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Blood Hunter Class

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Blood Hunter Class

Between the martial pursuits of a warrior, and the long-forgotten secrets of blood magic, lies a sect of hunters that sacrifice their own vitality and humanity to protect the realms. Through the tutelage of hidden orders, Blood Hunters learn to give their essence to harness the elements within their weapon, manipulate the lifeblood of others through blood curses, and allow themselves to become a part of what they hunt.

Take the Order of the Ghostslayer, Blood Hunters honed to destroy the undead and all things that mock life. You could instead join the Order of the Profane Soul and make a pact with lesser evils to use wicked magic against the greater terrors that roam the land. You could even walk with the Order of the Mutant to harvest and imbibe the toxic remains of your quarry to mutate your body in powerful, yet dangerous, ways. This choice is yours while you traverse the path of the Blood Hunter.

Update: Changes! (probably the final update)

1) Added shield proficiency to the class. This wasn't included originally for flavor, but ultimately found it unnecessary and not "adding fun" by making one-handed weapon builds less viable.

2) Clarified that Amplifying a Blood Curse deals damage equal to a roll of your Crimson Rite die.

3) Some Blood Curses have had their range extended, so as not to punish longer range Blood Hunters, and add some minor utility that was missing to a few of the curses.

4) Blood Curse acquisition has been slightly accelerated to allow options a little sooner, and a 6-curse capstone.

5) Blood Curse of Binding can now affect a creature of any size on an amplify.

6) Blood Curse of the Eyeless got a little buff! With limited uses, this curse needed a little bump. The baseline curse now can affect an attack against any creature, and the amplified version gives disadvantage to the next attack the creature makes following the triggering attack.

7) Dark Velocity now grants a small 30 foot Darkvision, to give better use of the ability to non-darkvision races.

8) Sanguine Mastery got altered to remove the "no longer lose HP" elements, as that is a major flavor of the class I decided I didn't want to lose at the capstone. Instead, when you critically hit a creature, you regain a use of your Blood Maledict.

9) Order of the Ghostslayer: Hallowed Veins now forces an undead hit by a blood curse a chance to not be able to target you with an attack until the end of your next turn.

10) Order of the Ghostslayer: Supernal Surge got an overhaul. Instead of a single-burst, Wisdom-mod-duration ability, it has a number of uses equal to your Wisdom Modifier, and the spectral effect lasts until the end of your next turn. This gives the ability a little more control/utility.

11) Order of the Ghostslayer: Gravesight now grants 30 feet of vision through magical darkness.

12) Order of the Ghostslayer: Vengeful Spirit can now use all of your abilities.

13) Order of the Profane Soul: Added options for the Celestial and Hexblade patrons.

14) Order of the Profane Soul: Altered the Diabolic Channel to only allow spells that use Warlock or Profane Soul spell slots (which was the initial intent).

15) Clarified that Mutagen's with level requirements require Blood Hunter levels.

16) Order of the Mutant: Mutagen of Rapidity has been increased to 15 feet from 10, and 20 feet at 20th.

17) Clarified spellcasting ability score use when multiclassing with warlock.

 
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Reviews (38)
Discussions (171)
Customer avatar
Aaron W February 18, 2018 2:35 am UTC
Is there a file we can download to incorporate this for Fantasy Grounds?
Customer avatar
Atanas P February 07, 2018 10:46 pm UTC
PURCHASER
I absolutely adore this class! I am developing a homebrew setting on my blog and organisation of blood hunters fits perfectly. Can I add them? I will mention the supplement.
Customer avatar
Long P February 01, 2018 2:28 am UTC
PURCHASER
I have to say I hate the fact that the Crimson Rite requires a Bonus Action to use. Especially for DMs that don't allow the conversion of an Action to a Bonus Action (as for myself, I rule that since the Bonus Action is stated as an especially quick action, I do allow conversion). However, I just find it absolutely unnecessary when compared to the Barbarian's Rage feature. Perhaps if it allowed someone to enhance multiple weapons at once with the bonus action, depending on if they're thrown or ammunition as well? Perhaps a number equal to Wisdom mod or Proficiency Bonus? After all, once they leave the Blood Hunter's person, they become inactive and there's no real point in forcing this restriction considering that you'll be sacrificing a lot of HP for doing multiple weapons/ammunition at once.
Customer avatar
Dustin A February 01, 2018 6:12 pm UTC
PURCHASER
When it comes to ammunition you use your rite on the weapon so you don't need to rite each individual piece of ammunition.
Customer avatar
Chris K January 29, 2018 10:35 am UTC
PURCHASER
I have a question in regards to the Crimson Rite does the damage taken from activation bypass Temporary Hit points? example:5th level Profane Soul casts, Armor of Agathys for 5 Temporary hit points. Then next round activates Blood rite losing 5 max hit points and 5 Temporary hit points, with that calculation their current Hit Points would be higher than their Max.
Customer avatar
Dorian P January 29, 2018 9:25 am UTC
PURCHASER
Awesome. The only thing which I don't get: Why no Stealth or Perception proficiency?
Customer avatar
Cameron M January 23, 2018 2:07 pm UTC
PURCHASER
Can anyone clear up the Crimson Rite self damage and HP reduction?

If I'm level 3 with 30 health/max health, would activating Crimson Rite bring me to 27 health/max health or would it bring me to 24 health/max health?

What if my current health is already a little low:

level 3 with 20 health/30 max health. Would a Crimson Rite bring me to 17/27? (This situation seems more straight forward actually)
Customer avatar
Truls L January 24, 2018 12:52 pm UTC
PURCHASER
I cannot imagine that it is intended that your total HP loss is more than your level. And the way it is worded, you lose your HP first, then reduce the max.
So both examples at level 3:
30 HP/MAX = 27HP/MAX
20HP/30MAX = 17HP/27MAX
Customer avatar
Justin M January 23, 2018 12:29 pm UTC
PURCHASER
Mr. Mercer I have a question pertaining to the Order of the Profane Soul. Could you technically still use the expanded warlock spell list pertaining to your patron?
Customer avatar
Jordan G January 15, 2018 6:48 pm UTC
PURCHASER
Wondering how you would rule natural weapons or unarmed strikes for crimson rite. Would a Tabaxi be able to activate their crimson rite on their claws, since the order of the Lycan can do so with theirs?
Customer avatar
lisa B January 18, 2018 6:20 pm UTC
PURCHASER
Like with Order of the Lycans I personally rule that if you want to you amn use your natural weapons but each natural weapon like each hand counts as a different weapon.
Customer avatar
Truls L January 24, 2018 12:58 pm UTC
PURCHASER
A good question.
Also: If you can activate it on natural weapons (or monk unarmed strikes, or the likes), and this is not just an order of the Lycan feature. Does the unarmed strikes gain the same benefit as described in predatory strikes "Your unarmed strikes are considered a single weapon in regards to your crimson rite feature".
Customer avatar
miles W January 15, 2018 1:56 pm UTC
PURCHASER
For the blood curse of purgation it doesn't say that the target can repeat its saving throw at the end of it's turn. I'm worried that might be a bit op.
Customer avatar
Dustin A January 19, 2018 9:48 pm UTC
PURCHASER
The Blood Curse of Purgation grants a target a saving throw against an effect. I'm not sure what you're referring to?
Customer avatar
Manuel P January 13, 2018 9:27 pm UTC
PURCHASER
Hi Matt!

I love this class, mix some concepts from different class very well rounded and I think my players will love it too. But we are Spanish and they are so lazy to read in English, so I will translate it for private use only if there is no problem with it. Also I could send it to you when it's finished if you want it.

Congratulations for all your hard work and success
Customer avatar
Travis B January 12, 2018 4:51 pm UTC
PURCHASER
Out of curiosity, does Sanguine Mastery maximize damage taken from amplifying a curse as well? As written, I think, implies yes.

Also, a more minor grammatical correction. Sanguine Mastery has a comma when it should be a period.
- "...all of your crimson rite damage dice are maximized,"
Should be:
- "...all of your crimson rite damage dice are maximized."
Customer avatar
Matthew M January 23, 2018 12:19 am UTC
CREATOR
Technically, it would not. Oh, the ever-burning battle with semantics. ;)
Customer avatar
Chris W January 12, 2018 3:54 pm UTC
PURCHASER
Just saw season 2 episode 1 last night and I’ve been trying to brainstorm where I thought everyone would take their subclasses next level and I got to wondering: do you have any plans to incorporate the 2 new official Warlock Patrons into the Profane Soul Blood Hunter? Thanks for everything you do! Can’t wait to test just about anything you’ve made.
Customer avatar
Travis B January 12, 2018 5:07 pm UTC
PURCHASER
By 2 new Patrons, I assume you mean Hexblade & Celestial from Xanathar's? If so, you should check out the new version 2.0!
Customer avatar
Jeppe K January 04, 2018 7:01 pm UTC
PURCHASER
I love the class design and it is something I'm looking forward to playing soon! My only issue is that the Order of the Ghostslayer doesn't add anything if you are not fighting undead up until 11th level. This means that you can potentially go through an entire campaign (far from every campaign reaches 11th level) without actually benefitting from your archetype a single time, if you don't face any undead creatures.

My suggestion is as follows: Rite of the dawn lets you add your wisdom modifier to your radiant damage once per turn. At 11th level this applies to all your attacks. This means that the damage is equally distributed without becoming too broken early game.

Another personal request is that gravesight hits earlier (thematically i'd love to play a shadow hunter, but I think waiting for 15th level to actually do that is a bit harsh). Warlock's devil sight can be obtained at 2nd level and I therefore don't think it would be too broken if it was added at say 7th level for instance?...See more
Customer avatar
Jeandré D January 03, 2018 12:59 pm UTC
PURCHASER
If the Blood Curse of Binding is amplified, can the target make a Strength save on it's first turn after being successfully bound, unlike when unamplified?

(Asking because I'm really looking forward to playing a scourge aasimar committed to the Order of the Mutant/Fighter 2, and that 0' movement will be so much fun.)
Customer avatar
Brendan M December 31, 2017 6:39 am UTC
PURCHASER
After experimenting with the class, and having recently started playing a Blood Hunter in a campaign, I've run into a question about the Order of the Mutant Blood Hunter that I haven't been able to figure out an answer to: Why does Potency debuff Dexterity, while Celerity debuffs Wisdom?

While the Wisdom loss limits effective curse choices while active, the Dexterity loss means a huge 2-3 point drop in AC, especially relative to a dex-based Hunter's 2-3 point AC gain with Celerity. The way I've been looking at it, by level 20 a dex Hunter using Celerity would be expected to have a 19 AC (studded leather 12, +7 dex), while a strength-based Hunter using Potency would likely have an AC of 14 (half-plate 15 , -1 dex, assuming a base dex of 14 for normal medium armor use). Given that Dexterity's impact on AC in addition to its use as a melee/ranged combat stat is a large part of why it's generally seen as relatively powerful, exacerbating the AC difference between Dexterity and Strength builds seems like...See more
Customer avatar
Rob H December 27, 2017 8:25 am UTC
PURCHASER
Changes from 1.9 -> 2.0


Hunter's Bane
1.9: You can choose to suffer damage equal to your crimson rite damage die to gain advantage on a Wisdom (Insight) check or Charisma (Intimidation) check.
2.0: You can choose to suffer damage equal to a roll of your crimson rite damage die to gain advantage on a Wisdom (Insight) check or Charisma (Intimidation) check.

Sanguine Mastery
1.9: When you are below one fourth of your current maximum hit points and conscious, all of your crimson rite damage dice are maximized.
2.0: When you are below one fourth of your current maximum hit points, all of your crimson rite damage dice are maximized

1.9: In addition, when you critically hit with a weapon attack that bears your crimson rite, and have no uses of your Blood Maledict feature left, you regain one use.
2.0: In addition, when you critically hit with a weapon attack that bears your crimson rite, you regain a use of your blood maledict feature....See more
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File Last Updated:
December 26, 2017
This title was added to our catalog on January 12, 2016.