Hit Points
Vaardigheden
Alternate Blood Hunter
| Niveau | Proficiency Bonus | Eigenschappen | Rite Die | Rites Known |
|---|---|---|---|---|
| 1 | + 2 | Hunter's Bane Fighting Style | {@dice d4} | 2 |
| 2 | + 2 | Hunter's Bane Fighting Style | {@dice d4} | 2 |
| 3 | + 2 | Hunter's Bane Fighting Style | {@dice d4} | 2 |
| 4 | + 2 | Hunter's Bane Fighting Style | {@dice d4} | 2 |
| 5 | + 3 | Hunter's Bane Fighting Style | {@dice d6} | 3 |
| 6 | + 3 | Hunter's Bane Fighting Style | {@dice d6} | 3 |
| 7 | + 3 | Hunter's Bane Fighting Style | {@dice d6} | 3 |
| 8 | + 3 | Hunter's Bane Fighting Style | {@dice d6} | 3 |
| 9 | + 4 | Hunter's Bane Fighting Style | {@dice d6} | 4 |
| 10 | + 4 | Hunter's Bane Fighting Style | {@dice d6} | 4 |
| 11 | + 4 | Hunter's Bane Fighting Style | {@dice d8} | 4 |
| 12 | + 4 | Hunter's Bane Fighting Style | {@dice d8} | 4 |
| 13 | + 5 | Hunter's Bane Fighting Style | {@dice d8} | 5 |
| 14 | + 5 | Hunter's Bane Fighting Style | {@dice d8} | 5 |
| 15 | + 5 | Hunter's Bane Fighting Style | {@dice d8} | 5 |
| 16 | + 5 | Hunter's Bane Fighting Style | {@dice d8} | 5 |
| 17 | + 6 | Hunter's Bane Fighting Style | {@dice d10} | 6 |
| 18 | + 6 | Hunter's Bane Fighting Style | {@dice d10} | 6 |
| 19 | + 6 | Hunter's Bane Fighting Style | {@dice d10} | 6 |
| 20 | + 6 | Hunter's Bane Fighting Style | {@dice d10} | 6 |
Klasse-eigenschappen
Niveau 1
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Niveau 11
Niveau 12
Niveau 13
Niveau 14
Niveau 15
Niveau 16
Niveau 18
Niveau 19
Niveau 2
Niveau 20
Niveau 3
Niveau 4
Niveau 5
Niveau 6
Niveau 7
Niveau 8
Vaardigheden
light
medium
shield
simple
martial
Startuitrusting
Klasse-eigenschappen
Hunter's Bane (Level 1)
You have survived the Hunter's Bane, a dark alchemical ritual that suffuses your blood with sinister magic, granting you the abilities of a Blood Hunter. At 1st level, you gain the following:
Occult Lore
This ritual has infused you with an instinctive knowledge of dark and vile creatures. You gain proficiency in either Arcana, Nature, or Religion. If you choose a skill that you are already proficient in, you instead add double your Proficiency Bonus to any ability checks you make with that skill.
Sinister Insight
The Hunter's Bane has granted you an increased awareness of evil. As a bonus action, you can use this insight to analyze one creature you can see within 30 feet. Make a Constitution ability check using the skill proficiency from the table below that corresponds to its creature type (DC equals 8 + its CR:
| Skill | Creature Type |
|---|---|
Arcana | Aberrations, Dragons, Monstrosities |
Nature | Beasts, Elementals, Oozes, Plants |
Religion | Celestials, Fey, Fiends, Undead |
If you succeed on the check, you learn one characteristic of your choice from the table below. If you fail, you can't use this feature on that target again until you finish a long rest, or you damage it with a weapon attack or one of your Blood Rites:
Armor Class | Highest Ability Score |
All Special Senses | Lowest Ability Score |
Resistances, Immunities, & Vulnerabilities | One Trait or Action from its stat block |
If your choice doesn't apply to that creature, your DM will reveal another characteristic or weakness to you, such as a troll's Regeneration being stopped by fire damage.
Fighting Style (Level 1)
At 1st level, you adopt a Fighting Style that best reflects your training. You cannot select a Fighting Style more than once, even if a feature allows you to select another Fighting Style.
When you gain a level in this class, you can replace your Fighting Style with another option from the list below.
Blood Rites (Level 2)
At 2nd level, you learn to draw upon the sinister power within your bloodstream to invoke the dark magic of Blood Rites:
Blood Rites Known
At 2nd level, you know two Blood Rites of your choice from the list at the end of this class. When you reach certain Blood Hunter levels you learn additional Blood Rites, as shown in the Rites Known column of the Blood Hunter table.
You can invoke each Blood Rite you know once between each short or long rest at no cost. After that, you must make a Vital Sacrifice (as detailed below) to use that Rite again.
Blood Rites can only be used against creatures with blood. However, when you make a Vital Sacrifice to empower a Rite, you can target any creature, regardless if it has blood or not.
Finally, whenever you gain a level, you can replace a single Blood Rite you know with another Blood Rite of your choice.
Rite Die
Many Blood Rites and class features use your Rite Die, which begins as a d4. At certain levels, the size of this Die grows, as shown in the Rite Die column of the Blood Hunter table.
When you use a Rite Die, always roll it and use the result.
Vital Sacrifice
Some Blood Rites allow you to sacrifice your own life to fuel sinister effects. When you make a Vital Sacrifice, reduce both your maximum and current hit points by your Rite Die. This cannot be lessened in any way. At the end of each long rest, these reductions to your maximum hit points end.
If you have temporary hit points, you can reduce these in place of your current hit points. But you must always reduce your maximum hit points when you make a Vital Sacrifice.
Saving Throws
If a Blood Rite requires a creature to make a saving throw, your Rite saving throw DC is calculated as follows:
Rite
Crimson Offering (Level 2)
Starting 2nd level, you can infuse your weapons with the dark power in your blood. As a bonus action, you can make a Vital Sacrifice and let blood flow onto a weapon you are wielding.
Choose acid, cold, fire, lightning, or poison damage. For 1 hour, that weapon is empowered with sinister energies, and whenever you deal damage with it, it deals bonus damage of the type you chose equal to your Rite Die.
Occult Order (Level 3)
At 3rd level, you choose the Occult Order that best represents your Blood Hunters training and style of blood magic: Order of Alchemists, Order of the Pale Moon, Order of Salt & Iron, Order of Undying Thirst, or Order of Witch Knights.
Your Order grants you features at 3rd level, and again when you reach 7th, 13th, and 18th levels in this class. If an Occult Order feature forces a saving throw it uses your Rite save DC.
Ability Score Improvement (Level 4)
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, each time you invoke a Blood Rite that takes your action to use, you can use your bonus action on that same turn to make a weapon attack.
Grim Psychometry (Level 5)
Your familiarity with dark magick allows you to sense the influence of similar evil curses. Beginning at 5th level, you can use alchemist's supplies to cast the identify spell as a Ritual. When you do so, the alchemist's supplies replace the spell's material components. You also learn if the object is cursed, and the nature of that curse.
When you reach 9th level, you can use alchemist's supplies to cast the legend lore spell on an object or creature you touch, or on your current location. The target can have an evil, violent, or cursed history in place of legendary importance. Alchemist's supplies replace the spell's material components, and you must make a Vital Sacrifice in place of spending a spell slot.
Crimson Brand (Level 6)
Your affinity with blood magic has grown. Beginning at 6th level, you can make a Crimson Offering once between each short or long rest without making a Vital Sacrifice.
Moreover, when you damage a creature with a Crimson Offering weapon, you can place a Crimson Brand upon its soul. Your Crimson Brand lasts until the creature dies or you Brand another creature.
You know its exact direction, so long as you both are on the same plane of existence. You are aware if it is on a different plane, but not which plane specifically.
Your Sinister Insight checks against it have advantage.
Each time it deals damage to you or a creature Friendly to you within 15 feet of you, it takes necrotic damage equal to your Rite Die.
Once you place this Brand on a creature, you must finish a short or long rest before you can use it again. When you have no uses left you can make a Vital Sacrifice to use it again.
Occult Order (Level 7)
At 7th level, you gain a feature from your Occult Order.
Ability Score Improvement (Level 8)
When you reach 8th level you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
Dark Augmentation (Level 10)
The dark magic of the Hunter's Bane enhances your physical abilities. Starting at 10th level, whenever you make an ability check or saving throw that uses your Strength, Dexterity, or Constitution, you add one roll of your Rite Die to the result.
Improved Crimson Offering (Level 11)
You are a master of combining blood magic with martial skill. Beginning at 11th level, you can choose for the bonus damage of Crimson Offering to also be necrotic, psychic, or thunder.
Vital Control (Level 11)
You have gained a greater measure of control over your blood magic. Also starting at 11th level, whenever you make a Vital Sacrifice, you can roll your Rite Die twice and choose which result to use for your hit point reduction.
Finally, once between each long rest when you would use a Blood Hunter feature that normally requires a Vital Sacrifice, you can use that feature without making the Vital Sacrifice.
When using a feature would require two Vital Sacrifices, like empowering a Blood Rite that you have alreay used, this feature only allows you to forgo a single Vital Sacrifice.
Ability Score Improvement (Level 12)
When you reach 12th level you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
Occult Order (Level 13)
At 13th level, you gain a feature from your Occult Order.
Crimson Anchor (Level 14)
Starting at 14th level, if the creature marked by your Crimson Brand attempts to teleport or use magic to move, it must first make a Charisma saving throw. On a failure, that ability fails, and it takes necrotic damage equal to four Rite Dice.
Also, the damage dealt by your Crimson Brand is now two Rite Dice when the Branded target damages you or an ally.
Hardened Soul (Level 15)
Your experiences have hardened your mind against all but the most esoteric attacks. Beginning at 15th level, whenever you make an Intelligence, Wisdom, or Charisma saving throw you gain a bonus to your roll equal to one roll of your Rite Die.
Ability Score Improvement (Level 16)
When you reach 16th level you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
Occult Order (Level 18)
At 18th level, you gain a feature from your Occult Order.
Ability Score Improvement (Level 19)
When you reach 19th level you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
Sanguine Mastery (Level 20)
You have gained unparalleled mastery over the dark power of your blood magic, improving its potency while minimizing the sacrifices required. At 20th level, whenever you roll a Rite Die for another Blood Rite or a Blood Hunter ability, you roll your Rite Die twice and choose which result to use.
Finally, whenever you make a Vital Sacrifice, you subtract your Constitution modifier (minimum of 1) from your Vital Sacrifice roll before you reduce your maximum and current hit points. This cannot reduce your Vital Sacrifice below 1.
Multiklassen
Multiklasse-vereisten
- DEX: 13 of STR: 13
Verworven Vaardigheden
Subklasses
Subklasse-eigenschappen
Order of Alchemists
Order of Alchemists (Level 3)
Blood Hunters that join this Order make use of alchemy and dark transmutation magic to mutate their physical form. The sinister power in their blood triggers massive physiological changes thanks to experimental Mutagens. These mutants are often striving to evolve into an ultimate physical form.
Aberrant Alchemy
You knowledge of dark alchemy allows you to inoculate your blood with Mutagens, granting you the following benefits:
Latent Mutagens
You inoculate your bloodstream with three Mutagens of your choice from the list at the end of this Occult Order description. You do not gain any benefits from these Latent Mutagens until you Mutate (see below).
During each long rest, you can spend 1 hour performing a dark procedure with alchemist's supplies and replace one of your Latent Mutagens with another Mutagen of your choice.
Your total number of Latent Mutagens increases by two at 7th level (5), 13th level (7), and finally at 18th level (9).
Mutation
As a bonus action you can Mutate to gain benefits of a number of Latent Mutagens equal to your Constitution modifier (minimum of 1). Your physiology radically changes to match these benefits. This effect lasts for 10 minutes, but you can end it early as a bonus action.
You can Mutate once per short or long rest at no cost, after which, you must make a Vital Sacrifice to Mutate again.
Monstrous Awareness
The unnatural power of the Mutagens in your blood also empowers your blood magic. When you make an ability check that uses alchemist's supplies, or use Hunter's Bane to analyze an Aberration, Monstrosity, or Ooze you can add one roll of your Rite Die to your roll.
Alchemists & Experimentation
The Mutagens included on the following page are the most common examples of Mutagens created by Blood Hunters of this Order. Talk to your DM about crafting custom Mutagens based on abilities from monsters that you have slain or studied!
Enduring Mutation (Level 7)
The potency of your dark alchemical experiments has grown. During a long rest, you can spend 1 hour using alchemist's supplies to make the effects of a single Latent Mutagen permanent, even when you aren't Mutated. When you Mutate, this Enduring Mutagen always counts as one of the Latent Mutagens that you gain the benefits of.
You can replace this Enduring Mutagen with another one of your Latent Mutagens during a subsequent long rest.
Noxious Strike (Level 13)
You can weaponize the strange toxins in your blood to afflict your enemies. Once per turn when you hit a creature with a melee attack, you can force it to make a Constitution saving throw against your Rite save DC. On a failure, it takes acid damage equal to four rolls of your Rite Die and is blinded or stunned (your choice) for 1 minute. On a successful save, it takes half as much damage and suffers no other effects.
A blinded or stunned creature repeats this saving throw each time it takes damage, ending this effect on a success.
You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest. When you have no uses left you can make a Vital Sacrifice to use it again.
Rapid Mutation (Level 18)
You have gained mastery over your body's mutability. While you are Mutated, you can use a bonus action to switch one of your active Mutagens for one of your Latent Mutagens.
Order of Heretics
Order of Heretics (Level 3)
Excommunicated from their religious orders, the founders of the Order of Heretics were holy priests who desired to utilize forbidden rites to combat darkness. Branded heretics, these conduits of divine power supplemented their holy knowledge with blood magic. Now, this Order of priestly Blood Hunters works to combat wayward divine entities, both good and evil.
Blasphemous Prayer
You are able to channel divine energies despite your status as a heretic. You gain two Channel Divinity options: Censure the Divine, which is detailed below, and one Channel Divinity of your choice from those available to Cleric Divine Domains at 2nd level. For the second, you use your Blood Hunter level in place of Cleric level and your Rite save DC. You can only use one Channel Divinity option per turn.
You can use each of your Channel Divinities once, and you regain the ability to do so when you finish a long rest. When you have no uses left, you can make a Vital Sacrifice to use a Channel Divinity options you know again.
Censure the Divine
As an action, you utter blasphemies painful to divine entities. Celestials, Fiends, or other creatures capable of divine magic (such as Clerics or Paladins) of your choice within 30 feet of you must succeed a Charisma saving throw or be Restrained and Incapacitated for 1 minute.
Creatures repeat this saving throw at the end of their turns and when they take damage, ending this effect on a success.
Heretical Knowledge
Despite your beliefs, you understand the traditional religious practices, rites, and prayers. You gain the following benefits:
You gain proficiency in Religion. If already proficient, you add double your proficiency bonus to all Religion checks.
You learn two Cantrips of your choice from the Cleric spell list. Constitution is your spellcasting modifier.
If you use Hunter's Bane to analyze a Celestial, Fiend, or Undead, you add one roll of your Rite Die to your ability check.
Unholy Restoration (Level 7)
You can draw life from one creature and transfer it to another in a dark mockery of the divine. As an action, you can force a creature you can see within 30 feet to make a Constitution saving throw against your Rite save DC. On a failure, it takes necrotic damage equal to four rolls of your Rite Die, and half as much necrotic damage on a success. It has disadvantage on its saving throw if you touch it as part of this action.
As part of the action, a creature you can see within 30 feet regains hit points equal to half the necrotic damage dealt.
You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all uses when you finish a long rest. When you have no uses left, you can make a Vital Sacrifice to use this feature again.
Divine Anathema (Level 13)
When you use Censure the Divine you can empower it with a Vital Sacrifice, forgoing its normal effects to instead force creatures of your choice within 30 feet to make a Charisma saving throw. On a failure, their speed is reduced by 10 feet.
Creatures suffering from this effect must repeat this saving throw at the end of each of their turns. On a failed save, their speed is reduced by an additional 10 feet. On a success, they regain 10 feet of their speed.
This effect ends when a creature's speed returns to normal, or when the speed reduction from this feature equals its total speed, at which point the creature is instantly Petrified.
Celestials and Fiends have disadvantage on saving throws to resist this feature. Once a creature succeeds against this feature it is immune to its effect until the following dawn.
Utmost Transgression (Level 18)
You use your occult knowledge to bind denizens of heaven. As an action, you can cast conjure celestial, at 5th-level, using Constitution as its spellcasting modifier. The Celestial is bound against its will by unholy blood magic, allowing you to ignore the material component of the spell, but the duration of the spell is reduced to 1 minute.
You can cast this spell between each short or long rest at no cost, after which, you must make a number of Vital Sacrifices equal to the CR of the Celestial you wish to conjure to cast it again.
Order of Salt & Iron
Order of Salt & Iron (Level 3)
Since the dawn of time, the ancient Order of Salt & Iron has trained exorcists that defend the living from the undead. Willing to sacrifice all that they are, these Blood Hunters stain their souls with spectral power. They then use the power of darkness to drive back the darkness itself, and work tirelessly to prevent the tide of undeath from overwhelming the living.
Spectral Nature
You have tainted your soul with ghastly power. You require half the amount of sleep, food, and drink for the average member of your race.
Also, you can use a bonus action to enter a temporary Spectral State, which lasts until the end of your current turn. While in this state, you are resistant to all bludgeoning, piercing, and slashing damage from non-magical and non-silvered attacks, and you can move through solid objects and creatures as if they were difficult terrain. If you end your movement inside a creature or object, you are instantly shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet you were shunted.
You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all uses when you finish a long rest. You can make a Vital Sacrifice to use this feautre again.
At certain levels in this class, the duration of this Spectral State increases: at 7th-level (1 minute), 13th-level (1 hour), and at 18th level (indefinite). You can end this state as a bonus action.
Warrior of the Dawn
Your blood magic is especially potent when used against the undead. whenever you use Hunter's Rite to analyze Undead, you can add one roll of your Rite Die to your ability check.
Also, when you use Crimson Offering, you can choose to empower your Crimson Offering with the signature magicks of your Order, granting you the following additional benefits:
The bonus damage of Crimson Offering is radiant.
You gain resistance to necrotic damage.
The weapon sheds bright light in a 30-foot radius, and dim light an additional 20 feet beyond that.
Exorcists, Clerics, & Gods
Traditions within the Order of Salt & Iron claim that the founding of their Order predates the Gods themselves. They claim to have stood against the undead long before the first Clerics and Paladins.
Curse Specialist (Level 7)
Your knowledge and experience with undead enhances the power of your blood magic. You can target any creature with your Blood Rites, even if they do not have blood in their veins.
In addition, at the end of each long rest you can choose one Blood Rite you know. You can invoke that Rite one additional time before you must make a Vital Sacrifice to use it again.
Warrior Exorcist (Level 13)
You use the power of blood magic to drive out the influence of extraplanar creatures. As a bonus action on your turn, you can choose one willing creature within 30 feet that can hear you that is currently charmed, frightened, or being magically controlled, and instantly end one of the above effects on it.
If the creature that inflicted this condition on the target is also within 30 feet of you, it must succeed on a Wisdom saving throw against your Rite Save DC or it takes radiant damage equal to three rolls of your Rite Die.
Once you use this feature you must finish a short or long rest before you can use it again. When you have no uses left, you can make a Vital Sacrifice to use this feature again.
Sacrificial Offering (Level 18)
You can sacrifice your own vitality to resist the grasp of death. When you would fall to 0 hit points but are not killed outright, you can choose to reduce your maximum hit points by one roll of your Rite Die, and fall to 1 hit point instead.
Spectral Mastery (Level 18)
You walk between the land of the living and the dead. For every 10 years that pass, you age 1 year, and you no longer need to sleep, eat, or drink. You gain the benefits of a long rest when you spend 6 hours performing only light activity.
Moreover, when you are in your Spectral State, you gain a flying speed equal to your walking speed and can hover.
Order of the Pale Moon
Order of the Pale Moon (Level 3)
Lycanthropy is an ancient curse that changes those afflicted into mindless beasts with an unquenchable hunger for flesh. In order to combat these monsters, some Blood Hunters will purposefully contract this curse. These warriors willingly give their lives so that they may draw on this bestial power to rid the world of lycanthropes and other shapeshifting monsters.
Lycanthropic Curse
You have been infected with a curse based on a Beast of CR 1 or lower. Once chosen, this Beast cannot be changed.
As a bonus action, you can Shift, transforming into a Beast Form or Hybrid Form, both of which are detailed below. You can Shift once per short or long rest at no cost, after which, you must make a Vital Sacrifice to Shift again.
You can remain Shifted for up to 1 hour, but it ends early if you are Incapacitated or if you end it as a bonus action. You can make a Vital Sacrifice to extend the duration by 1 hour.
Beast Form
You take on the form of the Beast your curse is based upon:
Statistics
When you Shift, your statistics are replaced by those of your Beast, but you retain your hit points, alignment, personality, and Intelligence, Wisdom, and Charisma scores. You retain your skill and saving throw proficiencies, and gain the Beast's. If you share a proficiency, use the higher bonus.
Cursed Form
Your Beast Form's natural weapons use your Rite Die as their damage die and your Rite save DC for any saving throws, unless their innate bonuses are higher.
Equipment
When you Shift, you choose if your equipment merges with your Beast Form or if it falls to the ground. You can only merge with equipment that you can wear or carry.
Features
Your Beast Form retains all features from your class, race, and other sources, including the ability to use Blood Rites. It can use all these features as long as the Beast would also be physically capable of doing so. However, you do not retain special Senses, such as Darkvision, unless your Beast Form also has that same special Sense.
Hybrid Form
You become a fusion of yourself and the Beast of your curse. You retain your normal statistics but gain certain benefits:
Bestial Physiology
Your walking speed increases by 10 feet and you gain a climb speed equal to your walking speed.
Savage Strikes
You grow terrifying fangs and claws. Your unarmed strikes gain the Finesse property. On hit, they deal piercing or slashing damage equal to your Rite Die.
Wild Fury
You can use your bonus action on each turn to make an unarmed strike or take the Dash action. Should you Dash, you must move toward a Hostile creature you can see.
Feral Senses
Your lycanthropy heightens your senses. Whenever you make a Perception or Survival check based on your sense of sight, hearing, or smell, you add your Rite Die to your roll.
In addition, if you use Sinister Insight to analyze a Beast, Monstrosity, or a Shapeshifter, add your Rite Die to your roll.
Lycan Warrior (Level 7)
You are able to draw out more power from your curse. While Shifted, your attacks are magical, and you gain Resistance to bludgeoning, piercing, and slashing damage from attacks that are non-magical and non-silvered.
When Shifted, you can use Crimson Offering to empower your transformation, applying the benefits to all your natural weapons and unarmed strikes. If you are holding a Crimson Offering weapon when you Shift, you can transfer its benefit to your natural weapons and unarmed strikes.
Feral Prowess (Level 13)
Your curse allows you to shrug off minor wounds. When you begin your turn Shifted, and you have less than half your hit points remaining, but at least 1 hit point you regain hit points equal to your Constitution modifier (a minimum of 1).
Lycanthropic Mastery (Level 18)
You have mastered your lycanthropic curse. You can Shift at will without making a Vital Sacrifice, and you can remain in your Shifted forms indefinitely.
Finally, while Shifted, you have advantage on attack rolls against creatures marked by Crimson Brand, and you have advantage on any saving throws it forces you to make.
Order of Undying Thirst
Order of Undying Thirst (Level 3)
Legends speak of an ancient vampire who came to regret the many atrocities he committed when driven by thirst. He gathered to himself a group of vampire hunters, and after they vowed to scour the curse of vampirism from the world, passed his curse to them and instructed them in the power of ancient blood magic. Known as the Order of Undying Thirst, these Blood Hunters work tirelessly to carry out their founding vow to destroy all vampires.
Blood Magic Specialist
Your curse grants you increased control over your blood magic. You learn one additional Blood Rite, but it doesn't count against your total number of Blood Rites Known.
Also, your affinity for blood magic increases the size of your Rite Die to a d6. At certain Blood Hunter levels, your Rite Die increases again: at 5th level it becomes a d8, at 11th level a d10, and finally a d12 at 17th level.
Finally, whenever you use Crimson Offering, you can choose for its bonus damage to be necrotic damage.
Vampiric Nature
The ancient disease of your Order has irreparably changed your physiology. Your teeth become Fangs which you can use for unarmed strikes. On hit, your Fangs deal necrotic damage equal to your Rite Die + your Strength modifier.
Moreover, whenever you use Hunter's Bane to analyze an Undead, you can add one roll of your Rite Die to the check.
Optional Rule: True Vampirism
True vampiric power comes at significant cost. If you'd like to play as a true vampire, you gain ALL abilities below when you join this Occult Order:
Deathless Nature
You don't need to breathe.
Spider Climb
You gain a climbing speed equal to your walking speed. Upon reaching 7th level, you can move across vertical surfaces, including upside down on ceilings, while leaving your hands free.
Superior Darkvision
You have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, you can only see shades of gray.
Sunlight Sensitivity
While in direct sunlight you have disadvantage on all ability checks, attack rolls, and saving throws. If you already have the Sunlight Sensitivity trait from another source then you gain Vulnerability to radiant damage.
Essence Drain (Level 7)
You can drain the life from your foes. When you hit a creature with an attack, you can use your bonus action to make a Fang attack against that creature. On hit, your maximum hit points are restored by an amount equal to the damage dealt.
You can restore maximum hit points in this way a number of times equal to your Constitution modifier (a minimum of once), and you regain all uses when you finish a long rest.
Sinister Resilience (Level 7)
The life you steal from others invigorates you. Whenever you deal necrotic damage to a creature, you can gain temporary hit points equal to half the necrotic damage dealt.
While these temporary hit points last, you are resistant to necrotic, poison, and all bludgeoning, piercing, and slashing damage from all non-magical and non-silvered attacks.
However, if you take radiant damage, all of your temporary hit points from this feature are immediately dispelled, and the total radiant damage is applied to your normal hit points.
Misty Escape (Level 13)
When a creature you can see hits you with an attack, you can use your reaction to turn into a cloud of swirling mist, and the triggering attack automatically misses. You instantly reappear in an unoccupied space you can see within 30 feet.
Once you use this reaction you must finish a short or long rest before you can use it again. When you have no uses left, you can make a Vital Sacrifice to use this reaction again.
Crimson Lord (Level 18)
You have mastered your ancient curse, and your abilities rival those of true vampire lords. You gain the following benefits:
You gain a flying speed equal to your walking speed.
When you damage a creature with a fang attack, it has disadvantage on its saving throws to resist the effects of your Blood Rites until the end of your next turn.
For every 10 years that pass, your body only ages 1 year.
Order of Witch Knights
Order of Witch Knights (Level 3)
Blood Hunters who join the dark Order of Witch Knights are driven by an overwhelming desire to destroy the great evils of the world. Those especially dedicated, those willing to give up anything, are often approached by Eldritch Powers, beings of otherworldly might. These benefactors offer power in return for a fraction of the warrior's soul or unquestioning fealty.
Pact Magic
The bargain you have struck with your Patron has granted you the ability to cast spells, much like a Warlock does:
Cantrips
You learn two cantrips of your choice from the Witch Knight spell list. Upon reaching 13th level in this class you learn one additional Witch Knight cantrip of your choice.
Spell Slots
The Witch Knight Spellcasting table shows how many spell slots you have, and the level of those spell slots. All of your spell slots from this feature are the same level. To cast one of your Witch Knight spells of 1st-level or higher, you must expend a spell slot. You regain all of your expended spell slots when you finish a short or long rest.
Spells Known of 1st Level and Higher
You learn two 1st-level spells of your choice from the Witch Knight spell list. The Spells Known column of the Witch Knight Spellcasting table shows when you learn more Witch Knight spells of 1st-level or higher. Spells you choose must be of a level no higher than the level in the table's Slot Level column for your level.
Whenever you gain a Blood Hunter level, you can choose one Witch Knight spell you know and replace it with another Witch Knight spell of a level for which you have spell slots.
Spellcasting Ability
Constitution is your spellcasting ability for your Witch Knight spells. You use your Constitution when a spell refers to your spellcasting ability, when setting the saving throw DC, and when making a spell attack roll.
Spell save DC
Spell attack modifier
Crimson Blade
Sinister blood magic empowers your weapons. You can use a weapon empowered by Crimson Offering as the spellcasting focus for your Witch Knight spells.
Also, whenever you expend a Pact Magic spell slot, you can empower one weapon you are holding. The weapon gains the benefits of Crimson Offering, or if it is already empowered by Crimson Offering, its next attack deals bonus damage equal to one Rite Die per level of the Pact Magic spell slot.
Sanguine Warrior (Level 7)
You seamlessly weave minor spells with weapon attacks. If you use your action to Cast a Spell, or activate a spell you are concentrating on (such as witch bolt), you can make a single weapon attack as a bonus action on that turn.
When using a Crimson Offering weapon as a spellcasting focus, you can change the damage dealt by any spell you cast to match the damage type of your Crimson Offering weapon.
Bewitched Strikes (Level 13)
The cursed magic in your blood seeps into your weapons. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a Blood Rite or spell you cast before the end of your next turn.
Profane Sacrifice (Level 18)
You can offer the death of your foes to your Eldritch Power for enhanced magicks. If a hostile creature dies within 30 feet of you, you can use your reaction to regain one Pact Magic spell slot, or gain temporary hit points equal to your Rite Die + your Blood Hunter level.
Once you use this feature you must finish a short or long rest before you can use it again.