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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 (44)
Discussions (176)
Customer avatar
Jose R April 19, 2018 7:35 pm UTC
Hello! I have one observation and one question:
-When the Blood Curse of Purgation is used, does the to-be-cursed creature choose which ability to use for the saving throw, or is it just constitution?
-In the 3rd level Celestial Patron feature, it is written "hitpoints" instead of "hit points."

Thanks in advance.
Customer avatar
Rion W April 14, 2018 3:42 pm UTC
To start, I love the feel and flavor of the class and am a big fan of Critical Role. I do have some thoughts for improvement though. I have been playing a Blood Hunter for about 7 months and have hit level 8. One thing I have noticed is that the class can feel under powered when next to some of the core classes (fighter, rogue etc.). I have started thinking about multiclassing to make up for some of that underpowered feeling. Just a couple things I think might help: Start the Crimson Rite damage die at a d6 and end with a d12. That starts at least as good as a rogue's sneak attack. Also, since the Blood Curses are the bread and butter of the class, I feel like you need to be able to use them more often during a fight. At 8th level, only getting 2 per fight really blows by fast and leaves you stuck in a rut for the rest of the battle. Lastly, I think it would be helpful to have some of the blood curses aid in other kinds of saving throws against you. There is blood all throughout your body, so I think...See more
Customer avatar
Brendan M April 14, 2018 5:44 pm UTC
Likewise, I've really liked the class thematically and mechanically so far. Currently at level six with an Order of the Mutagen Blood Hunter (although likely swapping to Profane Soul), I'm inclined to support this general sentiment, though. I have pretty reliably felt outclassed by the Barbarian (Totem Warrior, Bear) in the party - note that this is with a Strength-based Blood Hunter.

Comparison ~ Level 3:

On the damage front, Crimson Rite does 0.5 more damage per hit at early levels, but is weapon specific and costs HP (weapon specific is significant because you probably can't afford to get its benefit on a ranged weapon if you're intending to engage in melee). Meanwhile, the Barbearian has me outclassed in HP (average of +1 per level, effectively +2 per level if we assume Crimson Rite is in use) and has resistance against every form of damage except Psychic - my only defensive feature is Blood Maledict (_if_ I focus on solely that usage) to get an effective ~+5 AC on 1-2 attacks once...See more
Customer avatar
Christian T March 23, 2018 6:45 pm UTC
First off i love the class, but my group plays pathfinder. Any advice on transfering this over?
Customer avatar
Tim A March 06, 2018 6:16 pm UTC
So, I may be looking at fringe cases here, but I was wondering if the crimson rite (as blood magic) could be dispelled (antimagic field, dispell magic, etc) and if a blood maledict could be removed via remove curse or similar methods? I have a player who wants to play a blood hunter in the next campaign but is worried because the next DM is a bit of a rules lawyer and wants to be sure because my ruling (which may be incorrect) is that Yes, both of these can be dispelled/removed but would be a poor move by the DM to burn 3rd level spells to remove something you can do on a bonus action unless it completely destroys the encounter. Any thoughts otherwise? I'm enjoying the class overall.
Customer avatar
Leo C March 24, 2018 5:11 pm UTC
Antimagic field would work, because it is magical. Dispel magic would NOT work, as that specifically targets SPELLS. (Likewise, you can't dispel Wild Shape.)
As for Removing the curse, only Matt can say for certain, but I think that may be DM fiat, as it is called a curse.
Customer avatar
George L February 26, 2018 7:35 am UTC
This might be a silly question, but: Is this the same version found on the DndBeyond website? I'm just asking because i'm looking to add/print this into the Player's Handbook for my players (who ofc already own their copies of the PHB)
EDIT: Forgot to mention what an awesome addition to the game this is.
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
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
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
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
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
Timo H March 19, 2018 4:22 pm UTC
If you have temporary hitpoints when activating your crimson right you take the crimson rite damage (reducing your temp HP) aswell as reducing your maximum HP, which will also "damage" you - as you can't have more HP as your maximum.
Customer avatar
Dorian P January 29, 2018 9:25 am UTC
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
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
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
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
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
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
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
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
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
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
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
Technically, it would not. Oh, the ever-burning battle with semantics. ;)
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File Last Updated:
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This title was added to our catalog on January 12, 2016.