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Blood Hunter Class

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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: 1.8 changes!

1) Slight scale back on the progression of Crimson Rite damage die. Slightly adjusted for balance.

2) Clarified that the use of Crimson Rite now deals damage equal to your character level on top of losing your HP maximum. Implimented as a balance tool to prevent abuse once initiated, and emphasize the importance of maintaining an active rite as long as needed.

3) Blood Maledict is now a Class Feature that is gained at Level 2 instead of level 6! This allows 1 Blood Curse use per short rest, increasing at level 6, 11, and 17.

4) Minor adjustment to the progression of gaining Blood Curses.

 
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Reviews (26)
Discussions (142)
Customer avatar
Andrew C August 27, 2017 2:16 am UTC
PURCHASER
When amplifying blood curses it says "you may choose to amplify the curse by suffering damage equal to your crimson rite die." if my crimson rite die was a d6 would i take 6 damage or roll a d6 and take the damage i roll?
Customer avatar
September 06, 2017 10:07 am UTC
PURCHASER
Matt Mercer said on a Twitter post that you roll the die and take that damage.
Customer avatar
Zachery C July 22, 2017 8:37 pm UTC
PURCHASER
Seeking GM advice:

I'm testing this class in a game with my siblings, and I wanted to flesh out the various hunter societies to fit with their backstories. In my game the Blood Hunters are a sort of guild with sub-societies based on the different paths available for this class. The Order of the Mutant, since it's an obvious Witcher reference, has been split into five schools (I excluded the school of the manticore.) The Order of the Profane soul is split into three groups called Pacts based on the type of patron they chose (I don't use the undying.) I use the Order of the Lycan as well, with groups called Circles split into the type of werebeast they chose (e.g. Circle of the Wolf, Circle of the Bear, etc.) Where my problem comes in is that the Path of the Ghostslayer doesn't split in any way, so I'd like to make two paths called the Path of the Specter and the Path of the Wraith. To distinguish these paths, I would like to change the skill gained at level 18. The Path of the Specter would retain...See more
Customer avatar
Ronald W July 21, 2017 8:57 pm UTC
A question over Blood Rite,

The stated ability includes the phrase "at any time" as the action economy of being able to drop such - can you drop this during another creature's turn - specifically during an attack?

REASON: This became an issue in a recent game in which the drop of the Max HP was enough that an attack was able to deal damage which exceeded the Current MAX hp while under Blood Rites. The At any time element became problematic - as it triggered a questions on if the BR was effectively an interrupt. ... and it is a very narrow set of situations it can occur...

Ie. Hunter has dual wielded weapons as part of a BR, takes damage that would lower it to 0 and then beyond such to their new reduced max HP; so that if they can drop BR before the damage is dealt they are only dropped to 0 with the now added 4 hp to MAX hp. (i know they don't get the HP back when BR is dropped).

OR - Hunter has BR metal weapon, Rust Monster seeks to attack the character...See more
Customer avatar
Eric W July 12, 2017 10:56 pm UTC
PURCHASER
When multiclassing a warlock and a bloodhunter, would you use CHA or WIS for casting? Since they share the same slots and spells known i'm not sure.
Customer avatar
Robin M July 18, 2017 5:06 am UTC
PURCHASER
Rules as written for 5e, you would use WIS for the Warlock spells you learned through your Blood Hunter levels, and CHA for Warlock spells you learned through your Warlock levels.
Customer avatar
Eric W July 18, 2017 7:28 am UTC
PURCHASER
Yes but the Bloodhunter class clearly states when multiclassing you combine your Warlock and Bloodhunter profane soul [at 1/3 BH level] levels to get total slots, spells known etc. So at Lv 4. Warlock, Level 3 Bloohunter [profane soul], you are effectively a lv 5 warlock in regards your your spells/cantrips known, spell slot level and # of spell slots. So in that case you would only have 2 warlock slots that do not differentiate between Warlock [charisma] or bloodhunter ]wisdom].
Customer avatar
David N July 07, 2017 7:02 pm UTC
PURCHASER
Love the class, but do Crimson Rite effects and Mutagen effects fade at the start of a rest, or at the end of a rest? It's not really clear. As DM, I rule that they expire at the end of the rest at the same time as you gain resources which you would from that rest, but I had a DM once who said differently.

I know the general rule is that it's the DM's ruling that matters, but I'm playing a Firbolg (no DV) and being ambushed at night really sucks if Nighteye fades at the start of the rest (and makes me pretty useless during rests for watch purposes)
Customer avatar
Michael S August 26, 2017 9:04 pm UTC
Firbolgs have racial traits of both low-light vision and darkvision (from the Wikipedia entry on "Firbolg"). There is certainly no way you can be ambushed at night. However, if the DM (or yourself, when speccing out your character) changed the rules, then it becomes the DM's call.
Customer avatar
Andrew C July 05, 2017 1:41 am UTC
PURCHASER
Regarding blood curses i was confused by the wording see as how it mentions you are sacrificing your HP but never goes into specifics then goes on to explain how you deal your rite damage to yourself to amplify it. So i'm wondering what the damage is for normal blood curses.
Customer avatar
Ryan P July 05, 2017 4:39 pm UTC
PURCHASER
It looks like the way it's worded is saying you only take damage when you amplify a curse.
Customer avatar
William H June 16, 2017 5:27 am UTC
PURCHASER
Question regarding the Blood Curse of the Marked. If you amplify it and the creature in question did not have resistance in the first place, would that be a wasted effect?
Customer avatar
Matthew P June 16, 2017 1:17 pm UTC
PURCHASER
Related question if you are a duel wielding and have 2 crimson rites activated and use curse of the marked (amplified) does the marked creature loose resistance to both?
Customer avatar
Adam P June 15, 2017 12:05 pm UTC
PURCHASER
Really well-designed class. On related note, would you want to have it translated into Polish?
Customer avatar
Matthew P June 14, 2017 2:12 pm UTC
PURCHASER
If a blood huntress falls unconscious does she maintain her crimson rite or does she need to reactivate it after coming conscious again?
Customer avatar
Stefan P June 14, 2017 2:23 pm UTC
PURCHASER
"Should your weapon leave your grip, the rite fades immediately"

It's not explicitly stated that the rite fades when you fall unconscious, but I would rule that the rite does fade since you lose your grip when you fall unconscious.
Customer avatar
Matthew P June 14, 2017 7:00 pm UTC
PURCHASER
Hmm, maybe I'll do a secret d20 roll to determine if the weapon leaves their grip. I ask because the blood huntress in the game I'm running is a dual wielder, so she is obviously a glass cannon. She takes 2 turns to get up to max damage, during which she's only getting 1 attack since she's using her bonus to invoke the rites. I'm just wondering how fair/balanced is it to ask her to take the damage again and take those turns again to power up. That's assuming she isn't knocked unconscious again, or even has the HP to invoke the right again.
Customer avatar
Matthew P June 14, 2017 8:15 pm UTC
PURCHASER
Nevermind​ to this question unconscious defined in the PHB pg 293 says when you are knocked unconscious you drop anything you're holding.
Customer avatar
May 09, 2017 7:34 pm UTC
PURCHASER
Hey,

I have a question about Dark Velocity and the Aether. Dark Velocity says to increase your speed by 10ft. and later by 15ft. while in dim/darkness. It doesn't state increase your walking speed, so it could be interpreted to also increase the fly speed from Aether since Aether gives you a fly speed. Any ideas on this?
Customer avatar
Carsen P May 14, 2017 8:40 pm UTC
PURCHASER
I think the idea is using the darkness to hide your movement, so I think that it should work with flight, yeah.
Customer avatar
Carsen P May 14, 2017 8:40 pm UTC
PURCHASER
I think the idea is using the darkness to hide your movement, so I think that it should work with flight, yeah.
Customer avatar
sean K May 19, 2017 10:34 pm UTC
since aether gives you a flat fly speed, and not a fly speed based on your movement (like winged boots does) i would say no to dark velocity boosting the fly speed. since aether gives you a flat 20ft fly speed, and velocity increases your speed by 10ft while in dim light or darkness. if you meshed this with either a rogue shadow or a monk for dark velocity it would be pretty crazy, then drop aether to jump up a wall or to the top of a building and flit from shadow to shadow across a town or city. on the flip side i can merit of aether being boosted in this way, although the disadvantage on ability checks for both STR & DEX make the usage more utility as a scout than a combat augment. although you could easily homebrew the aether to augment your base speed (with +10ft from dark velocity) as your flying speed on top of the 20ft you get from aether so 30ft+10ft+20ft= 60ft flying speed but disadvantage on STR & DEX checks while active, kinda of a fair trade off, and theres also the possibilty of while flying...See more
Customer avatar
Ako S June 13, 2017 1:47 am UTC
PURCHASER
Seeing as how it only references speed and doesn't specify I would say it's DM's choice. But at my table I'd say it increases anything that involves movement. Except teleportation like abilities of course
Customer avatar
Jonathan C April 25, 2017 3:02 am UTC
PURCHASER
Is there any chance there is a copy of this in a .json file? I mean, I can put it all in the Fifth Edition Custom Builder app myself, but it'd be easier if someone else had done it first.
Customer avatar
Stephanie T May 07, 2017 10:27 pm UTC
PURCHASER
Seconding this request. Unless you have made one already, in which case fancy sharing?
Customer avatar
Andrew E April 16, 2017 3:30 pm UTC
PURCHASER
Has anybody adapted the Blood Hunter to Pathfinder? I'm sure it can't be very hard, but i would like some input to finish adapting it.
Customer avatar
Jack R M April 05, 2017 6:18 pm UTC
PURCHASER
Bit confused. So if im a level 1 blood hunter with 14 hit points, and i activate a crimson rite. Do i go down to 13 hp which then becomes my maximum or do i lose one hp and then my max goes down to 12....?
Customer avatar
Alex F April 14, 2017 11:02 pm UTC
PURCHASER
When you activate your crimson rite, you lose the 1 hp to go to a max of 13 until the rite fades. Once the rite fades, you return to 14 hp, but any damage you took remains.
Customer avatar
Vince D April 04, 2017 5:08 am UTC
PURCHASER
The only thing for me is that the crimson rite damage die should scale with proficiency bonus and go from 1d4 to 1d12.
( 1st-4th : 1D4 ) ( 5th-8th : 1D6 ) ( 9th-12th : 1D8 ) ( 13th-16th : 1D10 ) (17th-20th : 1D12 )
The reasoning being an 11th level Paladin will have an extra 1d8 of radiant damage for free once every hit while a Blood Hunter will have to spend hp and max hp to achieve the same.
Even at higher level the Blood Hunter will only achieve 1 extra average damage while still having to spend hp until level 20.

Other than that great class love playing it and thanks for making it !
Customer avatar
May 09, 2017 7:41 pm UTC
PURCHASER
This is true, but the lesser damage is made up for with flexibility. There are beings resistant or even immune to radiant damage. So, the free damage can be avoided.

Whereas the Blood Hunter at the same level has access to three different damage types. Fighting Fire Elementals? Use Rite of Frozen. Fighting Trolls? Use Rite of the Flame.
Customer avatar
Carsen P May 14, 2017 8:43 pm UTC
PURCHASER
I agree, with the other reply, but also this option provides more weapons since you can use the crimson rite on any weapon, but divine smite is only Melee and costs a spell slot untill level 11.
Customer avatar
Vince D May 19, 2017 7:43 am UTC
PURCHASER
With the same flexibility comes the unflexible fact that if you fight monsters that would require two different element ( assuming vulnerabilities which is fair ) before you reach a rest you will have to expand more hp given you have surprise and don't have to waste actions ( what about 2 different types in the same fight ? )

All I want is the scaling to end on a d12 for the crimson rite damage die to get a clear advantage even if only at level 20
And I still feel it would be balanced.

Good reply tho
Customer avatar
Kyle B June 10, 2017 10:15 pm UTC
PURCHASER
I'm going have to side with Vince on this. The Crimson Rite takes 5 health (which you don't regain anymore) for a 1d4 Flame, Ice or Lightening damage. That hurts. The blood curses at level 2 offers some great options for low level but the decrease in damage progression doesn't really seem worth the trade. This version would have me wanting to invoke a Crimson Rite less and less since the damage would not really be worth the take away, and thats not even including if I happen to fumble with a natural 1 and drop my weapon. I'm going to have to pass on this update and stick to the 1.7 as a definitive Blood Hunter.
Customer avatar
April 02, 2017 10:04 pm UTC
PURCHASER
For Amplifying the Blood curses, when it says you suffer damage equal to your crimson rite die, I'm assuming that means you roll the die, not a maximum damage. Like if your crimson rite is a d6 you don't take 6 points of damage when you amplify a curse you just have to roll a d6 and take between 1-6 damage.
Customer avatar
May 09, 2017 7:43 pm UTC
PURCHASER
Yes, this was confirmed by Mercer.
Customer avatar
eric N March 27, 2017 2:33 pm UTC
This all seems like other classes,s abilities. Tracking certain enemies is really a ranger thing. Mutant abilities remind me of pathfinder,s alchemist class. Some of the other things seem like they would be better as cleric and warlock subclasses.
Customer avatar
Carsen P May 14, 2017 8:44 pm UTC
PURCHASER
I disagree, because this is very specific as like a monster hunter class. Also the blood curses are a new idea
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File Last Updated:
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This title was added to our catalog on January 12, 2016.