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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! 

1) Changed the die progression of the Crimson Rite to 1d6 at level 5, and 1d8 at level 16, to be in line with existing die progression within the game.

2) Added the ability to swap a known Blood Curse at 5th, 9th, 13th, 16th, and 20th level for better utility and avoid being stuck with one that doesn't match your play style.

3) Adjusted Grim Psychometry to be used once per rest, to avoid abuse or making the feature blase.

4) The Ghostslayer 'Rite of the Dawn' now causes the Blood Hunter to only suffer half of the damage when activated (ensuring a benefit for the Order outside of encountering Undead).

5) The Ghostslayer feature "Hallowed Veins" has the situational Undead feature removed, instead now allowing a reroll of an amplify damage die when using a Blood Curse  (ensuring a benefit for the Order outside of encountering Undead).

6) The Ghostslayer feature "Supernal Surge" now grants 3 attacks on an Attack action, instead of granting a Bonus Action attack (so as not to punish dual-wielding Blood Hunters). 

7) The Profane Soul spell slot and spell level progression has been altered to further balance the class in line with other Hybrid caster classes, and to fix a serious issue with Warlock multiclassing.

8) The Profane Soul "Unseal Arcana" spells now do not cost a spell slot to use.

9) The Mutant feature "Mutagen Craft" now allows the Blood Hunter to flush the effects of a Mutagen as an action, should they choose. This allows flexibility should the side-effect of a taken mutagen REALLY become a hinderance situationally, allowing them to shed the detriment (and benefit) outside of a rest.

10) The Mutant mutagen "Cruelty" had its side-effect changed to only impose Disadvantage on all Int, Wis, and Cha saving throws, making the side-effect more balanced and the feature more useful.

11) The Mutant mutagen "Potency" had its side-effect changed to impose Disadvantage on Dexterity saving throws, making the side-effect more balanced and the feature more useful.

 
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Reviews (44)
Discussions (207)
Customer avatar
Jason S August 16, 2018 10:37 pm UTC
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The Crimson Rite feature states that Rite damage is magical, does that mean that the weapon itself is treated as magical? I ask because I haven't run into a single instance where there's a distinction between magical and nonmagical elemental damage. I.E. There's no monster with resistance to nonmagical fire damage.
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Joshua F August 06, 2018 10:35 pm UTC
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What does it mean with sanguine mastery when it says "Crimson rite damage dice are maximized." Does that just mean they always roll maximum damage? Meaning at 20th level a weapon with a crimson right is basically getting +10 damage, and all amplified blood maledicts are doing an automatic 10 damage to the character?
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Lars B July 28, 2018 9:29 am UTC
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Been discussing the whole loss of permanent HP for the damageboost and skill use a bit in our group where one player is running a Lycan. It makes the class, who for sure is made to get in there and fight it out, pretty darn squishy. Been thinking of making the HP loss temp instead, so you could be ”healed back up” while in combat for example. Unsure if this would be OP or not, but i dont think so if you compare the ”oomph” other meleeDPS classes have (barbs, fighters and paladins etc) Of course it could be exploited by turning it on whenever and heal back up before combat ensues, but that’d strain healing resources as well so it might not be that much of an issue. Thoughs on that folks?
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Caleb G August 02, 2018 3:34 am UTC
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It says the max HP is restored once the rite ends or after a short rest. That’s not permanent.
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Lars B August 02, 2018 10:22 pm UTC
PURCHASER
misunderstood what i meant with permanent, bad wording on my part, what i meant is, it caps down your hp and you cant heal it up like normally without a rest. it limits your max HP in a fight, sometimes pretty substantially. especially if you run a melee oriented BH it becomes quite the hazard.
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David V July 26, 2018 3:51 am UTC
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what was the serious issue with the warlock multi classing?? prior to update 2.1
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Robert W July 30, 2018 9:40 pm UTC
PURCHASER
I'm assuming it may have been that if you played a high level Profane Soul Bloodhunter, dipping into Warlock actually reduced your number of spell slots; Profane Soul Bloodhunters used to get 3 at tier 4 gameplay but would end up with just 2 if they took a 2 or 3 level dip in warlock when dipping into a full caster class should have increased their spellcasting power.
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Brad L July 20, 2018 6:39 pm UTC
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No offense at all, I respect the hell out of you as a DM, but something may need to be done to the HP costs. I almost died the exact same as -spoiler- did when I tried the class. Luckily our Cleric was nearby, but it was still frustrating not being able to do any of my class abilities because my HP was low
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Lars B July 29, 2018 9:29 am UTC
PURCHASER
What do you think about making the HP cost temporary instead of capping max HP? Been discussing the whole HP-drawback in our group and the whole reduce max hp thing is really tough on a class that is supposed to get into the thick of it. I dont think it would be too OP because paladins fighters and barbarians wont exactly fall behind in the melee damagedealing i think.
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Brad L July 30, 2018 6:28 am UTC
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Still really rough when you're already low HP and you have to use a blood curse or be killed. "Oh no, I have 4 hp left. I know! I'll give him disadvantage!" *rolls 4 and dies* "Well XXX. . ." We were' thinking of having the curses cost hit die instead. Your idea could really help the Rites activation be less suicidal though
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Lars B July 31, 2018 10:55 pm UTC
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Burning hit die is an interesting idea as well. As long as you play a game where shortrests and hit die regeneration has some importance.
Some people only run a fight or two a game and not sure how much impact it would have in those but i can really see it work in a more combat oriented game
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Ryan J July 20, 2018 9:04 am UTC
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How does Crimson Rite interact with ranged weapons that use ammo? Do I use the Rite on the Bow/Crossbow and apply the damage to the arrows/quarrels or do I have to use the Rite on the ammo?
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Lars B July 29, 2018 9:27 am UTC
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I would assume that it works just as a magic ranged weapon does. You boost the weapon and it adds the damage to the projectiles.
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Christian S July 17, 2018 7:42 pm UTC
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With crimson rite and I'm level 5, with 35 health, and I put it on 1 weapon, does my health become 25, with a max of 30, or do I sit at 30/30
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Christian B July 23, 2018 6:49 pm UTC
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30/30
Customer avatar
Darius V July 15, 2018 4:58 pm UTC
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Theoretically, let's say the Hexblade had Steel Wind Strike in their Expanded spell list. If a Profane Soul Blood Hunter could use Diabolic Channel to cast Steel Wind Strike how would that function? Would the target get hit by all 5 of the attacks at once or just one of the attacks? Would you get to teleport after its completed?
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Neil V July 15, 2018 4:28 pm UTC
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I think heavy armor proficiency would be really helpful for strength-based characters in this class. As it is, the class is already pretty MAD, and for medium armor, strength characters would have to invest in dexterity as well for a decent AC. With how fragile the class is, I don't believe giving heavy armor proficiency would be too powerful, and it would be less punishing for strength builds, which are already strained in 5e's design compared to dexterity builds.
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Alexander N July 09, 2018 5:50 am UTC
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So question about Hallowed Veins for the Ghostslayer in combination with Blood Curse of the Eyeless. Blood curse of the eyeless requires that an enemy not be immune to blindness to be able to be affected with the disadvantage from the curse.
Hallowed Veins states that blood curses now affect any creature, regardless of their form, or lack of blood.
Would that mean that eyeless could affect blind immune creatures since the curse is never technically afflicting blindness on a creature only the disadvantage?

With it specifically being prior written that DM's could ignore the blood requirement to begin with, and while I understand the use of hallowed veins when the requirement is included as intended, I was just curious if the immunity to blindness was also ignored with the benefit from Hallowed Veins, since it would still give that portion of the feature a usefulness in the chance a DM doesn't include the blood requirement for curses on enemies.
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Victoria F June 23, 2018 11:08 pm UTC
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In light of the excellent recent improvements to the other Blood Hunter orders I'd really like to see Order of the Lycan updated as well. In my opinion the bonuses to movement speed and jump distance/height from Stalker's Prowess should be doubled when in hybrid form while not wearing heavy armor or encumbered. Lycans should be all about making incredible jumps and runs in their supernatural beast forms. I'm also not crazy about anybody with a Remove Curse spell being able to take away all my special powers against my will. This forced "cleansing" should be limited in some way, either in the number of times it can happen, or the level of the spell and conditions required, or both. It's just no fun if it can happen every single time any hostile divine caster is encountered.
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George L June 22, 2018 12:42 am UTC
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I'm confused about something with the Order of the Profane Soul. How come Revealed Arcana (7th) requires a spell slot and is used 1x per long rest, but Unsealed Arcana (15) does not require a spell slot and can be used 1x per long rest? Is that a typo? By design, it feels like Revealed Arcana (7th) should not use a spell slot -or- it should use a spell slot and have a limit of a Short Rest.
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Victoria F June 23, 2018 11:37 pm UTC
PURCHASER
That's really interesting. I always allow Warlocks to use their special patron abilities without consuming a spell slot because otherwise it can be a very frustrating class to play. Blood Hunters do have more melee combat features than Warlocks though so maybe the way it is written now is a good compromise?
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George L July 09, 2018 9:04 pm UTC
PURCHASER
That's a really interesting approach to Warlock bonus spells and I kinda like it. I've been wrapping my brain around them in our campaign because we have a Warlock/Blood Hunter multi-class, who uses the Hexblade patron for both classes. The core Warlock class seems to be designed with a "build your own powers" in mind, where the player eventually has a bunch of spell-like invocations and relies heavily on cantrips or melee, and intermittent spellcasting. Assuming they have an hour of low activity between casts, they wind up with quite a few spell slots that grow in power, thanks to their short rest recharge. But for campaigns where there aren't alot of short rests, they definitely get the shaft in the spellcasting department. I think that would be a great rule to adopt in those circumstances.
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luke T June 18, 2018 9:30 pm UTC
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Hello, thanks for this.
One of my players asked me to play this class, so I translated it in Italian, since that's our language, I asked dmsguild if I am allowed to share that translation, and they replied I should ask Mr Mercer first.
And here I am.. I used official keywords, spell and ability names from the official Italian Player Handbook and Dungeon Master Guide. I don't need / want to make money from it, just share. What do you think? Is that possible?

Thank you!
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Brendan M June 13, 2018 4:11 pm UTC
PURCHASER
First off, I think all of the 2.1 changes are pretty solid, and wanted to congratulate you on that! I've some commentary or feedback on them, and a few remaining suggestions.

1) Bringing rite damage into line with Monk damage is reasonable, but I'm not sure if it's necessary. Monks have 2-3 attacks at the start, scaling to 3-4 attacks at level 5, so the scaling of their damage die serves different goals. Personally, I think the original Blood Hunter scaling might have better spread power-ups between levels, but having it be consistent is also a reasonable goal to aim for.

2) This is just phenomenal with no downside. Thanks!

3) Hadn't run into this, but I definitely see the possible issues.

4) Generally a helpful change, and much needed value for the Ghostslayer! (Also go Molly!)

5) I like this change as well, but depending on how the balance plays out, applying the same half-damage here might be easier and more worthwhile. The reroll will on average...See more
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McKenzi W June 09, 2018 11:26 pm UTC
PURCHASER
I love to play this class and it is amazingly written. Though something I would like to see is with the Order of the Profane Soul's patron options to include the Raven Queen from Unearthed Arcana.
Customer avatar
McKenzi W June 10, 2018 2:41 am UTC
PURCHASER
Or generally other pacts that would make it seem less like feature that lets you multiclass with warlock without multiclassing necessarily.
Customer avatar
Jason B June 08, 2018 6:31 pm UTC
PURCHASER
Thanks for the update and the excellent work on this class. Personally liking the option to change blood maledicts at 5th level. Made a choice that has been no help whatsoever but the DM wont let me change. Looking forward to rubbing it in.
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File Last Updated:
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This title was added to our catalog on January 12, 2016.