit]

At 5th level, you gain access to Hunter Arts, advanced combat techniques used exclusively by Hunters. These arts represent the culmination of your expertise in battle, allowing you to unleash powerful maneuvers with precision and efficiency.

Using Hunter Arts

You can use a number of Hunter Arts per long rest equal to your Proficiency Bonus. Each Hunter Art has an individual cooldown.

  • Cooldown System: Each Hunter Art has a unique cooldown period (between 1 to 3 rounds) before it can be used again.
  • Scaling Power: At higher levels, some Hunter Arts gain additional effects, increased power, or reduced cooldowns.
  • Hunter Path Specialization: Some Hunter Arts are exclusive to certain Hunter Paths, granting unique combat styles.

For a full list of available arts, refer to the Hunter Arts (Bloodborne Supplement) section.

Runes of Caryll[edit]

At 5th level, you gain access to the Runes of Caryll, eldritch inscriptions that grant supernatural abilities. These runes are divided into Greater Runes and Lesser Runes.

Rune Slots

You can attune to a single Greater Rune at a time, while your ability to attune to Lesser Runes increases with level:

  • 1 Lesser Rune at level 5
  • 2 Lesser Runes at level 9
  • 3 Lesser Runes at level 13
  • 4 Lesser Runes at level 17
Effects of Runes
  • Greater Runes grant powerful, transformative abilities that alter gameplay mechanics.
  • Lesser Runes provide minor but stackable benefits, enhancing survivability, combat prowess, or resistances.
Rune Imprinting

Runes must be imprinted at your Hunter’s Sanctuary or an Altar of Caryll. You may replace imprinted runes during a long rest at one of these locations.

For a complete list of available runes, refer to the Runes of Caryll (Bloodborne Supplement) section.

Resistant[edit]

At 7th level, your body and instincts have evolved to withstand supernatural forces and lethal environments. You gain resistance against a variety of area effects, spell-like attacks, and other deadly hazards. Choose three of the following ability scores:

  • Brawn (Strength) – You have advantage on Strength saving throws against effects that would knock you prone, push, or restrain you. Additionally, when making a Strength saving throw against a grapple attempt or being forcibly moved, you can add your proficiency bonus twice instead of once.
  • Evasion (Dexterity) – Your reflexes have become unnaturally sharp, allowing you to react faster than normal. You gain an additional reaction per round. Additionally, when a creature within your reach misses you with a melee attack, you can use your reaction to make an opportunity attack against them.
  • Endurance (Constitution) – You gain resistance to poison damage and advantage on saving throws against exhaustion, disease, and necrotic damage. Additionally, when you take damage that would reduce you to 0 hit points, you may make a DC 15 Constitution saving throw. On a success, you drop to 1 hit point instead. You can use this feature once per long rest.
  • Discernment (Intelligence) – You have advantage on Intelligence saving throws against illusions, psychic attacks, and mental manipulation. Additionally, you can instantly recognize magical traps, runes, or glyphs within 30 feet of you without needing to roll an Intelligence (Investigation) check.
  • Intuition (Wisdom) – You have advantage on Wisdom saving throws against charm, fear, and attempts to read or alter your thoughts. Additionally, when rolling a Wisdom (Perception) check to detect a hidden creature or object, you can add your proficiency bonus twice instead of once.
  • Ego (Charisma) – You gain resistance to fear and effects that attempt to impose mind control over you. Additionally, when you succeed on a saving throw against a charm or domination effect, the caster must make a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or suffer disadvantage on all attack rolls against you for 1 minute.

When you are subjected to an effect that allows you to make a saving throw with one of your chosen abilities to take only half damage, you instead take no damage on a success and only half damage on a failure.

At 10th, 14th, and 20th levels, you can choose an additional ability score to gain this benefit, increasing to a total of three additional choices at 10th level.


Relentless Evolution[edit]

At 9th level, the blood within you has further reshaped your body, enhancing the primal instincts of the hunt. The techniques you once knew as mere fundamentals have been transformed into something far beyond human limitations.

Enhanced Rally Instinct

Your body refuses to accept death even more fiercely. When you strike back after taking damage:

  • You can now regain hit points equal to twice the damage dealt (up to the maximum damage received from the attack).
  • Excess healing is no longer lost; instead, you convert it into temporary hit points that last until the end of the next combat encounter.
  • If your total healing from Rally Instinct in a single round exceeds your maximum hit points, you immediately gain the benefits of Blood Awakening without using your reaction.
Visceral Strike – Apex Predator

Your mastery over precise, devastating attacks has reached an unnatural level.

  • When you successfully stagger an enemy and perform a Visceral Strike, the attack now automatically critically hits, even against creatures immune to critical hits.
  • You now add an additional xd20 damage dice, where x equals twice your proficiency bonus.
  • If the target is a Beast, Aberration, or Eldritch Kin, they take triple damage instead of double.
Hunter’s Step – Phantom Movement

Your ability to evade danger has surpassed the limits of human reaction speed.

  • When using Hunter’s Step, you may now teleport up to half your movement speed instead of merely dodging.
  • If you succeed in dodging an attack with 10 or more over the enemy’s attack roll, you gain advantage on your next attack roll against that enemy.
  • Your ability to walk on vertical surfaces and liquids now extends to the ability to double jump midair, allowing you to change directions once per round while airborne.
Parry & Counter – Instant Execution

Your timing and precision with firearms have become absolute.

  • When a creature makes a melee attack against you, you may now use your reaction to fire a Mercury Bullet and attempt to stagger them.
  • If your firearm attack roll beats their melee attack roll by 5 or more, they are immediately staggered, even if they were normally resistant to stagger.
  • If your firearm attack roll beats theirs by 10 or more, you may perform an instant Visceral Strike as part of the reaction, instead of just staggering them.
Predator’s Wrath – King of the Hunt

Your very presence on the battlefield inspires fear and dominance.

  • Critical Hit Bonus: Your critical hit range further increases by 1 (18-20).
  • Overwhelming Threat: Beasts and Eldritch Kin have disadvantage on all saving throws against you while you are in combat with them.
  • Prey Instinct: When a creature you have damaged attempts to move away from you, you may use your reaction to immediately move up to half your speed toward them without provoking opportunity attacks.
The Blood’s Call

You are approaching the end of the road. The Hunt has taken its toll, and the blood inside you whispers of something beyond the veil.

  • Each time you sleep, you have a chance of experiencing visions of the Hunt's inevitable conclusion.
  • If you maintain a high level of Insight (30-50 or more), go too long without rest, or allow your Bestiality to grow unchecked, the DM may determine that your time is running out.
  • If this happens before reaching level 10, you do not gain the usual benefits of level 10. Instead, you gain additional feats and ability score increases in preparation for what is to come.

You cannot escape the Hunt. One way or another, the Hunt will claim you.

The Path of Decay[edit]

Your transformation depends on your choices. When reaching level 10, select one of the following:

Near the Pinnacle[edit]

At 17th level, you stand on the precipice of something beyond mortal limitations. The blood within you surges with newfound power, and your body bends further toward either mastery or monstrosity.

You gain a +4 to distribute among your ability scores. You may split this increase as you wish (e.g., +2 to Strength and +2 to Dexterity).

Additionally, you must choose one of the following paths to define your peak before the Hunt reaches its inevitable end:

Peak of Might
  • Your Strength score maximum increases to 34. If your Strength maximum is or would become equal to or higher than this, the increase is lost.
  • Whenever you score a critical hit with a melee weapon attack that uses Strength, you may shove or grapple the creature as part of the same attack.
  • The weight of your strikes becomes overwhelming. If you critically hit an enemy that is Large or smaller, they must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
Peak of Speed
  • Your Dexterity score maximum increases to 34. If your Dexterity maximum is or would become equal to or higher than this, the increase is lost.
  • You can take the Dash action as a bonus action. If you could already do this, you may now dash as a free action once per turn.
  • Your reaction speed has become nearly supernatural. When you are hit by an attack, you may use your reaction to impose disadvantage on the attack roll. You can use this a number of times equal to your Dexterity modifier per long rest.
Peak of Endurance
  • Your Constitution score maximum increases to 34. If your Constitution maximum is or would become equal to or higher than this, the increase is lost.
  • Your maximum hit points increase by twice your Hunter level.
  • When you drop to 0 HP for the first time in an encounter, you may choose to instead drop to 1 HP. You can use this feature once per long rest.
Peak of Intellect
  • Your Intelligence score maximum increases to 34. If your Intelligence maximum is or would become equal to or higher than this, the increase is lost.
  • You may ignore one prerequisite when taking a Caryll Rune or Forbidden Knowledge Feat.
  • Your mind sees through reality’s fabric. You gain advantage on Intelligence (Arcana) checks to identify eldritch influences or unravel magical effects.
Peak of Insight
  • Your Wisdom score maximum increases to 34. If your Wisdom maximum is or would become equal to or higher than this, the increase is lost.
  • You gain one Hunter Feat of your choice that you meet the prerequisites for.
  • You gain proficiency in one skill or tool of your choice and expertise in one skill in which you are proficient.
Peak of the Bloodtinge
  • Your Charisma score maximum increases to 34. If your Charisma maximum is or would become equal to or higher than this, the increase is lost.
  • Whenever you get blood echoes, you double the amount you got.
  • Once per short rest, you can recover half your maximum HP as a bonus action by embracing the blood running through your veins.

Your transformation is nearly complete. No Hunter reaches this far without becoming something more— or something much, much worse.

The Absolute End[edit]

The Hunt never ends. But you, Hunter, will.

No Hunter can fight the Hunt forever. There is no running away, no hiding, no salvation. You have come to the final step of your journey, the point where your fate is sealed. Whether you succumb to the abyss, ascend beyond humanity, or simply vanish into nothingness—this is the last page of your story.

Upon reaching 20th level, your body, mind, and soul have been irreversibly changed by the Hunt. You must choose one of the following Coffins, which will dictate the final fate of your existence.

Each Coffin represents a different end—some glorious, some tragic, some truly horrifying.


Coffin of the Forsaken Beast

The line between Hunter and Beast is gone. You are no longer either.

  • Your body is completely consumed by the beast within. You lose all traces of humanity and become a Monster (Beast) of immeasurable power.
  • Your Strength, Dexterity, and Constitution scores each increase to 30.
  • You gain immunity to poison, disease, non-magical damage, and mind-affecting effects.
  • Your natural weapons deal 4d12 magical slashing damage and ignore resistances.
  • You can move through solid objects like a nightmare that cannot be stopped.
  • If you die, you do not truly die—your body resurrects in 1d6 turns, but you lose control. The DM takes full control of your character.

The Hunt has claimed you. You will hunt forever.


Coffin of the Eldritch Truth

You wished for knowledge. You have become something beyond comprehension.

  • Your mortal form has been erased. You have become Kin of the Great Ones.
  • You gain True Sight (Unlimited Range) and can now perceive every timeline, every possibility, every thread of fate.
  • You can cast any spell of 9th level or lower at will, without components.
  • You exist outside of time. No action, no power, no deity can remove you unless you choose to leave.
  • If you die, your body does not leave a corpse. Instead, you ascend, vanishing into the fabric of the cosmos.

You are no longer human. You are no longer even real.

Coffin of the Hunter’s Dream

The nightmare does not own you. You will not be forgotten.

  • You are the only Hunter to break free from the endless Hunt.
  • The Hunter’s Dream has become your sanctuary, and it now exists outside the cycle of blood and madness.
  • As long as the Dream stands, you can never truly die. If you fall, you will awaken there once more.
  • You may freely return to the waking world once per long rest.
  • The Hunt no longer wears on your mind—you are immune to Insight Corruption and Bestiality Accumulation.
  • However, if the Dream is ever destroyed, you will be erased from existence, body and soul.

You are the last hope of Hunters. Do not waste it.

Coffin of the Nameless One

No one remembers you. Not even the Hunt.

  • The world itself has forgotten you.
  • You do not exist in any record, any mind, or any soul.
  • All creatures, including deities and eldritch beings, automatically fail any attempt to detect, perceive, or remember you.
  • Your attacks always hit, and always critically strike.
  • If you die, your body disappears instantly—there is no grave, no legend, nothing left behind.

You never existed.

Coffin of Transcendence

The Hunt was never meant to be won. But you... you have done the impossible.

  • This Coffin is only available to Hunters of the Hunter’s Dream who have done the impossible.
  • If the Hunter has obtained the Three Umbilical Cords and has slain the Great One behind the Hunt, they have transcended.
  • You do not die. You do not fade.
  • You become something above the Hunt. Not a Beast, not a Kin, but a true entity beyond fate.
  • Your form is reborn anew, no longer bound by any curse, any nightmare, or any god.
  • You gain control over the cycle of the Hunt itself.

You are no longer a Hunter. You are something beyond.


This is the final choice.

You cannot escape the Hunt. But how will you end it?

Hunter of Hunters[edit]

"Leave the hunting of Hunters to me. You’ve got better things to do, like hunting beasts." — Eileen the Crow

The Hunters of Hunters are the last line of defense against those who succumb to Bloodlust, Madness, and the Hunt itself. Tasked with eliminating those who lose themselves to the corruption of the Blood, they are the ultimate counter to any hunter.

Through speed, precision, and relentless pursuit, they excel in hunting the hunters. They resist the whispers of the eldritch, endure the toll of the Hunt, and wield specialized tools granted only to those who take this sacred Oath.


3rd Level: Oath of the Crow[edit]

Upon taking this subclass, you receive two unique tools that mark your duty as a Hunter of Hunters.

Crow Hunter’s Badge

  • Marks you as a Hunter of Hunters.
  • While you have this badge on you, you gain advantage on Insight checks and Wisdom saving throws against Madness and Fear effects.
  • Once per long rest, if a hunter or eldritch entity reduces you to 0 HP, you may instead drop to 1 HP.
  • Grants access to restricted Hunter tools and weapons in Yharnam.


Additionally, you gain:

Raven’s Reprisal

  • When an enemy misses an attack against you, you can use your reaction to counterattack.
  • This attack has advantage and deals an additional 3d12 slashing damage.
  • If the enemy is a Hunter, this damage ignores resistances.

The Hunt’s Judgement

  • You can sense the corruption of blood in others.
  • If a creature has succumbed to Blood Frenzy, eldritch corruption, or has Insight above 50, you always know.
  • You gain advantage on all attack rolls against corrupted Hunters.


3rd Level – Silent Judgement[edit]

A Hunter of Hunters does not announce themselves, does not give warnings, and does not offer second chances. You are a ghost in the night, stalking from the shadows with lethal precision.

  • You gain proficiency in Stealth if you do not already have it.
  • Your movement speed is no longer reduced while moving stealthily.
  • When attacking from stealth, your first attack against an unaware creature is an automatic critical hit.
  • If you are in dim light or darkness, you have advantage on all Stealth checks.
  • Creatures with darkvision cannot detect you unless they are within 10 feet of you

6th Level: Executioner’s Speed[edit]

Your agility surpasses that of any normal hunter. You strike first, strike hard, and never let your prey escape.

Hunter’s Dash

  • You can use Dash as a free action once per turn.
  • If you Dash toward a corrupted Hunter, your next attack automatically crits if it hits.

Ruthless Efficiency

  • You gain an extra reaction per round, which can only be used for attacks of opportunity or counterattacks.
  • You gain advantage on all attack rolls against any creature that attacked you in the last turn.

9th Level: Bloodstained Shadows[edit]

Your mastery of stealth and mobility makes you a nightmare on the battlefield.

Murder of Crows

  • As an action, move up to triple your speed and attack up to three different targets along your path.
  • Each attack deals +5d12 additional damage and crits on 18-20.
  • If you kill at least one enemy, this ability does not trigger its cooldown and can be used again next turn.

Phantom Step

  • When an enemy attacks you, you may teleport up to 30 feet as a reaction, causing the attack to automatically miss.
  • If you teleport behind the enemy, your next attack is an automatic critical hit.

12th Level – Shadow of the Hunt[edit]

You have mastered the art of disappearing within the Hunt, becoming a phantom impossible to track.

  • You can now use the Hide action as a Free Action once per turn.
  • If a creature detects you, you may use your reaction to move up to half your speed and make a Stealth check to hide again.
  • You are completely invisible to any creature suffering from madness, fear, or confusion.
  • If you attack an enemy while hidden, that enemy has disadvantage on all attack rolls against you until the end of their next turn.
  • You can move across walls, ceilings, and unstable surfaces without disadvantage on Stealth checks.

Hunter’s Art – Requiem of the Crow[edit]

You unlock an exclusive Hunter Art, a technique reserved only for the Hunters of Hunters.

Requiem of the Crow (Cooldown: 5 Turns)

  • Requirement: Light Weapons (Daggers, Rapiers, etc.)
  • You perform a flash step series of attacks, appearing and disappearing around your prey.
  • You make six melee attacks against one or multiple creatures. Each attack deals 5d12 additional slashing damage.
  • If all attacks hit the same target, the last strike is a Visceral Strike that automatically crits.
  • If this kills a corrupted Hunter, you may use this ability again immediately without triggering its cooldown.

Additionally, you gain:

Life for the Hunt

  • When you kill a creature, you regain HP equal to half your max HP.
  • If the enemy was a Hunter, you instead regain all your HP.


14th Level: No Escape[edit]

No prey can outrun you.

Marked for Death

  • As a bonus action, mark a creature within 30 feet.
  • For the next minute, all attacks against this creature ignore resistances and immunities.
  • If the creature is a Hunter, they automatically fail Dexterity saving throws against your attacks.

Falling Sky

  • If you attack from an elevated position, your damage triples.
  • This attack also knocks the target prone and stuns them for 1 turn.


16th Level: Wings of the Executioner[edit]

The Hunt has granted you inhuman mobility and reflexes.

Crow’s Flight  
  • You can use Dash as a free action every turn.
  • You do not trigger attacks of opportunity.
  • You are immune to fall damage.

Lethal Pursuit

 * If an enemy uses Dash to flee, you can make a free attack against them as a reaction.  
  • If the attack hits, their speed is set to 0 until the end of their next turn.
  • If the target is a Hunter, you can use Murder of Crows immediately.


18th Level: The Final Judgement[edit]

You are the unstoppable executioner of the Hunt.

Feathered Guillotine

  • If an enemy is below half HP, your next attack must be saved against (DC 8 + Prof + Dex).
  • If they fail, they are instantly executed.
  • If they succeed, they take +12d12 damage and cannot heal for 10 minutes.

Eternal Hunt

  • If you drop to 0 HP, you may use your next turn to stand up, regain half your HP, and make two free attacks against any enemy in range.
  • If the enemy is a Hunter, these attacks automatically crit.

"When the frailty of men is exposed, the Crow of the Hunters is never far behind." — Eileen the Crow


Healing Church Hunter[edit]

"We are born of the blood, made men by the blood, undone by the blood. Fear the old blood." — Vicar Amelia

The Healing Church Hunters are not mere beast slayers. They are zealots of the Old Blood, warriors of the Church dedicated to eradicating the scourge of beasthood while wielding the very source of its corruption. Unlike other hunters who fear the transformative power of the blood, they embrace it as divine providence, using it to cleanse the world in flames and steel.

These hunters are ruthless, disciplined, and relentless, trained to kill even the most monstrous of beasts while resisting the creeping madness that devours lesser hunters. However, the deeper they drink from the Old Blood, the closer they walk toward the abyss of transformation…

3rd Level: Sword Hunter Badge & Blood Ordinance[edit]

Upon your ordination as a Healing Church Hunter, you receive two sacred relics:

  • Sword Hunter Badge: The symbol of the Healing Church’s hunters, granting you:
  • Advantage on saving throws against madness, fear, and Insight corruption.
  • Access to Healing Church-exclusive weapons and attire.
  • Proficiency in Heavy Armor.

Blood Ordinance — Blessing of the Old Blood:

  • You may consume a Blood Vial as a bonus action instead of an action.
  • Whenever you drink a Blood Vial, you gain temporary hit points equal to your level + Proficiency Bonus.
  • If your HP is above 50%, your melee attacks deal +3d8 radiant damage against Beasts.
  • If your HP is below 50%, you gain resistance to all damage from Beasts and regenerate 3d8 HP at the start of your turn.

6th Level: Beast Purifier — The Cleansing Flame[edit]

You have learned how to purge beasthood with holy fire and blood-soaked steel.

  • Your melee and firearm attacks against Beasts ignore resistances and damage reduction.
  • If you land a critical hit on a Beast, it becomes Stunned until the start of your next turn.
  • You may sense the blood of Beasts within 300 feet, even through walls.
  • You gain the Ignition ability:
  • Once per turn, when you hit a Beast, you may ignite their blood, causing them to take an additional 6d12 fire damage at the start of their next turn.

9th Level: Blood Rapture — Divine Regeneration[edit]

The power of the Old Blood has made your body resilient beyond mortal limits.

  • Whenever you deal damage to a Beast, you regain hit points equal to half the damage dealt.
  • If you slay a Beast, you regain full hit points.
  • Blood Vials now heal you for double the normal amount.
  • If reduced to 0 HP, you may consume 3 Blood Vials to immediately revive with half of your HP. (Once per long rest)


12th Level: Executioner’s Purge — Blade of the Healing Church[edit]

You have mastered the Church’s deadliest killing techniques, designed to end hunts with terrifying efficiency.

  • Your melee attacks now deal +6d12 radiant damage to Beasts.
  • If a Beast is below 50% HP, you may force it to make a Constitution saving throw (DC 8 + Prof + Charisma). On a failure, it is instantly executed.
  • Whenever you kill a Beast, all other Beasts within 30 feet take damage equal to your level.

14th Level: Ascension of the Blood — Divine Wrath[edit]

You have begun to transcend humanity, becoming a vessel of the Healing Church’s will.

As a bonus action, you may enter Ascension of the Blood for 1 minute:

  • All of your attacks deal +10d12 radiant damage to Beasts.
  • You are immune to fear, madness, and necrotic damage.
  • All Beasts within 30 feet suffer disadvantage on their attacks against you.
  • When Ascension ends, you suffer 1 level of exhaustion.

You may use this ability once per long rest.

16th Level: Vile Purification — Banish the Tainted[edit]

You become a walking apocalypse against Beasts, purging them from existence.

  • Your melee attacks now completely bypass all immunities Beasts may have.
  • Whenever you land a hit on a Beast, they lose all forms of regeneration for 1 minute.
  • When you kill a Beast, you may release a shockwave of holy energy, forcing all enemies within 60 feet to make a Dexterity saving throw (DC 8 + Prof + Strength/Dex). On a failure, they take 10d12 radiant damage and are knocked prone.

18th Level: Divine Scourge — Hunter’s Judgement[edit]

You have become the ultimate enforcer of the Healing Church’s will, the final authority over all Beasts and those who dare to defy the Church’s divine mandate.

As an action, you may call down a divine reckoning, forcing all Beasts within 300 feet to make a Constitution saving throw (DC 8 + Prof + Charisma).

  • On a failure, they are reduced to 1 HP and suffer Disadvantage on all attacks and saving throws for 1 minute.
  • On a success, they take 20d12 radiant damage.
  • Whenever you kill a Beast, you regain all expended Blood Vials.
  • You are now immune to forced transformations. No force in existence can turn you into a Beast.


Hunter Art – Burning Blood Requiem[edit]

"Let the cleansing fire purge the wicked."

Cooldown: 5 Turns Requirement: Must be a Healing Church Hunter

  • Level 5+: Your blade ignites with holy fire, increasing your melee range by 10 feet and dealing an additional +8d12 fire and radiant damage for 1 minute.
  • Level 10+: If a Beast is hit, they immediately become Restrained in burning chains for 2 turns.
  • Level 15+: Whenever you land a hit with this attack, the target explodes in divine flames, dealing 15d12 fire damage to all creatures within 20 feet.


Vileblood Hunter[edit]

"We are Vilebloods, and we hunt our prey. We do not seek absolution. Our thirst for blood is unending."' — Annalise, Queen of the Vilebloods

The Vileblood Hunters are the cursed aristocracy of Cainhurst, the elegant executioners who drink deep from the tainted blood of the Pthumerians. Whether by birthright or betrayal, those who swear loyalty to Queen Annalise embrace a forbidden lineage—one that predates even the Healing Church.

Some fled the Church, turning against their former masters after realizing the false purity of their diluted blood rituals. Others were born into Cainhurst’s noble halls, raised to view the Hunt not as a duty, but as an art—a dance of death and elegance, where the blood of the fallen is both trophy and sustenance.

Vileblood Hunters see the curse of blood as beauty, not affliction. To them, the abominations spawned from the Hunt are testaments of strength, not sins to be erased. They do not fear the transformation that the Church dreads—for their own bloodline is pure, drawn not from the Church’s corrupted vials, but from the Pthumerian depths, where the first hunters drank from the veins of the eldritch.

A Vileblood does not kneel. They do not seek salvation. They only seek the next hunt.


3rd Level: Cainhurst Badge & Bloodletting Blades[edit]

Upon taking this Hunter Path, you swear loyalty to Queen Annalise and receive two sacred relics:

Cainhurst Badge: The Mark of True Blood

  • You gain proficiency in Charisma saving throws.
  • You gain advantage on Persuasion and Deception checks against humanoids.
  • While wielding a blood-infused weapon, your melee attacks ignore damage resistances to slashing and piercing damage.
  • You may now buy Vileblood-exclusive weapons.


Bloodletting Blades – The Art of the Vilebloods

You may coat any melee weapon in your own Vileblood, taking 5 damage at the start of each turn to deal +4d12 necrotic damage per attack.

When you land a critical hit, you regain HP equal to half the damage dealt.

If you kill an enemy, you gain temporary hit points equal to your level + Proficiency Bonus.


Grace of the Blood Moon

When you dash or disengage, you become momentarily ethereal, allowing you to pass through creatures and objects.

While dashing, your movement speed is doubled and you leave behind a trailing afterimage that lasts until the start of your next turn.

6th Level: Dance of Blood – Speed and Precision[edit]

Your movements become inhumanly swift, allowing you to strike before your enemies react.

Your movement speed increases by 20 feet.

You gain the Bloodstep ability:

Once per turn, if you hit a creature with a melee weapon, you may teleport up to 15 feet in any direction without provoking opportunity attacks.


Your melee attacks score a critical hit on a roll of 19 or 20.

If you land a critical hit, you may immediately make another attack as a free action.


9th Level: Sanguine Mastery – Perfected Blood Magic[edit]

You have learned to shape blood as a weapon, bending it to your will.

Your melee attacks now deal an additional +6d12 necrotic damage.

You may spend 10 HP to create a blood scythe, which lasts for 1 minute.

This scythe has 30 feet of reach and deals slashing + necrotic damage equal to your normal melee attacks.

You may make an additional melee attack per turn while wielding it.


Whenever you land a critical hit, your next attack that turn becomes an automatic critical hit.


12th Level: Thirst Unending – The Vileblood Curse[edit]

The blood of Cainhurst sustains you, making you an unstoppable force in battle.

You now regain HP equal to all necrotic damage you deal.

If you take fatal damage, you may spend 3 Blood Vials to revive instantly with half HP. (Once per long rest)

Once per turn, you may replace an attack with a draining strike, dealing +10d12 necrotic damage and healing yourself for half the damage dealt.


14th Level: Crimson Execution – The Queen’s Blessing[edit]

You are now a true Vileblood, capable of wiping out foes in mere moments.

Your melee attacks now ignore resistances and immunities to necrotic damage.

Whenever you kill an enemy, all enemies within 30 feet take 10d12 necrotic damage.

Once per short rest, you may enter Vileblood Frenzy for 1 minute:

Your speed is doubled.

You gain an extra attack per turn.

All of your attacks deal +12d12 necrotic damage.


16th Level: Bloodlord Ascendant – Apex Predator[edit]

You are no longer merely a Vileblood—you are its pinnacle, a monster in the shape of a hunter.

You gain resistance to all damage except radiant and force.

Your attacks now automatically hit creatures below 25% HP.

If you are reduced to 0 HP, you do not fall unconscious and can keep fighting for 3 turns before dying.


18th Level: Crimson Sovereign – Undying Reign[edit]

You have become immortal, surpassing even the limits of the Vilebloods.

If you are reduced to 0 HP, you instantly revive at full HP (Once per long rest).

You can no longer age, be diseased, or be permanently killed except by divine intervention.

You may now spend HP instead of Blood Vials to use healing effects.

All creatures within 60 feet take 20d12 necrotic damage per turn if they have blood.


Hunter Art – Scarlet Vortex[edit]

"May the night be red with blood."'

Cooldown: 5 Turns Requirement: Must be a Vileblood Hunter

Level 5+: You unleash a spinning dance of death, striking all enemies within 20 feet for +10d12 necrotic damage.

Level 10+: If a creature is hit, they must make a Constitution saving throw (DC 8 + Prof + Charisma) or become paralyzed until the end of your next turn.

Level 15+: You may immediately use this attack again for free if you kill an enemy.

Aquí tienes la subclase Executioner completamente formateada con los comandos adecuados para el suplemento de Bloodborne en 5e.


Executioner Hunters[edit]

"We are the righteous fury of the Church. We bring judgment to the defilers, to the cursed, to the wretched Vilebloods. No sin shall go unpunished." — Martyr Logarius

The Executioners are not merely hunters of beasts—they are ruthless enforcers of the Healing Church’s will, dedicated to eradicating the Vilebloods of Cainhurst and any who dare oppose the divine order. To them, the taint of Cainhurst blood is a blasphemy that must be purged, and they carry out their holy mission with unrelenting fervor.

Founded by Martyr Logarius, the Executioners are zealots, fanatics, and holy warriors, devoted to hunting down and annihilating the Vileblood scourge. They do not fear death, for to fall in battle against heretics is the greatest honor, and to die in service of the Church ensures martyrdom and ascension.

However, their devotion comes at a price. To wield the power necessary to crush the Vilebloods, Executioners must walk a thin line between righteous judgment and blind fanaticism. The deeper they delve into their duty, the closer they come to losing themselves in their holy crusade.

3rd Level – Wheel Hunter Badge & Righteous Fury[edit]

Upon initiation into the Executioners, you are granted two sacred gifts:

Wheel Hunter Badge – The symbol of the Executioners, granting:

Advantage on saving throws against necrotic damage and charm effects.

Access to Executioner-exclusive weapons and armor.

Proficiency with Heavy Armor and the Logarius Wheel.


Righteous Fury – Smite the Tainted:

When you hit a Vileblood, Undead, or Eldritch Being, your attacks deal +3d10 radiant damage.

When fighting against a Vileblood, you gain advantage on all attack rolls.

If you reduce an enemy to 0 HP, your next attack deals double damage.


6th Level – Martyr’s Resolve[edit]

"Faith is the armor that shields us from the heretics."

Your zeal shields you from the corruption of Cainhurst and the horrors of the eldritch.

You gain resistance to necrotic and psychic damage.

You can no longer be charmed or frightened by Vilebloods or eldritch entities.

If you would be reduced to 0 HP, you may instead drop to 1 HP and become immune to all damage until the end of your next turn. (Usable once per long rest)


9th Level – Holy Execution[edit]

Your blade has been anointed with divine wrath, granting you the power to obliterate your foes.

Your melee attacks now ignore all resistances against Vilebloods and eldritch creatures.

Your critical hits disintegrate Vilebloods, preventing resurrection or regeneration.

You gain the Judgment Smite ability:

Once per turn, when you land a hit, you may unleash holy energy, dealing an additional 8d12 radiant damage and knocking the target prone.

12th Level – Crusader’s Oath[edit]

"We are not mere men. We are the Church’s will, made manifest in steel and fury."

You have sworn an unbreakable vow, becoming an instrument of divine justice.

Your melee attacks now deal +6d12 radiant damage to Vilebloods, Undead, and eldritch creatures.

When you land a critical hit, you may immediately make another attack.

Whenever you slay a Vileblood, you regain all spent Blood Vials.


14th Level – Blessed by Logarius[edit]

The spirit of Martyr Logarius flows through you, granting you an unstoppable force of will.

You may activate Logarius’ Blessing once per long rest, lasting for 1 minute:

You gain immunity to all damage from Vilebloods and eldritch creatures.

You may make two additional attacks per turn.

All of your melee attacks deal an extra 10d12 radiant damage.

You cannot be stunned, paralyzed, or restrained.


When the Blessing ends, you suffer 1 level of exhaustion.


16th Level – Purging the Tainted[edit]

"Their blood is poison, their legacy a curse. We shall erase them from history."

Your crusade nears its peak, and no Vileblood can stand before you.

Your melee attacks bypass all immunities against Vilebloods and eldritch creatures.

Your attacks now deal an additional 12d12 radiant damage.

You may use your action to unleash a holy shockwave, forcing all enemies within 60 feet to make a Dexterity saving throw (DC 8 + Prof + Strength/Charisma).

On a failure, they take 15d12 radiant damage and are knocked prone.

On a success, they take half damage.


18th Level – Divine Reckoning[edit]

You have ascended beyond mortal limitations, becoming the Church’s ultimate executioner.

As an action, you may call upon Logarius’ Judgment, forcing all Vilebloods, Undead, and eldritch beings within 300 feet to make a Constitution saving throw (DC 8 + Prof + Charisma).

On a failure, they are reduced to 1 HP and suffer Disadvantage on all attacks and saving throws for 1 minute.

On a success, they take 20d12 radiant damage.


Whenever you kill a Vileblood, you regain all expended Blood Vials.

You are now immune to all eldritch corruption and forced transformations.


Hunter Art – Logarius’ Wrath[edit]

"For the glory of Logarius, for the honor of the Executioners!"

Cooldown: 5 Turns Requirement: Must be an Executioner

Level 5+: Your weapon is engulfed in holy fire, increasing its melee range by 10 feet and dealing an additional +8d12 radiant damage for 1 minute.

Level 10+: If you hit a Vileblood, they immediately become Restrained in chains of divine energy for 2 turns.

Level 15+: Whenever you land a hit with this attack, the target explodes in holy light, dealing 15d12 radiant damage to all creatures within 20 feet.

Hunters of the League[edit]

"The road is long... but I know that this League of ours will reach the truth." — Valtr, Master of the League

The Executioners of the League are no ordinary hunters. They are fanatics, warriors who have forsaken their own morality in the name of righteous slaughter. The League believes that true justice is only found through bloodshed, and their oath binds them to the eradication of all who are deemed impure—corrupt hunters, Vilebloods, heretics, and any who would dare defy their mission.

Those who walk this path are granted unnatural endurance, frenzied combat prowess, and the ability to summon spectral allies to aid in their crusade. But beware—their unrelenting pursuit of justice teeters on the edge of madness.


3rd Level: Oath of the League — Impurity Rune[edit]

Upon joining the League, you are granted the Caryll Rune of Impurity, marking you as a soldier of their cause.

Impurity Rune — Oath of the Madmen

You gain advantage on attack rolls against creatures that have committed acts of treachery, corruption, or murder.

You can enter a Frenzied Justice state (1/minute):

  • Critical Range expands to 18-20.
  • +4 to Strength and Constitution checks and saving throws.
  • You take 50% reduced damage from all sources.
  • After it ends, you gain 1 level of exhaustion (which you may ignore until combat ends).


  • You gain proficiency in Medium Armor and Greatshields.
  • Your spectral allies from the Impurity Rune last twice as long.


6th Level: Crimson Pact — Relentless Crusader[edit]

The blood of the League flows through you, granting unyielding resolve in battle.

  • When reduced to 0 HP, you may consume 2 Blood Vials as a reaction to revive with half your maximum HP. (Once per long rest)
  • You gain resistance to necrotic and psychic damage.
  • Your melee attacks ignore all resistances and half of any immunity when striking creatures marked as impure.
  • Your Frenzied Justice now lasts 2 additional turns.


9th Level: Wrath of the League — Divine Execution[edit]

The League has granted you the means to execute the wicked with impunity.

  • When you hit a creature with an advantageous attack, it must make a Constitution saving throw (DC 8 + Prof + Strength/Dex). On a failure, it is paralyzed for 1 turn.
  • If you land a critical hit, you regain Blood Vials equal to half your Proficiency Bonus.
  • Your damage against Vilebloods, Hunters, and Corrupted beings increases by +6d12.

12th Level: League’s Last Stand — Unshakable Resolve[edit]

You refuse to fall until your duty is complete.

  • While below 50% HP, you have advantage on all attack rolls, ability checks, and saving throws.
  • You gain immunity to being frightened, charmed, or stunned.
  • Your Frenzied Justice state no longer gives exhaustion.
  • When you kill an enemy, you regain hit points equal to your Constitution modifier × 5.

14th Level: The Purge of the Impure[edit]

Your presence alone is a sentence of death for the wicked.

When entering Frenzied Justice, all enemies within 30 feet must make a Wisdom saving throw (DC 8 + Prof + Charisma) or be frightened until the end of your turn.

  • Your attacks ignore all forms of resistance and immunity when fighting against marked enemies.
  • Whenever you land a critical hit, you may immediately make an additional attack as a free action.


16th Level: Unyielding Conviction — Divine Retribution[edit]

Your zeal has reached its peak, turning you into a walking force of vengeance.

If you would be reduced to 0 HP, you remain at 1 HP instead.

(Usable once per long rest or twice if in Frenzied Justice.)


  • Your melee attacks now deal an additional 8d12 radiant damage against impure enemies.
  • If a creature you attack fails a Wisdom save against you, they take twice damage from your visceral attack.


18th Level: The Final Hunt — League’s Judgment[edit]

You have ascended to the highest echelon of the League, becoming the ultimate executioner of impurity.

Once per long rest, as an action, you may invoke the League’s Final Judgment:

All enemies within 300 feet must make a Constitution saving throw (DC 8 + Prof + Strength).

  • On a failure, they take 30d12 radiant damage, are paralyzed for 1 minute, and cannot regain HP.
  • On a success, they take half damage and are frightened for 1 minute.


  • Your Frenzied Justice state can now be activated twice per combat.


Hunter Art – Reckoning of the League[edit]

"We are the shield of the righteous, and the sword of justice. No impurity shall be spared."

Cooldown: 4 Turns Requirement: Must be a League Hunter

  • Level 5+: You unleash a devastating overhead strike, dealing +8d12 radiant damage and knocking the target prone.
  • Level 10+: If the target is marked as Impure, they are also Stunned for 2 turns.
  • Level 15+: If the target is killed, you regain half of your HP and all allies within 30 feet gain temporary HP equal to half their max HP.


Beast Hunter[edit]

"What's that smell...? The sweet blood... Oh, it sings to me. It's enough to make a man sick..." — Father Gascoigne

The Beast Hunters walk a path of no return. Trained to hunt the most feral and monstrous creatures, they themselves begin to walk the thin line between hunter and hunted. Their bodies become attuned to beasthood, allowing them to harness the same savage instincts that they once sought to destroy.

Unlike the Healing Church Hunters, who rely on faith and discipline, or the Executioners, who enforce their law with divine judgment, the Beast Hunters embrace the chaos within. They believe that the best way to kill a beast is to become one—if only for a moment.

But every moment spent on the brink of beasthood is another step towards becoming the very monsters they fight…

3rd Level: Mark of the Beast & Bloodthirsty Instincts[edit]

Upon accepting your fate as a Beast Hunter, you receive two gifts:

Mark of the Beast – A brand burned into your flesh, awakening your primal instincts.
  • Your melee attacks deal +1d12 additional damage to Beasts.
  • When you reduce an enemy to 0 HP, you regain HP equal to your level.
  • You gain advantage on saving throws against fear and madness.


Bloodthirsty Instincts – Your reflexes sharpen beyond human limits.
  • You gain proficiency in Dexterity saving throws.
  • You can Dash or Disengage as a bonus action.
  • Whenever you take damage, your next attack deals an additional +3d12 damage.


6th Level: Bestial Wrath — The Hunter Becomes the Hunted[edit]

You have learned to channel the curse of beasthood into your attacks.

  • When below 50% HP, your Strength and Dexterity scores increase by +2 (max 26).
  • You gain resistance to slashing, piercing, and bludgeoning damage from non-magical attacks.
  • If a creature within 5 feet of you is bleeding, your melee attacks crit on a roll of 18-20.

You can activate Bestial Wrath (1/minute) as a bonus action:

  • Your movement speed doubles.
  • Your melee attacks deal an additional +6d12 damage.
  • You take half damage from all sources.

When it ends, you gain 1 level of exhaustion.


9th Level: Fangs of the Hunter — Savage Mastery[edit]

You are no longer just a hunter—you are a beast with a purpose.

  • Your melee attacks now ignore resistances and damage reduction.
  • You deal double damage against creatures below 50% HP.
  • Whenever you kill an enemy, your speed increases by 20 feet for 1 minute.
  • You gain advantage on all Perception (Wisdom) checks involving smell.

12th Level: Howl of the Moon — Apex Predator[edit]

Your very presence terrifies those who recognize the true predator.

As an action, you may let out a beastly howl, forcing all enemies within 60 feet to make a Wisdom saving throw (DC 8 + Prof + Strength/Dexterity).

  • On a failure, they are frightened for 2 turns.
  • On a success, they take 6d12 psychic damage.


  • You gain resistance to necrotic and psychic damage.
  • Your Bestial Wrath now lasts 2 extra turns.


14th Level: The Crimson Curse — Blood of the Beasts[edit]

Your body has begun to reject its humanity, becoming something… else.

You gain the ability to heal yourself by feasting on enemies:

  • Whenever you land a critical hit, you regain HP equal to half the damage dealt.
  • Whenever you kill a creature, you regain 10d12 HP.


  • Your Strength, Dexterity, and Constitution scores increase by +2 (max 28).
  • You can no longer be stunned, paralyzed, or charmed.

16th Level: Predator’s Feast — Blood for Blood[edit]

  • At this point, you are closer to a beast than a human hunter.
  • You no longer suffer exhaustion from Bestial Wrath.
  • When below 50% HP, you automatically regenerate 3d12 HP at the start of your turn.
  • When you drop to 0 HP, you may make a Constitution saving throw (DC 15).
  • On a success, you revive with 50% HP. (Once per long rest)


Your melee attacks now deal +10d12 bonus damage against enemies who have damaged you this turn.

18th Level: The Nightmare’s End — Final Transformation[edit]

You have fully embraced the curse, becoming the nightmare that haunts the Hunt.

Once per long rest, you may fully transform into the Beast of the Hunt for 1 minute:

  • Your Strength and Dexterity increase to 30.
  • Your melee attacks deal +20d12 damage.
  • You gain resistance to all damage.
  • Your movement speed triples.
  • All enemies within 60 feet suffer Disadvantage on attacks against you.

When the transformation ends, you suffer 3 levels of exhaustion.


Hunter Art – Crimson Frenzy[edit]

"Too late now... as the beasts will have you too!"

Cooldown: 3 Turns Requirement: Must be a Beast Hunter

  • Level 5+: Your next melee attack deals +6d12 additional damage and causes the target to start bleeding.
  • Level 10+: If the target is below 50% HP, they must make a Constitution saving throw (DC 8 + Prof + Strength/Dex). On a failure, they are Stunned for 2 turns.


  • Level 15+: If the target is bleeding, your next attack automatically crits and deals an extra 10d12 necrotic damage.



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