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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 (25)
Discussions (136)
Customer avatar
William H June 16, 2017 5:27 am UTC
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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
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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
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Really well-designed class. On related note, would you want to have it translated into Polish?
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Matthew P June 14, 2017 2:12 pm UTC
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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
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"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.
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Matthew P June 14, 2017 8:15 pm UTC
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Nevermind​ to this question unconscious defined in the PHB pg 293 says when you are knocked unconscious you drop anything you're holding.
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May 09, 2017 7:34 pm UTC
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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?
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Carsen P May 14, 2017 8:40 pm UTC
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I think the idea is using the darkness to hide your movement, so I think that it should work with flight, yeah.
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Carsen P May 14, 2017 8:40 pm UTC
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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
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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
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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
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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
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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.
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Jack R M April 05, 2017 6:18 pm UTC
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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
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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
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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
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I disagree, because this is very specific as like a monster hunter class. Also the blood curses are a new idea
Customer avatar
Charles C March 10, 2017 2:33 pm UTC
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Daniil G March 08, 2017 7:13 pm UTC
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Say, doesn't it seem like the amount of uses of blood maledicts is really low. I would understand if they had massive power behind them, but for that power to need to amplify them, which is the real limiter to keep from spamming. Wouldn't a few more uses be good? Not something like 10 at level 2, but maybe one or two extra added in, or have a stat increase the amount of uses. Since it uses blood, perhaps Con, or since it's magic like you get extra uses equal to your Wisdom modifier?
Customer avatar
May 09, 2017 7:48 pm UTC
PURCHASER
This class gets so many other bonuses that having a lot of these would be too powerful. Having a once per short rest (and more at higher level) ability to impose disadvantage on an attack roll in addition to extra damage and bonuses from the archetype is pretty good, I think.
Customer avatar
Mitchell S February 14, 2017 8:18 am UTC
PURCHASER
Hey Matt,
Wizards just put out a new Unearthed Arcana (Warlock & Wizards), which adds the Hexblade and Raven Queen as Otherwordly Patron options for the Warlock. Was just wondering if you had any plans to update the Order of the Profane Soul at all? I have a hankering for a Blood Hunter with a particular taste in hunting undead.
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Aron K February 14, 2017 2:27 pm UTC
PURCHASER
Also any potential of adding the seeker from UA nondivine faithful
Customer avatar
Jani M February 13, 2017 1:05 pm UTC
PURCHASER
Hey Matt, loving this class but it seems there is a typo? or something in Primal and Esoteric Rites section.
RITE OF THE STORM - Lightning
RITE OF THE ROAR - Thunder

arent those damage types the same?
Customer avatar
Stefan P February 13, 2017 1:19 pm UTC
PURCHASER
They are not, both lightning and thunder damage types exist.

See PHB p196 for more information.
Customer avatar
Carsen P May 14, 2017 8:47 pm UTC
PURCHASER
Lightning is like electricity, thunder is more like Sonic damage from other games
Customer avatar
Matthew M February 07, 2017 12:54 am UTC
PURCHASER
Hi Matt. Two Questions.

1.) What is the reason behind why Order of the Profane Soul using Wisdom instead of Charisma for their Casting Ability?

2.) For the Order of the Mutant, would there be a role with the Alchemist Kit to craft their Mutagen, or is it up to the DM?
Customer avatar
Aron K February 14, 2017 2:29 pm UTC
PURCHASER
I am not matt but my guess would be to simplfy the class by keeping the casting stat the primary stat for the class. Otherwise you would need wisdom, (strength or dex based on your melee choice) and charisma.
Customer avatar
May 09, 2017 7:50 pm UTC
PURCHASER
I am also not Matt, but I have run it that they need access to their alchemist's kit in order to create the mutagens. But, I don't require rolls. They've done it so often that it's a simple matter to create them without needing to roll.
Customer avatar
Carsen P May 14, 2017 8:48 pm UTC
PURCHASER
Also it doesn't call for a roll in the description
Customer avatar
Melvin L R January 11, 2017 3:28 am UTC
PURCHASER
Greetings fellow Gamers & Hunters.

I'm in campaign where we started with Blood Hunter v1.2. I'm currently playing this character. I elected to go the Order of the Profane Soul route. Upon reading v1.8, I have a question about this passage (pg 6):

"Rite Focus
... While you have an active rite, you can use your weapon as a spellcasting focus. ...
"

Does this now mean, in order to use my weapon as a spellcasting focus I have to also invoke a Crimson Rite, otherwise I need another spellcasting focus?
Customer avatar
Alden B January 26, 2017 11:44 pm UTC
PURCHASER
Given that it is a homebrew class, I think you can go for whatever flavor suits you best. I don't see why a crimson rite couldn't be considered a power that dwells within you, meaning that you could channel that energy to cast spells instead of using a spellcasting focus when you don't have your weapons drawn.
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File Last Updated:
September 17, 2016
This title was added to our catalog on January 12, 2016.