Hit Points
Proficiencies
Blood Hunter
| Level | Proficiency Bonus | Features | Hemocraft Die | Blood Curses Known |
|---|---|---|---|---|
| 1 | + 2 | Hunter's Bane Blood Maledict | 1d4 | 1 |
| 2 | + 2 | Hunter's Bane Blood Maledict | 1d4 | 1 |
| 3 | + 2 | Hunter's Bane Blood Maledict | 1d4 | 1 |
| 4 | + 2 | Hunter's Bane Blood Maledict | 1d4 | 1 |
| 5 | + 3 | Hunter's Bane Blood Maledict | 1d6 | 1 |
| 6 | + 3 | Hunter's Bane Blood Maledict | 1d6 | 2 |
| 7 | + 3 | Hunter's Bane Blood Maledict | 1d6 | 2 |
| 8 | + 3 | Hunter's Bane Blood Maledict | 1d6 | 2 |
| 9 | + 4 | Hunter's Bane Blood Maledict | 1d6 | 2 |
| 10 | + 4 | Hunter's Bane Blood Maledict | 1d6 | 3 |
| 11 | + 4 | Hunter's Bane Blood Maledict | 1d8 | 3 |
| 12 | + 4 | Hunter's Bane Blood Maledict | 1d8 | 3 |
| 13 | + 5 | Hunter's Bane Blood Maledict | 1d8 | 3 |
| 14 | + 5 | Hunter's Bane Blood Maledict | 1d8 | 4 |
| 15 | + 5 | Hunter's Bane Blood Maledict | 1d8 | 4 |
| 16 | + 5 | Hunter's Bane Blood Maledict | 1d8 | 4 |
| 17 | + 6 | Hunter's Bane Blood Maledict | 1d10 | 4 |
| 18 | + 6 | Hunter's Bane Blood Maledict | 1d10 | 5 |
| 19 | + 6 | Hunter's Bane Blood Maledict | 1d10 | 5 |
| 20 | + 6 | Hunter's Bane Blood Maledict | 1d10 | 5 |
Class Features
Level 1
Level 10
Level 11
Level 12
Level 13
Level 14
Level 15
Level 16
Level 17
Level 18
Level 19
Level 2
Level 20
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Proficiencies
light
medium
shield
simple
martial
Starting Equipment
Class Features
Hunter's Bane (Level 1)
At 1st level, you have survived the Hunter's Bane — a dangerous, long-guarded ritual that alters your life's blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence checks to recall information about such creatures.
The Hunter's Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Hemocraft
Blood Maledict (Level 1)
Also at 1st level, you gain the ability to channel — or sometimes sacrifice — a part of your vital essence to curse and manipulate creatures through hemocraft magic. You know one blood curse of your choice, detailed in the "Blood Curses" section at the end of the class description. You learn one additional blood curse of your choice at 6th, 10th, 14th, and 18th level. Each time you learn a new blood curse, you can also choose one of the blood curses you know and replace it with another blood curse.
Each time you use your Blood Maledict feature, you choose which curse to invoke from the curses you know. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by taking necrotic damage equal to one roll of your hemocraft die. This damage can't be reduced in any way. An amplified curse gains an additional effect, noted in the curse's description. Creatures that do not have blood are immune to blood curses unless you have amplified the curse.
Once you use this feature, you must finish a short or long rest before you can use it again. You can use Blood Maledict twice between rests starting at 6th level, three times starting at 13th level, and four times starting at 17th level.
Fighting Style (Level 2)
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
Crimson Rite (Level 2)
Also at 2nd level, you learn to invoke a rite of hemocraft that infuses your weapon strikes with elemental energy. As a bonus action, you can activate any rite you know on one weapon you're holding. The effect of the rite lasts until you finish a short or long rest. When you activate a rite, you take necrotic damage equal to one roll of your hemocraft die. This damage can't be reduced in any way.
While the rite is in effect, attacks you make with this weapon are magical, and deal extra damage equal to your hemocraft die of the type determined by the chosen rite. A weapon can hold only one active rite at a time. Other creatures can't gain the benefit of your rite.
You choose one rite from the crimson rites below when you first gain this feature. You learn an additional crimson rite at 7th level, and again at 14th level.
Rite of the Flame
The extra damage dealt by your rite is fire damage.
Rite of the Frozen
The extra damage dealt by your rite is cold damage.
Rite of the Storm
The extra damage dealt by your rite is lightning damage.
Rite of the Dead
The extra damage dealt by your rite is necrotic damage. (Prerequisite: 14th level)
Rite of the Oracle
The extra damage dealt by your rite is psychic damage. (Prerequisite: 14th level)
Rite of the Roar
The extra damage dealt by your rite is thunder damage. (Prerequisite: 14th level)
Blood Hunter Order (Level 3)
At 3rd level, you commit to an order of blood hunters whose philosophy will guide you throughout your life: the Order of the Ghostslayer, the Order of the Lycan, the Order of the Mutant, or the Order of the Profane Soul, each of which is detailed at the end of the class description. Your choice grants you features at 7th level and again at 11th, 15th, and 18th level.
Ability Score Improvement (Level 4)
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Brand of Castigation (Level 6)
At 6th level, when you damage a creature with a weapon for which you have an active crimson rite, you can channel hemocraft magic to sear an arcane brand into that creature (no action required). You always know the direction to the branded creature as long as it's on the same plane as you. Further, each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the branded creature takes psychic damage equal to your Hemocraft modifier (minimum of 1).
Your brand lasts until you dismiss it or until you use this feature to apply a brand to another creature. Your brand can be dispelled with dispel magic, and is treated as a spell with a level equal to half your blood hunter level (maximum 9th level).
Once you use this feature, you can't use it again until you finish a short or long rest.
Blood Maledict Improvement (Level 6)
Beginning at 6th level, you can use your Blood Maledict feature twice between rests.
Order feature (Level 7)
At 7th level, you gain a feature granted by your Blood Hunter Order.
Crimson Rite Improvement (Level 7)
At 7th level, you learn an additional Crimson Rite.
Ability Score Improvement (Level 8)
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Grim Psychometry (Level 9)
When you reach 9th level, you gain a supernatural talent for discerning the secrets surrounding mysterious relics or places touched by evil. Whenever you make an Intelligence (History) check to recall information about the sinister or tragic history of an object you are touching or your current location, you have advantage on the check. At the DM's discretion, a suitably high roll might cause your character to experience brief visions of the past connected to the object or location.
Dark Augmentation (Level 10)
Starting at 10th level, the magic of hemocraft suffuses your body to permanently reinforce your resilience. Your speed increases by 5 feet, and you have a bonus to Strength, Dexterity, and Constitution saving throws equal to your Hemocraft modifier (minimum of +1).
Order feature (Level 11)
At 11th level, you gain a feature granted by your Blood Hunter Order.
Ability Score Improvement (Level 12)
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Brand of Tethering (Level 13)
Starting at 13th level, the psychic damage from your Brand of Castigation increases to twice your Hemocraft modifier (minimum of 2). Additionally, a branded creature can't take the Dash action, and if it attempts to teleport or to leave its current plane by any means, it takes 4d6 psychic damage and must make a Wisdom saving throw. On a failure, the attempt to teleport or leave the plane fails.
Blood Maledict Improvement (Level 13)
Beginning at 13th level, you can use your Blood Maledict feature three times between rests.
Hardened Soul (Level 14)
When you reach 14th level, you have advantage on saving throws against being charmed and frightened.
Crimson Rite Improvement (Level 14)
At 14th level, you learn an additional Crimson Rite.
Order feature (Level 15)
At 15th level, you gain a feature granted by your Blood Hunter Order.
Ability Score Improvement (Level 16)
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Blood Maledict Improvement (Level 17)
Beginning at 17th level, you can use your Blood Maledict feature four times between rests.
Order feature (Level 18)
At 18th level, you gain a feature granted by your Blood Hunter Order.
Ability Score Improvement (Level 19)
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Sanguine Mastery (Level 20)
Upon reaching 20th level, your mastery of blood magic reaches its height, mitigating your sacrifice and empowering your expertise. Once per turn, whenever a blood hunter feature requires you to roll a hemocraft die, you can reroll the die and use either roll.
Additionally, whenever you score a critical hit with a weapon for which you have an active crimson rite, you regain one expended use of your Blood Maledict feature.
Multiclassing
Multiclassing Requirements
- DEX: 13 or STR: 13
Proficiencies Gained
Subclasses
Subclass Features
Order of the Dragoon
Order of the Dragoon (Level 3)
Dragon slaying is a discipline that dates back eons, originating the first time a scaled shadow loomed over humanoid prey. Dragons, however, are not easy targets; they have annihilated and struck fear in the hearts of many glory hounds that have come for their heads. Seeking success where their predecessors have failed, blood hunters of the Order of the Dragoon aim to use these predators' powers against them.
With the hemocraft granted by the Hunter's Bane, this order drinks dragon blood and binds it to their own, strengthening their bodies and utilizing draconic abilities such as the fearsome breath weapon. They make mighty leaps to strike their ancient quarry from the skies, and won't stop until humanoids no longer fear shadows passing overhead.
Dragon Blood
When you join this order at 3rd level, choose the type of dragon blood you have drunk from the Dragon Blood table. The damage type and breath weapon associated with each dragon blood are used by features you gain later from this order. If you have a vial of blood from a different type of dragon, you can drink it with the Use an Object action, replacing your previous dragon blood with the new one.
| Dragon | Damage Type | Breath Weapon |
|---|---|---|
Amethyst | Force | Singularity |
Black | Acid | Destructive |
Blue | Lightning | Destructive |
Brass | Fire | Sleep |
Bronze | Lightning | Repulsion |
Copper | Acid | Slowing |
Crystal | Radiant | Scintillating |
Emerald | Psychic | Disorienting |
Gold | Fire | Weakening |
Green | Poison | Destructive |
Red | Fire | Destructive |
Sapphire | Thunder | Debilitating |
Silver | Cold | Paralyzing |
White | Cold | Destructive |
Topaz | Necrotic | Desiccating |
Rite of the Wyrm
At 3rd level, you learn the Rite of the Wyrm as part of your Crimson Rite feature. When you activate the Rite of the Wyrm, the extra damage dealt by your rite is the damage type associated with your dragon blood. Additionally, while that rite is active on your weapon, you gain the following benefits:
You have resistance to damage of the type your rite deals.
When you hit a dragon with a weapon for which the Rite of the Wyrm is active, you roll an additional hemocraft die and add it to the weapon's damage roll.
Draconic Leap
Starting at 3rd level, the strength granted by the dragon blood flowing through your veins allows you to make mighty leaps into the air. Instead of moving normally on your turn, you can choose to launch yourself from the ground into the air, landing in an unoccupied space on the ground within a range equal to your walking speed.
When you do, you launch yourself vertically a number of feet up to five times your blood hunter level. Opportunity attacks provoked by the leap have disadvantage, and you don't suffer falling damage as a result of the leap.
Additionally, any damage you take due to falling is reduced by an amount equal to five times your blood hunter level.
Breath Weapon (Level 7)
Starting at 7th level, as an action, you can unleash the breath weapon associated with your dragon blood in a 15-foot cone originating from you. Once you do, you can't use this feature again until you finish a short or long rest.
- Debilitating
You exhale a pulse of high-pitched, nearly inaudible sound. Each creature in the area must succeed on a Constitution saving throw or take thunder damage equal to two rolls of your hemocraft die + half your blood hunter level and be incapacitated until the end of its next turn or until it takes damage.
- Desiccating
You exhale necrotic energy. Each creature in the area must succeed on a Constitution saving throw or take necrotic damage equal to two rolls of your hemocraft die + half your blood hunter level and deal half damage with weapon attacks that rely on Strength until the end of its next turn.
- Destructive
You exhale a blast of elemental power. Each creature in the area must make a Dexterity saving throw. Each object in the area that isn't being worn or carried and each creature who fails the save takes damage of the type associated with your dragon blood equal to four rolls of your hemocraft die + your blood hunter level. A creature who succeeds on the save takes half damage from your breath weapon.
- Disorienting
You exhale a wave of psychic dissonance. Each creature in the area must succeed on an Intelligence saving throw or take psychic damage equal to two rolls of your hemocraft die + half your blood hunter level, and until the end of its next turn, when the creature makes an attack roll or ability check, it must roll a d4 and reduce the total by the number rolled.
- Paralyzing
You exhale paralyzing gas. Each creature in the area must succeed on a Constitution saving throw or become paralyzed until the end of its next turn or until it takes damage. A creature that doesn't need to breathe can choose to succeed on the saving throw without rolling.
- Repulsion
You exhale repulsion energy. Each creature in the area must succeed on a Strength saving throw or be pushed 30 feet away from you and be knocked prone. Each unsecured object in the area that isn't being worn or carried is also pushed 30 feet away from you.
- Scintillating
You exhale a burst of brilliant radiance. Each creature in the area must succeed on a Constitution saving throw or take radiant damage equal to two rolls of your hemocraft die + half your blood hunter level. You then gain temporary hit points'24 equal to half the damage roll.
- Singularity
You exhale gravitational force. Each creature in the area must succeed on a Strength saving throw or take force damage equal to two rolls of your hemocraft die + half your blood hunter level and have its speed reduced to 0 until the end of its next turn or until it takes damage.
- Sleep
You exhale sleep gas. Each creature in the area must succeed on a Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if it takes damage or if a creature within 5 feet of the unconscious creature uses an action to wake it. A creature that doesn't need to breathe can choose to succeed on the saving throw without rolling.
- Slowing
You exhale gas that makes those who breathe it sluggish. Each creature in the area must make a Constitution saving throw or become subject to the breath weapon's effects until the start of your next turn. On a failed save, the target can't use reactions, its speed is halved, and it can't make more than one attack during its turn. In addition, the creature can use either an action or a bonus action on its turn, not both. A creature that doesn't need to breathe can choose to succeed on the saving throw without rolling.
- Weakening
You exhale gas that weakens the muscles of those who breathe it. Each creature in the area must succeed on a Constitution saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effects on a successful save. A creature that doesn't need to breathe can choose to succeed on the saving throw without rolling.
Brand of Plummeting (Level 11)
Starting at 11th level, your Brand of Castigation binds its target to the ground. A creature branded by you loses any flying speed'24 it has and can't gain one for the duration.
Improved Breath Weapon (Level 15)
Starting at 15th level, when you use your breath weapon, you can choose to unleash it in a 30-foot cone originating from you.
Additionally, you can now use your breath weapon twice, regaining all expended uses when you finish a short or long rest.
Blood Curse of the Scale (Level 18)
Starting at 18th level, you can use the dragon blood in your veins to grow protective scales over your body. You gain the Blood Curse of the Scale for your Blood Maledict feature. This does not count against your number of blood curses known.
Order of the Eye
Order of the Eye (Level 3)
The Order of the Eye exhorts that information is the ultimate weapon, teaching that knowing one's enemy is the greatest step one can take to destroying them. Hundreds of years ago, the order's founders began hunting beholders, both to put an end to the evils the ocular monsters wrought and to ransack the creatures' treasure rooms for the petrified specimens and ancient texts contained within them. Annexing the lairs as the Order's bases and choosing not to waste the corpses of the lairs' previous owners, these blood hunters developed a hemalurgic process to create new life from beholder eyestalks and bond the alchemical creatures to members of the order through the sharing of blood.
In the centuries since, the Order of the Eye has become an expansive information network of spies that operates in shadow throughout the Material Planes. Working in pairs of hunter and bonded eye spy, they seek to discover and eradicate all evil that secrets itself in the hidden pockets of the multiverse.
Espionage Training
When you join this order at 3rd level, you gain proficiency with two of the following skills or tools of your choice: Deception, Insight, Investigation, Perception, Persuasion, Sleight of Hand, Stealth, disguise kits, forgery kits, or thieves' tools'24.
Additionally, you learn two languages of your choice.
Eye Spy
Also at 3rd level, you use your hemocraft to combine a liter of your blood with alchemical reagents, creating an eye spy companion. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the eye spy stat block. You choose your eye spy's appearance; this has no effect on its game statistics.
When you create an eye spy, you choose which eye rays it possesses. At 3rd level, your eye spy has four eye stalks that each can emit an eye ray of your choice, which are detailed under "Eye Rays" below, and you roll a d4 each time it uses its eye ray action to randomly determine which of its eye rays it uses. An eye spy can't have more than one of the same eye ray.
In combat, the eye spy acts on your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action unless you use a bonus action to verbally command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the eye spy can take any action of its choice, not just Dodge.
While you are within 120 feet of the eye spy, you can perceive through its senses, and you can issue your commands to it telepathically.
As long as your eye spy is alive, it regains all of its hit points whenever it finishes a short or long rest. If your eye spy has died within the last hour, you can revive it with an infusion of your fresh blood. You can use an action to touch the eye spy and lose a number of hit points equal to your level + two rolls of your hemocraft die to revive it, provided you are within 5 feet of it. The eye spy returns to life after 1 minute with all its hit points restored.
With 8 hours of work and the expenditure of 25 gp worth of alchemical reagents and your blood, you can create a new eye spy. If you already have an eye spy from this feature, the former one immediately disintegrates into a pool of blood and slime.
Each time you gain a blood hunter level, you can choose one of your eye spy's eye rays and replace it with another eye ray you could choose for it at that level.
When you reach 7th level in this class, your eye spy develops two new eyestalks, gaining two additional eye rays of your choice, and you roll a d6 to randomly determine which of its eye rays it uses. When you reach 11th level, it gains two more eyestalks, granting it two additional eye rays of your choice, and the die used to determine which eye ray it uses becomes a d8. At 15th level, it gains its final two eye stalks, granting it two additional eye rays of your choice, and the die used to determine which eye ray it uses becomes a d10.
Eye Rays
The eye rays are presented in the order of level requirement, and in alphabetical order within those categories. If an eye ray requires a level, you must be at least that level in this class to choose it for your eye spy.
Crimson Bond (Level 7)
At 7th level, the blood bond you have with your eye spy strengthens, allowing you to work better as a team. As a bonus action, you can touch your eye spy and apply your Crimson Rite feature to it as though it were a weapon. While you have an active crimson rite on your eye spy, each time a creature fails a saving throw against one of your eye spy's eye rays or is hit by its bite attack, that creature takes the rite's extra damage.
Additionally, when you take the Attack action on your turn, you can forgo any number of your attacks, commanding your eye spy to use its eye ray action once for each forgone attack.
Brand of Obscured Vision (Level 11)
Starting at 11th level, your Brand of Castigation makes it difficult for its target to see you and your eye spy. The branded creature has disadvantage on attack rolls it makes against you or your eye spy, as well as on Wisdom (Perception) checks that rely on sight when it is trying to perceive you or your eye spy. This feature has no effect on a creature that doesn't rely on vision for its attacks, such as a creature with blindsight or truesight.
Blood Curse of Optometry (Level 15)
Starting at 15th level, your blood curse allows your eye spy to focus its vision. You gain the Blood Curse of Optometry for your Blood Maledict feature. This does not count against your number of blood curses known.
Antimagic Gaze (Level 18)
Starting at 18th level, you can use your action to cause your eye spy to project an area of antimagic, as in the antimagic field spell, in a 30-foot cone originating from it for 1 minute, or until the eye spy becomes unconscious or dies. The cone moves with your eye spy, and at the start of each of your turns for the duration, you decide which way the cone faces and whether the cone is active for that round. The area works against the eye spy's own eye rays.
Once you use this feature, you can't use it again until you finish a long rest'24.
Order of the Ghostslayer
Order of the Ghostslayer (Level 3)
The Order of the Ghostslayer is the oldest of the blood hunter orders, its members having originally rediscovered the secrets of hemocraft and refined them for combat against the scourge of undeath. Ghostslayers seek out and study the moment of death, obsessing over the mystery of the transition from life, and the unholy power that can cause the dead to rise once more. These zealous blood hunters make it their life's work to destroy the scourge of undeath wherever it is found, tuning their abilities to engage undead creatures and those who manipulate the necromancy that creates them.
Rite of the Dawn
When you join this order at 3rd level, you learn the Rite of the Dawn as part of your Crimson Rite feature. When you activate the Rite of the Dawn, the extra damage dealt by your rite is radiant damage. Additionally, while that rite is active on your weapon, you gain the following benefits:
Your weapon sheds bright light out to a range of 20 feet.
You have resistance to necrotic damage.
When you hit an undead creature with a weapon for which the Rite of the Dawn is active, you roll an additional hemocraft die when determining the extra damage from the rite.
Curse Specialist
Starting at 3rd level, you learn to master blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.
Aether Walk (Level 7)
Upon reaching 7th level, at the start of your turn, you can magically step into the veil between the planes as long as you aren't incapacitated. You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object.
This feature lasts for a number of rounds equal to your Hemocraft modifier (minimum of 1 round). If you are inside an object when it ends, you are immediately shunted to the nearest unoccupied space and you take force damage equal to twice the number of feet you moved.
Once you use this feature, you must finish a short or long rest before you can use it again. You can use Aether Walk twice between rests starting at 15th level.
Brand of Sundering (Level 11)
Starting at 11th level, your Brand of Castigation exposes a fragment of your foe's essence, leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite. Additionally, if a branded creature has the Incorporeal Movement trait or a similar feature, it can't move through creatures or objects while branded.
Blood Curse of the Exorcist (Level 15)
At 15th level, you hone your hemocraft to tear corruption from the minds and bodies of your allies — and to punish those responsible for it. You gain the Blood Curse of the Exorcist for your Blood Maledict feature. This doesn't count against your number of blood curses known.
Rite Revival (Level 18)
Upon reaching 18th level, you learn to protect your fading life by reabsorbing the energy you feed to your weapons. If you have one or more crimson rites active and you are reduced to 0 hit points but don't die outright, you can choose to have all your active crimson rites end and drop to 1 hit point instead.
Order of the Giantfeller
Order of the Giantfeller (Level 3)
Giants are ancient foes of many humanoid races, believing themselves to be superior simply due to their immense size. Blood hunters in the Order of the Giantfeller undergo unusual medical procedures that assimilate components of dissected giant organs into their own body. Using the power of their blood magic, they tap into the latent magic of these titanic infusions to steal a portion of the elemental power of giants and grow to unnatural sizes. The best way to fight a giant, they reckon, is to become one.
Hand of the Giantslayer
When you join this order at 3rd level, you gain the following benefits:
You learn an additional Crimson Rite of your choice.
You can roll 1d6 in place of the normal damage of your unarmed strike. When you reach 11th level in this class, you can roll 1d8 in place of the normal damage of your unarmed strike.
You can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon. While you have an active crimson rite on your unarmed strikes, your unarmed strikes count as magical for the purposes of overcoming damage resistance and immunity to nonmagical attacks and damage, and when you take the Attack action on your turn and make only unarmed strikes, you can make one unarmed strike as a bonus action.
Ordning Interloper
Also starting at 3rd level, you can use a bonus action to cast the enlarge/reduce spell, targeting yourself and choosing the enlarge option. When you do, the extra damage applies to your unarmed strikes as well as weapons, and the spell's duration changes to 10 minutes and does not require concentration. Intelligence is your spellcasting ability for this spell.
You can cast the spell with this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest'24.
Muscle and Mass (Level 7)
At 7th level, your maximum hit points increase by 7 and increase by 1 again each time you gain a level in this class.
In addition, you gain proficiency with Strength saving throws.
Brand of Titanic Fury (Level 11)
Starting at 11th level, your Brand of Castigation marks a creature as a hated enemy to be felled. Once per turn when you make an unarmed strike against the marked creature, you can make an additional unarmed strike against that creature as part of the same action.
Blood Curse of Diminution (Level 15)
At 15th level, your blood curse can shrink a creature down to a more vulnerable size. You gain the Blood Curse of Diminution for your Blood Maledict feature. This does not count against your number of blood curses known.
Primordial Power (Level 18)
Starting at 18th level, when you cast the enlarge/reduce spell using your Ordning Interloper feature, your size increases by two categories instead of one (from Medium to Huge, for example), the extra damage granted by the spell increases from a 1d4 to a 1d8, and you gain temporary hit points'24 equal to twice your blood hunter level. You lose any remaining temporary hit points after 10 minutes.
Order of the Infected Mind
Order of the Infected Mind (Level 3)
For untold millennia, mind flayers and their elder brain overlords have enslaved many peoples through mind control, and forcibly converted many others through the process of ceremorphosis. The Order of the Infected Mind is dedicated to the systematic destruction of this illithid scourge, intentionally allowing mature illithid tadpoles to burrow into their brains to better understand their prey. Unlike standard victims of ceremorphosis, though, this order brews their Hunter's Bane to cause it to subdue and subsume the tadpole, turning it into a psionic weapon under the hunter's control.
Psionic Power
Starting when you join this order at 3rd level, you harbor a wellspring of psionic energy due to the illithid tadpole attached to your brain. This energy is represented by your Psionic Energy dice, which are each the same size as your hemocraft die. You have a number of these equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of these powers expend the Psionic Energy die they use, as specified in the power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest'24. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.
The powers below use your Psionic Energy dice.
- Mind over Matter
When you use a blood curse, you can expend a Psionic Energy die to amplify it, instead of by losing hit points.
- Mind Sweep
As an action, you can expend a Psionic Energy die to extend your psychic senses and detect brain signatures around you. Until the end of the turn, you know the location of each creature within 30 feet of you that has an Intelligence score of 4 or greater and that speaks at least one language, as well as whether that creature is an aberration or has telepathy. Roll your Psionic Energy die and choose a number of creatures within 30 feet of you up to the number rolled. You learn the surface thoughts of each creature.
Rite of the Brain Parasite
At 3rd level, you learn the Rite of the Brain Parasite as part of your Crimson Rite feature. When you activate the Rite of the Brain Parasite, the extra damage dealt by your rite is psychic damage. Additionally, while that rite is active on your weapon, you gain the following benefits:
You have resistance to psychic damage.
Once on each of your turns when you hit a creature with the weapon, you can expend and roll a Psionic Energy die to deal additional psychic damage to the target equal to the number rolled. When you do, you forcibly create a psychic tether to the target for 1 minute. For the duration, the target can't become hidden from you, and if it's invisible, it gains no benefit from that condition against you. The effect ends early if your rite ends or if you use this ability again.
Mental Defenses (Level 7)
At 7th level, you learn to use your psionic power to strike at those who attempt to touch your mind. When you become subjected to an effect from a creature that would charm you, frighten you, read your thoughts, or deal psychic damage to you, you can use your reaction to expend and roll a Psionic Energy die. The creature takes psychic damage equal to twice the number rolled, and you add the number rolled to the next saving throw you make against the triggering effect this turn.
Mind Blast (Level 11)
Starting at 11th level, as an action, you can release a wave of psionic force that rattles its victims' minds. Each creature of your choice in a 15-foot cone originating from you must make an Intelligence saving throw. A creature takes psychic damage equal to four rolls of your Psionic Energy die and is stunned until the end of your next turn on a failed save, or takes half damage and isn't stunned on a successful one.
Once you take this action, you can't do so again until you finish a long rest'24, unless you expend three Psionic Energy dice to take it again.
Brand of Weakened Mind (Level 15)
Starting at 15th level, your Brand of Castigation weakens your foe's mental defenses. A creature branded by you loses any resistance or immunity it has to psychic damage for the duration, and you can use a bonus action on each of your turns to learn the creature's surface thoughts and gain insights into its reasoning (if any).
Blood Curse of Domination (Level 18)
Starting at 18th level, your blood curse can dominate the will of others. You gain the Blood Curse of Domination for your Blood Maledict feature. It doesn't count against your number of blood curses known.
Order of the Lycan
Order of the Lycan (Level 3)
The ancient curse of lycanthropy is feared by nearly all peoples and cultures, passed through blood and seeding a host with the savage strength and hunger for violence of a wicked beast. The Order of the Lycan is a proud group of blood hunters who undergo "the Taming"—the ceremonial infliction of lycanthropy by a senior member of the order, for those who do not already carry the curse before seeking this path. These hunters then use the magic of their blood to harness the power of the monster they harbor, without losing themselves to it. Using intense will and secret blood magic rituals, members of the Order of the Lycan learn to control and unleash their hybrid forms for short periods of time. Enhanced physical prowess, unnatural resilience, and razor-sharp claws make these warriors a terrible foe to any evil that crosses their path. Yet no training is perfect, and without care and complete focus, even the greatest of blood hunters can temporarily lose themselves to their own hunger.
Heightened Senses
When you choose this archetype at 3rd level, you gain the improved senses of a natural predator. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Hybrid Transformation
Also at 3rd level, you learn to control the lycanthropic curse that courses through your veins. As a bonus action, you transform into a special hybrid form for up to 1 hour. You can speak, use equipment, and wear armor while in this form, and can revert to your normal form as a bonus action. You automatically revert to your normal form if you fall unconscious or die.
This feature replaces the rules for lycanthropy in the Monster Manual. Once you use this feature, you must finish a short or long rest before you can use it again. While you are transformed, you gain the following features:
Feral Might
You have advantage on Strength checks and Strength saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level.
Resilient Hide
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. Additionally, while you are not wearing heavy armor, you have a +1 bonus to AC.
Predatory Strikes
You can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, which deal 1d6 bludgeoning or slashing damage (your choice). This damage increases to 1d8 at 11th level.
Additionally, when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action.
Bloodlust
If you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 8 Wisdom saving throw or move directly toward the nearest creature and use the Attack action against that creature. If you're concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian's Rage feature), you automatically fail this saving throw.
If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself.
The Onus of Lycanthropy
Those inducted into the Order of the Lycan choose this path with conviction, understanding the terrible weight it imposes on them and the challenges it brings. Where most afflicted by the curse of lycanthropy grow wicked, deranged, and even murderous, Lycan blood hunters accept the gifts of the beast while maintaining control through intense training and the power of their blood magic. A member of the Order of the Lycan cannot spread their curse through blood unless they wish to, and one of the most sacred oaths of this order is to never infect another creature without the order's sanction.
If a member of the Order of the Lycan is ever cured of their lycanthropic curse, it brings terrible shame to their name and the order. Members who have been cleansed against their will readily return to the order to undergo a renewed initiation of the Taming, reintroducing the curse to their bodies and restoring their honor.
Lycanthropy comes in many forms bound to specific beasts, with wolf, bear, tiger, boar, and rat the best-known variations. The particular strain of the lycanthropic curse defines the physical traits that manifest in a Lycan blood hunter's hybrid transformation, even as the benefits the curse bestows remain relatively uniform.
Stalker's Prowess (Level 7)
At 7th level, your speed increases by 10 feet, and you add 10 feet to your long jump distance and 3 feet to your high jump distance. Your hybrid form also gains the following additional benefit.
Improved Predatory Strikes
You have a +1 bonus to attack rolls made with your unarmed strike. This bonus increases to +2 at 11th level and to +3 at 18th level. Additionally, when you have an active crimson rite on your unarmed strike while in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Advanced Transformation (Level 11)
At 11th level, you learn to unleash and control more of the beast within. You can use your Hybrid Transformation feature twice, regaining all expended uses when you finish a short or long rest. Your hybrid form also gains the following additional benefit.
Lycan Regeneration
At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you gain hit points equal to 1 + your Constitution modifier (minimum of 1). If you are in hybrid form, you gain these hit points before you must make the saving throw for your bloodlust.
Brand of the Voracious (Level 15)
Starting at 15th level, you have advantage on the saving throw for your bloodlust while in hybrid form. Additionally, your Brand of Castigation can now bind a foe to your hunter's ferocity. While in your hybrid form, you have advantage on attack rolls against a creature branded by you.
Hybrid Transformation Mastery (Level 18)
At 18th level, you have mastered your inner predator. You can use your Hybrid Transformation feature an unlimited number of times, and your hybrid form lasts until you revert to your normal form, fall unconscious, or die.
You also gain the Blood Curse of the Howl for your Blood Maledict feature. This doesn't count against your number of blood curses known.
Order of the Mutant
Order of the Mutant (Level 3)
The process of undertaking the Hunter's Bane ritual is a painful, scarring, and sometimes fatal experience. Those who survive are irrevocably changed—and not always for the better. Over generations of experimentation, a splinter order of blood hunters honed the way in which hemocraft alters the body, using corrupted alchemy and toxic elixirs to alter their blood even further. Over time, they have modified their capabilities in battle, becoming something beyond what they once were. Calling themselves the Order of the Mutant, these blood hunters now specialize in assessing the strengths and weaknesses of their foes, altering their biology to be best prepared for any conflict.
Mutagencraft
When you choose this archetype at 3rd level, you learn to master forbidden alchemical formulas—known as mutagens—that can temporarily alter your mental and physical abilities.
As a bonus action, you consume a mutagen, whose effects and side effects last until you finish a short or long rest unless otherwise specified. While one or more mutagens are affecting you, you can use an action to focus and flush all mutagens from your system, ending their effects and side effects.
Mutagens are designed for the specific biology of the character who concocted them, and your mutagens have no effect on other creatures. They are also unstable by nature, losing their potency over time and becoming inert if not used before you finish your next short or long rest.
| Blood Hunter Level | Mutagens Created | Formulas Known |
|---|---|---|
3rd | 1 | 4 |
7th | 2 | 5 |
11th | 2 | 6 |
15th | 3 | 7 |
18th | 3 | 8 |
Formulas
The number of mutagens you can concoct when you finish a rest, and the number of formulas you know, increases as you gain levels in the blood hunter class, as shown on the Mutagencraft table above. Additionally, when you learn a new mutagen formula, you can replace one formula you already know with a new mutagen formula. You choose four mutagen formulas to learn from the options detailed at the end of this subclass description, and you can concoct one mutagen when you finish a short or long rest.
Mutagens
These mutagens are presented in alphabetical order. You can learn a mutagen at the same time you meet its prerequisites.
Aether (11th Level Required)
You have a flying speed of 20 feet for 1 hour. However, you have disadvantage on Strength checks and Dexterity checks during this time.
Alluring
Your skin and voice become malleable, allowing you to enhance your appearance and presence. You have advantage on Charisma checks. However, you have disadvantage on initiative rolls.
Celerity
Your Dexterity score increases by 3, as does your maximum for that score. However, you have disadvantage on Wisdom saving throws. Your Dexterity score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.
Conversant
You have advantage on Intelligence checks. However, you have disadvantage on Wisdom checks.
Cruelty (11th level required)
When you use the Attack action, you can make one additional weapon attack as a bonus action. However, you have disadvantage on Intelligence, Wisdom, and Charisma saving throws.
Deftness
You have advantage on Dexterity checks. However, you have disadvantage on Wisdom checks.
Embers
You have resistance to fire damage and vulnerability to cold damage.
Gelid
You have resistance to cold damage and vulnerability to fire damage.
Impermeable
You have resistance to piercing damage and vulnerability to slashing damage.
Mobile
You have immunity to the grappled and restrained conditions. However, you have disadvantage on Strength checks. At 11th level, you are also immune to the paralyzed condition.
Nighteye
You have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet. However, you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Percipient
You have advantage on Wisdom checks. However, you have disadvantage on Charisma checks.
Potency
Your Strength score increases by 3, as does your maximum for that score. However, you have disadvantage on Dexterity saving throws. Your Strength score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.
Precision (11th level required)
Your weapon attacks score a critical hit on a roll of 19 or 20. However, you have disadvantage on Strength saving throws.
Rapidity
Your speed increases by 10 feet. However, you have disadvantage on Intelligence checks. At 15th level, your speed increases by an additional 5 feet.
Reconstruction (7th level required)
For 1 hour, at the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you regain hit points equal to your proficiency bonus. However, your speed is reduced by 10 feet during this time.
Sagacity
Your Intelligence score increases by 3, as does your maximum for that score. However, you have disadvantage on Charisma saving throws. Your Intelligence score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.
Shielded
You have resistance to slashing damage, and you have vulnerability to bludgeoning damage.
Unbreakable
You have resistance to bludgeoning damage, and you have vulnerability to piercing damage.
Vermillion
You gain an additional use of your Blood Maledict feature. However, you have disadvantage on death saving throws.
Strange Metabolism (Level 7)
When you reach 7th level, your body begins to adapt to toxins and venoms, ignoring their corrupting effects. You gain immunity to poison damage and the poisoned condition.
Additionally, you can trigger a burst of adrenaline that lets you temporarily resist the negative effects of a mutagen. As a bonus action, you can ignore the negative side effect of one mutagen affecting you for 1 minute. Once you do so, you can't do so again until you finish a long rest.
Brand of Axiom (Level 11)
At 11th level, your mutagenic hemocraft lets your Brand of Castigation reveal a foe's true nature. Any illusion or invisibility in effect on a creature when you brand it ends, and the creature can't benefit from invisibility or illusion effects while branded by you. If a creature branded by you is in an alternative form (by way of the polymorph spell, the Change Shape action or Shapechanger trait, the Wild Shape feature, and similar effects), it must succeed on a Wisdom saving throw or revert to its true form and be stunned until the end of your next turn. Whenever a branded creature attempts to alter its form, it must succeed on a Wisdom saving throw or have the attempt fail, and it is stunned until the end of your next turn.
Blood Curse of Corrosion (Level 15)
Starting at 15th level, your blood curse can infuse a creature's body with terrible toxins. You gain the Blood Curse of Corrosion for your Blood Maledict feature. This doesn't count against your number of blood curses known.
Exalted Mutation (Level 18)
At 18th level, your body has adapted to produce mutagens naturally in a moment of need. As a bonus action, choose one mutagen currently affecting you. Its effects and side effects end, and you can immediately have a mutagen you know the formula for take effect in its place.
You can use this feature a number of times equal to your Hemocraft modifier (minimum of once). You regain all expended uses when you finish a long rest.
Order of the Profane Soul
Order of the Profane Soul (Level 3)
Blood hunters belonging to the Order of the Profane Soul have pushed the limits of hemocraft for use against some of the most terrifying creatures corrupting the world. Ancient fiends and cruel magic-users have long counted on their ability to meld into the background and escape those who hunt them, vanishing into noble courts without a trace, or bending the minds of the most stalwart warriors with but a glance. So the blood hunters who founded this order trusted to their resilience as they delved into the same well of corrupting arcane knowledge, making pacts with lesser evils to better combat the greater threats. And though they might have traded a part of themselves for their power, the members of this order know the benefits of that power far outweigh the price.
Otherworldly Patron
When you reach 3rd level, you strike a bargain with an otherworldly being of your choice:
The Archfey, the Fiend, or the Great Old One, detailed in the Player's Handbook
The Undying, from Sword Coast Adventurer's Guide
The Celestial or the Hexblade, from Xanathar's Guide to Everything
The Fathomless or the Genie, from Tasha's Cauldron of Everything
The Undead, from Van Richten's Guide to Ravenloft
The choice you make augments some of your subclass features, as noted below.
Pact Magic
When you reach 3rd level, you can augment your combat techniques with the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spell casting and chapter 11 of the Player's Handbook for the Warlock spell list.
Cantrips
You learn two cantrips of your choice from the Warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
Spell Slots
The Profane Soul Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of 1st Level and Higher
At 3rd level, you know two 1st-level spells of your choice from the Warlock spell list.
The Spells Known column of the Profane Soul table shows when you learn more Warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 11th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class and order, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Your chosen Hemocraft ability (Intelligence or Wisdom) is your spellcasting ability for your warlock spells, so you use your Hemocraft ability whenever a spell refers to your spellcasting ability. In addition, you use your Hemocraft modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC
Spell attack modifier
Rite Focus
Starting at 3rd level, your weapon becomes a conduit for the power of your pact with your chosen patron. While you have an active crimson rite, you can use your weapon as a spellcasting focus for your warlock spells, and you gain a specific benefit based on your chosen pact.
The Archfey
When you damage a creature with a weapon for which you have an active crimson rite, that creature glows with faint light until the end of your next turn. For the duration, the creature gains no benefit from any cover or from being invisible.
The Celestial
As a bonus action, you expend one use of your Blood Maledict feature to heal one creature you can see within 60 feet of you. That creature regains a number of hit points equal to one roll of your hemocraft die + your Hemocraft modifier (minimum of +1).
The Fathomless
You can breathe underwater. Additionally, once per turn when you damage a creature with a weapon for which you have an active crimson rite, you can reduce that creature's speed by 10 feet until the start of your next turn.
The Fiend
While using the Rite of the Flame, if you roll a 1 or 2 on a damage die when you roll the extra damage from the rite, you can reroll the die and choose which roll to use.
The Genie
As a bonus action, you expend a use of your Blood Maledict feature to give yourself a flying speed of 30 feet, which lasts for a number of rounds equal to your Hemocraft modifier (minimum of 1 round).
The Great Old One
When you score a critical hit against a creature, that creature and any other creatures of your choice within 10 feet of it are frightened of you until the end of your next turn.
The Hexblade
When you successfully target a creature with a blood curse, the next time you hit that creature with an attack while the curse is in effect, the attack deals additional damage equal to your proficiency modifier.
The Undead
When you take necrotic damage, you can use your reaction to halve that damage. In addition, your appearance changes to reflect some aspect of your patron while you have any crimson rite active.
The Undying
When you reduce a hostile creature of at least mild threat (DM's discretion) to 0 hit points, you regain a number of hit points equal to one roll of your hemocraft die.
Mystic Frenzy (Level 7)
Starting at 7th level, when you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action.
Revealed Arcana (Level 7)
At 7th level, your patron grants you the use of a distinctive spell based on your pact. You cast this spell using any pact magic spell slot, and can't do so again until you finish a long rest.
The Archfey
You can cast blur.
The Celestial
You can cast lesser restoration.
The Fathomless
You can cast gust of wind.
The Fiend
You can cast scorching ray.
The Genie
You can cast phantasmal force.
The Great Old One
You can cast detect thoughts.
The Hexblade
You can cast branding smite.
The Undead
You can cast blindness/deafness.
The Undying
You can cast silence.
Brand of the Sapping Scar (Level 11)
Upon reaching 11th level, your Brand of Castigation feature digs dark arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on saving throws against your warlock spells.
Unsealed Arcana (Level 15)
At 15th level, your patron grants you the use of an additional spell based on your pact. You cast this spell without expending a spell slot, and can't do so again until you finish a long rest.
The Archfey
You can cast slow.
The Celestial
You can cast revivify.
The Fathomless
You can cast lightning bolt.
The Fiend
You can cast fireball.
The Genie
You can cast protection from energy.
The Great Old One
You can cast haste.
The Hexblade
You can cast blink.
The Undead
You can cast speak with dead.
The Undying
You can cast bestow curse.
Blood Curse of the Souleater (Level 18)
Starting at 18th level, you learn to siphon the life energy from your fallen prey. You gain the Blood Curse of the Souleater for your Blood Maledict feature. This doesn't count against your number of blood curses known.
Order of the Revenant
Order of the Revenant (Level 3)
The youngest and strangest of the orders, the order of the revenant turned against even the laws of their peers. Blood hunters use hemocraft, the magic of life itself, but the revenant decided to delve further, using the further power of unlife. Their power taps directly into the negative energy plane, granting them foul abilities to better destroy their foes. Powerful, dangerous, and horrifying, the order is reviled and feared by peers and monstrosities alike.
Rite of the Dusk
When you join this order at 3rd level, you learn the Rite of the Dusk as part of your Crimson Rite feature. When you activate the Rite of the Dawn, the extra damage dealt by your rite is necrotic damage. Additionally, while that rite is active on your weapon, you gain the following benefits:
Your weapon darkens the area around you in a radius of 20 feet. In the radius, bright light becomes dim light, and dim light becomes darkness. This darkness is considered magical darkness, and is not affected by normal darkvision.
The shadow of your blade smothers light sources within its range, extinguishing non magical flame, and dispelling any magical light cast at a level equal to a third of your level in this class (rounded down) or less.
Cats Eye
Also at 3rd level, you gain darkvision to a range of 120 feet, and can see through magical darkness as if it were normal darkness.
Blood Frenzy (Level 7)
Upon reaching 7th level, starting when you deal damage to a creature, you may enter a blood frenzy. The frenzy lasts indefinitely, but ends if you do not deal damage to a creature on your turn. During the frenzy, you gain the following benefits:
One additional weapon attack whenever you take the attack action.
Your walking speed increases by 20 feet.
You score a critical hit on a roll of 19-20.
When you reach 0 hit points, you do not drop unconscious, and can still move and attack, though you take death saves as normal.
When the Frenzy ends, you are stunned for 1d4 rounds, and suffer a point of exhaustion. Once you use this feature, you must finish a short or long rest before you can use it again. You can use Blood Frenzy twice between rests starting at 15th level.
Loathsome Life (Level 11)
At 11th level, you begin tapping into the negative energy plane, you can activate a fell healing, sewing together your wounds in a horrifying display. As a bonus action, you can heal a number of hit points equal to your level in this class. If you hold a dismembered limb up to the spot it was taken from when you use this feature, it is reattached. This feature does not regenerate lost flesh, and it creates scar tissue in the regenerated area. You can use this feature a number of times per day equal to your proficiency bonus, and refresh all uses on a long rest.
Blood Curse of the Silenced (Level 15)
At 15th level, you learn how to strike true fear into the hearts of your enemies. You gain the Blood Curse of the Silenced for your Blood Maledict feature. This doesn't count against your number of blood curses known.
Shade Step (Level 18)
Upon reaching 18th level, the negative energy you tap into becomes pliable, allowing you to warp the darkness around you. When in dim light or darkness, you can walk upon the shadows themselves, moving three dimensionally into the air within the darkness. This movement is not considered flight, and you can move at your normal walking speed. If the light you're standing in becomes bright light while you are above the ground, you fall. Also at this level, you become immune to necrotic damage.
Order of the Syphonic
Order of the Syphonic (Level 3)
The process of the Hunter's Bane is a painful, scarring, and sometimes fatal experience...
To be a Blood Hunter is to be one that, more often than not, puts themselves in great peril. The split decisions they are frequently cornered into could mean the difference between life or death. It is no great secret that many who take this path in life soon find themselves living with lasting injuries and/or significant conditions. If a Blood Hunter wasn't born with a disability it is highly likely they will, at some point, develop one; as will any adventurer who lives a dangerous life, fraught with monsters and oftentimes lethal magics. Over the years, an order of Blood Hunters formed, focused on coming to terms with their disabilities and chronic illnesses and how they could work with them. The Order of the Syphonic. Learning to manage their chronic pain levels and dabbling in Psionic Magics to provide them with a disability aid when on the hunt, these Blood Hunters seek not cure themselves but to continue their lives and their life's work: hunting monsters.
Your Wheelchair
You can use the combat wheelchair ruleset with this subclass and your chair is considered a weapon you are proficient in when making attacks with it. As such, you can use your Crimson Rites on the chair as you would any weapon.
High Threshold
Upon joining this order at 3rd level, you have a pain threshold higher than most and have experience in knowing how to manage chronic pain in ways that best work for you. This doesn't mean your pain has subsided, or that you hurt less, but you've started to notice your methods of managing are having an effect on your Crimson Rites and Blood Curses.
When you activate your rite for the first time that day, you gain 1 HP back when you roll your hemocraft die. You can only use this feature for a single crimson rite once per long rest.
When you amplify a blood curse for the first time that day, you gain 1 HP back when you roll your hemocraft die. You can only use this feature for a single blood curse once per long rest.
As you level in this class, the amount of HP you regain from both rites and curse amplifications increases. At 8th level, you gain 2 HP back, at 13th 3 HP, and at 18th 4 HP.
Empathic Weapon
At 3rd level, you learn how to siphon some of the chronic pain you experience daily into your weapon whenever you activate your crimson rite (remember: your combat wheelchair is also considered as a weapon you are proficient in when attacking with it). This process does not reduce your own chronic pain levels at all, instead it imbues your weapon with some of your experience. Whilst your rite is active, it gains the additional effects:
You have resistance to piercing damage.
Whenever you roll full damage on your hemocraft die, you can roll it again and add the additional damage as psychic.
Exerted Barrier (Level 7)
Starting at 7th level, you have started to weave your magical talents into a form that can carry echoed resemblances of your experienced chronic pain. Your Order has tapped into the secrets of Psionic Magics, referred to as your psi, developing them in a way that allows you to work with your chronic illness and/or disability. Your pain isn't reduced, nor is it 'cured' using such magic, but it acts as an aid, assisting you in combat.
At the beginning of every day, you roll a single d12 and add nothing to it. This is your CP Level Die, a representation of your chronic pain and the number you roll indicates the level your pain is at until the next day when you roll again. A 12 means you are in significant chronic pain, whereas a 1 means you are having a 'good day' (this doesn't mean that you aren't in pain, just that it is currently manageable). Make note of the number you roll on your sheet.
When you next take damage, you can use your reaction to throw up a protective barrier formed by this psionic magic and your pain and reduce the damage taken by the number rolled on your CP Level Die.
Much like blood curses, this feature can be amplified by losing a number of hit points determined by one roll of your hemocraft die. Your High Threshold feature can apply to this.
You can use this feature once per day.
Amplify
You can attempt to sling the damage your barrier absorbs back at a creature within 30ft of you. This creature must make a Wisdom saving throw (the DC being the same as your Hemocraft save DC). On a success, the creature only takes half damage. When you throw this damage back, it is converted into psychic damage by the psionic nature of your barrier's magic. At level 15, this amplification doubles both the amount of damage the barrier can take and send back to the target.
Additionally, you also gain knowledge of one blood curse of your choosing so long as you meet any prerequisites it may have. This doesn't count against your number of blood curses known.
Psi Affinity (Level 11)
At 11th level, you centre yourself, focusing on your areas of pain and projecting them into your psi to create echoes you magically imbue into your fighting style. When you next successfully hit a target creature, you can choose to use your bonus action to blast them with your psi, letting them briefly experience some semblance of the pain levels you feel every day, overwhelming them.
The creature must make a Wisdom saving throw - the DC the same as your Hemocraft save DC - or take 3d8 psychic damage. If the creature fails, it must continue to make the save on each of its turns, taking an additional 1d8 psychic damage until it succeeds.
You can use this feature once per long rest.
Brand of Suffusion (Level 15)
Beginning at 15th level, your Brand of Castigation becomes imbued with your psi, allowing you to aggravate a foe's fresh wounds once they have been damaged in battle. Whenever you damage a branded creature using your crimson rite, your weapon deals an additional amount of damage equal to one roll of your hemocraft die, plus your CP Level Die score for the day.
Exhaustive Wave (Level 18)
At 18th level, you learn to exert what little grasp you have left on your pain-echoing psi as death comes to claim you. When you are reduced to 0 hit points, you unleash a great wave of energy from your person in a 30ft radius. Every hostile creature within range must make a Wisdom saving throw (the DC the same as your Hemocraft save DC) or take 5d10 psychic damage and become stunned until the end of their next turn as a blast of pure pain suddenly hits them. If they succeed, they take half damage and aren't stunned.
After this, you don't necessarily die outright, instead you can choose to drop to 1 hit point and take 1 point of exhaustion. If you choose to fall instead, you begin making death saving throws as normal at the start of your next turn and don't take a point of exhaustion.