Subclasses Blood Hunter
Subclasses Blood Hunter
1
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Order of the Exorcist Amplify. You choose one creature that was turned. The
target must succeed on a Charisma saving throw or be
The Order of the Exorcist is primarily concerned in ending banished, returning to its plane of origin (if it isn't there
the influence of extraplanar creatures. These blood hunters already). In the case of an undead that fails, if it has a soul,
study the appropriate wards and apotropaics to release the the soul passes on into the afterlife.
bonds of those who have are under such a creature's
possession or sway. They then work to send the malfeasants Evil and Good's Bane
back to their home worlds or to destroy them fully. 18th-level Order of the Exorcist feature
Your crimson rite is able to penetrate the foes you most
Exorcism abhor. When you hit an aberration, celestial, fey, fiend, or
3rd-level Order of the Exorcist feature undead with your Crimson Rite, your weapon deals one
You learn how to exorcise malicious influences from a additional hemocraft die of rite damage, and your rite damage
creature. As an action, you may touch a creature and end one ignores any resistances or immunities the creature has to it.
possession or one effect causing the charmed or frightened
condition.
You may use this feature a number of times equal to your
Intelligence modifier (minimum once). You regain all
expended uses when you finish a long rest.
Expert Hunter
3rd-level Order of the Exorcist feature
The benefits of your Hunter's Bane feature apply to
aberrations and celestials as well.
Planar Protector
7th-level Order of the Exorcist feature
You have learned to cast the magic circle spell. Intelligence
is your spellcasting ability modifier for the spell. Once you
cast this spell, you can't cast it again with this feature until
you finish a short or long rest.
Brand of Vengeance
11th-level Order of the Exorcist feature
You can strike back against aggressors you have branded.
When a creature with your Brand of Castigation targets a
creature other than you with an attack or harmful ability or
magical effect, you may use your reaction to move up your
movement speed and make a single weapon attack against
the branded creature.
Blood Curse of Exile
15th-level Order of the Exorcist feature
Your blood curse can repel invasive creatures. You gain the
Blood Curse of Exile for your Blood Malediction feature. This
doesn't count against your number of blood curses known.
Blood Curse of Exile.
As an action, you choose one
creature type from aberrations, celestials, fey, fiends, or
undead and produce an apotropaic for the chosen creature
type. As a result, creatures that do not have blood in their
body are not immune to this blood curse. Each creature of
the chosen type within 30 feet of you must make a Wisdom
saving throw. On a failure, it is turned for 1 minute or until it
takes any damage.
A turned creature must spend its turns trying to move as
far away from you as it can, and it can't willingly end its move
in a space within 30 feet of you. It also can't take reactions.
For its action, it can only use the Dash action or try to escape
from an effect that prevents it from moving. If there's
nowhere to move, the creature can use the Dodge action.
2
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Order of the Hound
Often thought of as hounds themselves, blood hunters
formed the Order of the Hound to train canines to aid in
Hound
Medium beast, unaligned
tracking and fighting the unsavory creatures that plague the
material plane. Its easy to loose track of a quarry that can
turn in invisible, fly, or teleport, but having a partner with a Armor Class 12
heightened sense of smell means you can easily sniff them Hit Points (4 times your blood hunter level)
out. The hounds are also taught to sic and hold down Speed 40 ft.
enemies to prevent their further escape. This training leads
to a special bond between beast and master which further STR DEX CON INT WIS CHA
amplified through your Hunter's Bane. If trained well and
cared for properly, your hound will forever be a loyal and 15 (+2) 14 (+2) 12 (+1) 7 (-2) 15 (+2) 13 (+1)
trusty companion.
Saving Throws Wis +4
Pet Hound Skills Athletics +4, Investigation +0, Perception +4,
3rd-level Order of the Hound feature Survival +4
When you join this order, you develop a preternatural bond Senses passive Perception (14)
with a hound. Your hound can take the appearance of any Languages understands the languages you speak, but
canine such as a wolf, jackal, or any dog, but will always have can't speak them
the stat block of the hound provided. Keen Smell. The hound has advantage on Intelligence
The hound obeys your commands as best as it can. In (Investigation), Wisdom (Perception), or Wisdom
combat, your hound shares your initiative count, but it takes (Survival) checks that rely on smell.
its turn immediately after yours. On your turn, you can
verbally command the hound (no action required by you). If Loyal. Your hound can never be compelled to disobey
you do not issue a command, your hound takes the Dodge or harm you.
action. Might of the Master. The following numbers increase
If you are incapacitated or absent, your hound acts on its by 1 when your proficiency bonus increases by 1: the
own, focusing on protecting you and itself. It never requires hound's skill and saving throw bonuses (above) and
your command to use its reaction, such as when making an the bonuses to hit and damage of its bite attack
opportunity attack. (below).
When you use your Crimson Rite feature, instead of Trail. If your hound has the scent of a creature
applying it to a weapon, you may apply it to your hound, (through the Smell action), it gains a +10 bonus to
provided it is within 30 feet of you. Wisdom (Survival) checks to track that creature and
can do so at a fast pace. These bonuses are lost if the
Undying Dog creature has taken any steps to mask or change its
3rd-level Order of the Hound feature scent or if the creature has not been within 5 miles in
You may bring your hound back to life using some of your the past 3 days.
life force. As an action, you may touch your dead or
unconscious hound and reduce your hit point total by an Actions
amount equal to a roll of your hemocraft die. Your hound is Bite. Melee Weapon Attack: (+4) to hit, reach 5ft., one
brought back to life with hit points equal to two times your target. Hit: 4 (1d4 + 2). On a successful attack
your blood hunter level and is now undead instead of a beast. against a Large or smaller target, the hound can make
If your hound has no retrievable body, you may spend 1 a grapple attack as a part of its bite attack. The
hour and 10 gold performing a ritual to return its corpse grapple ends if the hound uses the bite action again.
which appears in an unoccupied space within 10 feet of you. Smell. Your hound smells a creature or an object held
When your hound finishes a long rest, it is no longer by a creature in the last day or worn by a creature
undead and becomes a beast. The reduction of your hit point within the last 7 days, gaining its scent. Your hound
maximum lasts until you finish a long rest. can use this scent to trail. Your hound loses the scent
if it uses the smell action to gain another scent or
Foul Villains finishes a long rest.
7th-level Order of the Hound feature
When your hound uses its Smell action on a creature, it
can tell if the creature is fey, fiend, or undead. In addition, it
can take 1 minute to smell 50 foot by 50 foot area. When it
does so it can detect any hidden or invisible creatures in the
area as well as if any fey, fiend, or undead were within the
area within the past day. If so, the hound can begin trailing
with strongest scent of the area.
3
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Brand of the Blood Hound
11th-level Order of the Hound feature
Your Brand of Castigation allows your hound to better
attack and hold the afflicted creature. Your hound has
advantage on attack rolls and contested ability checks against
a branded creature. Also, while a branded creature is
grappled by your hound, it is also restrained, and you may
have it take psychic damage equal to your Intelligence
modifier (minimum of 1) at the beginning of its turns.
In addition, when your hound damages a creature, you may
brand that creature with your Brand of Castigation feature.
Eldritch Hound
15th-level Order of the Hound feature
Your hound can turn into a fiend or fey hound. Your hound
can use its action to transform into a hell hound or yeth
hound (your choice). Your hound takes the statistics of its
new form, but can still understand you and obey you.
It reverts to its normal form if it is reduced to 0 hit points,
after 1 hour, or if you end the transformation early as an
action. If it reverts as a result of dropping to 0 hit points, any
excess damage carries over to its normal form.
Once your hound uses this feature, your hound can't use it
again until your hound finishes a long a rest.
Blood Curse of the Pack
18th-level Order of the Hound feature
You can manifest spectral versions of your hound to hunt
foes. You gain the Blood Curse of the Pack for your Blood
Malediction feature. This doesn't count against your number
of blood curses known.
Blood Curse of the Pack. As an action, choose up to two
creatures you can see within 30 feet of your hound to be a
quarry. A spectral hound emerges from your hound for each
chosen quarry, moves toward the quarry, and makes a bite
attack against the quarry. A spectral hound uses your
hound's statistics, with the added benefit of a flying speed
equal to its movement speed and being able to move through
creatures and objects, and gains any benefits your hound
would normally gain. On your subsequent turns, you can
command each spectral hound in addition to your hound,
which take their turns immediately after yours. A spectral
hound can only use its movement to move toward its quarry
by the most direct route and can only take the bite or smell
actions against its quarry. The spectral hounds disappear
after 1 minute, if it is reduced to 0 hit points, or if its quarry
is reduced to 0 hit points.
Amplify. You can choose up to four creatures you can see
within 30 feet of your hound to be a quarry.
4
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Order of the Reaper Blood Curse of the Reaper's Mask
15th-level Order of the Reaper feature
The Order of the Reaper charges itself with the utter You can use your own blood to transform into a fearsome
eradication of its enemies. Reapers act as death's foot facsimile of death incarnate. You gain the Blood Curse of the
soldiers and mortal psychopomps, offering up souls to the Reaper's Mask for your Blood Malediction feature. This
afterlife. So steeped in the essence of death, they are able to doesn't count against your number of blood curses known.
extend their own life to continue their mission to reap souls. Blood Curse of the Reaper's Mask. As an action, your
They are merciless and implacable in this duty. visage momentarily becomes one of undeath although the
Blood Marker exact description is up to you, such as skeletal and gaunt,
3rd-level Order of the Reaper feature decayed and infested with maggots, or twisted and spectral.
You have learned how to use the pain of your blood hunter Each creature within 10 feet of you, must make a Wisdom
abilities to enhance your combat. Each time you take damage saving throw. On a failure, the creature is frightened of you
from activating a crimson rite or amplifying a blood curse, A frightened creature makes a Wisdom saving throw at the
you gain 1 blood marker. You may spend 1 blood marker as a end of each of its turns, ending the effect on a success. Once
bonus action on your turn to gain advantage on the next a creature succeeds on a Wisdom saving throw against this
attack roll you make before the end of the turn or to take the effect, it is immune to being frightened in this way for 24
Disengage or Dodge action. You can only have a maximum hours.
number of blood markers equal to 1 + your Constitution Amplify. While frightened, a creature takes 5 cold and 5
modifier and lose all unspent blood markers when you finish necrotic damage at the start of each of its turns and its
a long rest. movement speed is halved.
Reaper Resistance Aspects of the Deathless
3rd-level Order of the Reaper feature 18th-level Order of the Reaper feature
You cannot die unless you have failed three death saving You can ignore the normal requirements for life. You no
throws. Any effect that would kill you, when you do not have longer need to breathe, drink, eat, or sleep, although you still
three failed death saves, instead reduces you to 0 hit points. must rest to gain the benefits of a long rest and for every 10
Damage from a critical hit while at 0 hit points and rolling a 1 years that pass, your body ages only 1 year.
on a death saving throw now only count as one death saving Merciless Reaping
throw failure. 18th-level Order of the Reaper feature
In addition, you are proficient with heavy armor, and while You resist approaching death and spur it on in others.
you have an active crimson rite, you gain resistance to that When a creature scores a critical hit against you, it becomes
damage type. a regular hit instead, and any effects triggered by a critical hit
Painful Tutelage are canceled. Also, the next hit you score against that
7th-level Order of the Reaper feature creature before the end of your next turn is a critical hit. In
You may expand your blood hunter powers through addition, whenever you gain 1 blood marker while you are
suffering. You may spend 1 blood marker to learn another below half your hit points, you gain 1 additional blood marker.
Primal Rite and 3 blood markers to learn another blood curse
which doesn't count against your blood curses known. When
you reach 14th level in this class, you may spend 3 blood
markers to learn another Esoteric Rite.
Any power learned from this feature is lost when you finish
a short or long rest.
Brand of the Death Watcher
11th-level Order of the Reaper feature
Your Brand of Castigation grants insight and boons over a
creature's death. You know the maximum and current hit
points of a branded creature, as well as any curses or
diseases it is afflicted by or any benefit it currently has that
allows it to return to life such as the clone spell or a
phylactery. In addition, when a branded creature is reduced
to 0 hit points, you gain temporary hit points equal to your
blood hunter level plus your Intelligence modifier.
5
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Order of the Vampire Blood of the Prey
3rd-level Order of the Vampire feature
The original purpose of this strain of Hunter's Bane was to You may use the blood of your victims to fuel your blood
help abate the affliction of those cursed with vampirism. curses. After you have successfully drunk the blood of a
Many of these victims chose to combat the scourge that had creature, the next blood curse you amplify within the next
cursed them as well as those of their ilk, and the Order of the minute does not cause you to lose hit points.
Vampire was formed. Soon other blood hunters who were not
cursed began to drink the specialized concoction, willing to Mist Glide
gain a mild form of the vampiric disease for the cause. 7th-level Order of the Vampire feature
Given the Order's history, many of these blood hunters You can move as mist to reach your prey. You can use a
specialize solely with the fight against vampires, looking to bonus action on your turn to fly up to half your movement
prevent others from going through the pain they suffered. But speed toward a creature you can see or sense. You become
others of the Order see the similar oppression and violation intangible for this movement and can pass through
of vampires in the many forms of evil infiltrating the land all creatures, objects, structures, and difficult terrain without
of which must be stopped. expending extra movement, but can not end the movement
Vampirism inside a creature, object, or structure. If the target is at half
3rd-level Order of the Vampire feature its hit points or below, this movement equals your whole
movement speed instead.
When you join this order, the Hunter's Bane concoction Once you use this feature, you can't use it again until you
has afflicted you with a more gentle vampirism. You gain the finish a short or long rest.
following traits:
Darkvision. You can see in dim light within 120 feet of you Brand of the Bloodied
as if it were bright light, and in darkness as if it were dim 11th-level Order of the Vampire feature
light. You can't discern color in darkness, only shades of gray. Your Brand of Castigation makes creatures more
Sunlight Sensitivity. You have disadvantage on attack susceptible to your ravenous attacks. When you make a bite
rolls and on Wisdom (Perception) checks that rely on sight attack against a branded creature, you have advantage on the
when you, the target of your attack, or whatever you are attack roll, the attack deals an extra 2d8 necrotic damage,
trying to perceive is in direct sunlight. and you automatically succeed on the ability check if you
Cursed Daylight. You have disadvantage on saving throws choose to drink the branded creature's blood.
from effects that deal radiant damage.
Undead Resilience. You gain resistance to necrotic Blood Curse of the Supplicant
damage. 15th-level Order of the Vampire feature
Bloody Aroma. You can smell any creature within 60 feet You can powerfully enchant creatures with blood coursing
of you that is at or below half its hit points. This does not through their veins. You gain the Blood Curse of the
apply to creatures that do not have blood in their body. Supplicant for your Blood Malediction feature. This doesn't
Bite. Your fangs are a natural weapon, which you can use count against your number of blood curses known.
to make unarmed strikes. If you hit with it, you deal piercing Blood Curse of the Supplicant. As an action, a humanoid
damage equal to 1d4 + your Strength or Dexterity modifier of your choice within 30 feet of you must succeed on a
(your choice), instead of the bludgeoning damage normal for Wisdom saving throw or be charmed by you for 1 minute.
an unarmed strike. This effect ends early if it takes damage from you or an ally.
Drink. You may attempt to drink the blood of an unwilling While charmed the target regards you as a trusted friend to
living creature. If you have made a bite attack against a be heeded and protected. Although the target isn't under
creature with blood on your turn, you may use a bonus action your control, it takes your requests or actions in the most
to make a Strength (Athletics) or Dexterity (Acrobatics) check favorable way it can.
(your choice) contested by the creature’s Strength (Athletics) Amplify. The effect doesn't end early if it takes damage
or Dexterity (Acrobatics) check (the target chooses the ability from an ally or from your bite attack.
to use). If you succeed, you drink of its blood and regain hit
points equal to half your blood hunter level. Vampiric Regeneration
You can't use this trait to regain hit points again until you 18th-level Order of the Vampire feature
finish a short or long rest. You gain the ability to regenerate. You regain 2 hit points
Sanguine Sustenance. You no longer require food, water, every hour, and if you have no more than half of your hit
or air. You do however require blood to sustain yourself. You points left, you regain hit points equal to 5 + your
must drink the blood of a living humanoid every day. Each Constitution modifier at the start of each of your turns. You
day you do not, you gain a level of exhaustion which cannot don’t regain hit points if you are in direct sunlight, have taken
be reduced by finishing a long rest or by magical means. You radiant damage since the end of your last turn, are exhausted
can only reduce this exhaustion by drinking humanoid blood, as a result of your Sanguine Sustenance trait, or don't have
reducing one level of exhaustion each time you drink. While at least 1 hit point.
you are exhausted in this way, you do not regain hit points
when drinking blood.
6
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.