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Blood Hunter

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0% found this document useful (0 votes)
295 views25 pages

Blood Hunter

Uploaded by

asdas
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Blood Hunter

Blood Hunter Class Details


By Matt Mercer | Art by Joma Cueto

In a landscape tormented by all manner of beasts, devils, and abominations from beyond the veil, most
live in fear of the dark, of superstition, and of the unknown. Some grow hardened by this experience,
instead choosing to stand up and ght against the tide of shadow.

These folk are called ‘heroes.’

Some, however, are so fanatical and bent on destroying the anathema that plagues the countryside that
they embrace dark, forbidden knowledge. They sacri ce some of their own vital force in dubious,
forgotten blood rituals to better understand their enemies. Their methods sometimes blur the line
between themselves and the evils they hunt, calling their own humanity into question.

These folk are called ‘Blood Hunters.’


Become the Enemy to Understand the Enemy

These warriors have chosen to merge the martial pursuit of deadly weapon play with elements of vicious
blood magic to create impressively effective combat techniques. They surrender their own vitality to form
a bond with their weapon, allowing them to harness the elements in a whirlwind of dangerous strikes.
Their deep knowledge and unnatural connection with wicked creatures allows them an advantage in
tracking, hunting, and destroying even the most resilient of abhorrent ends. By mastering control over
their own lifeblood and the lifeblood of others, they gain insight into their foes and the ability to
manipulate them from the inside. Some brew crude, poisonous alchemical tonics from the harvested
organs of felled monsters, mutating their blood and bodies to be even further in tune with their quarry,
becoming something other than human themselves. Others go further, reaching out and making a pact
with lesser dark entities in hopes of using their grim gifts against greater evils. Many blood hunters push
too far for their goals, falling to their own hubris and becoming the monsters they’ve chosen to hunt. This
is the greatest fear of a blood hunter, and of the societies at large that shun them.

Almost as Feared as their Prey

The nature of their abilities and training has bred many rumors across the lands, some of which aren’t too
far from the truth. Common folk consider them cursed, often turning them away at the door. Nobles see
them as occasionally convenient, but a generally reviled nuisance. Mages nd them useful allies if kept at
arm’s length, while pious clerics and paladins keep their distance with a watchful eye. To be a blood
hunter is to accept a life of solitude until proven trustworthy and dependable.

Creating a Blood Hunter

As you create your blood hunter, keep in mind how your character relates to society and why they have
taken to a life of monster hunting. Do they wish to protect society and as such have paid the ultimate
price? Do they have a family they wish to protect at all costs? Did they make a mistake that cost them
greatly, and they wish to make amends for their folly? Or are they bent on vengeance for some past
wound or loss that drove them to choose this dark warrior’s path?

While a blood hunter begins their journey alone, they also acknowledge the strength in numbers and the
bene ts of trusted companions. Many blood hunters keep allies to both ensure that they succeed at their
hunts, and to keep a watchful eye to prevent them from losing touch with their humanity. A blood hunter
without conviction is lost, and often an honest friend is enough to keep them from straying.
QUICK BUILD

You can make a blood hunter quickly by following these suggestions. First, make Strength or Dexterity your

highest ability score, depending on whether you want to focus on melee weapons, or ranged and nesse

weapons. Make Wisdom your next highest if you plan to focus on the potency of blood curses and mystical

power. Choose a higher Constitution next if you wish to use Crimson Rite on multiple weapons or want to have

extra hit points to burn on amplifying blood curses. Then, select the Haunted

One or Acolyte background.

The Blood Hunter Table

Pro ciency
Level Crimson Rite Damage Die Features Blood Curses Known
Bonus

1st +2 1d4 Hunter's Bane, Crimson Rite --

2nd +2 1d4 Fighting Style, Blood Maledict 1

3rd +2 1d4 Blood Hunter Order 1

4th +2 1d4 Ability Score Improvement 1

5th +3 1d6 Extra Attack 2

6th +3 1d6 Blood Maledict (2/rest) 2

7th +3 1d6 Order Feature 2

8th +3 1d6 Ability Score Improvement 2

9th +4 1d6 Grim Psychometry 3

10th +4 1d6 Dark Velocity 3

11th +4 1d8 Order Feature, Blood Maledict (3/rest) 3


Pro ciency
Level Crimson Rite Damage Die Features Blood Curses Known
Bonus

12th +4 1d8 Ability Score Improvement 3

13th +5 1d8 -- 4

14th +5 1d8 Hardened Soul 4

15th +5 1d8 Order Feature 4

16th +5 1d8 Ability Score Improvement 4

17th +6 1d10 Blood Maledict (4/rest) 5

18th +6 1d10 Order Feature 5

19th +6 1d10 Ability Score Improvement 5

20th +6 1d10 Sanguine Mastery 6

Class Features

As a blood hunter, you gain the following class features.

Hit Points
Hit Dice: 1d10 per blood hunter level
Hit Points at 1st Level: 10 + your Constitution modi er
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modi er per blood hunter level after 1st

Pro ciencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Alchemist’s supplies
Saving Throws: Strength, Wisdom
Skills: Choose two from Athletics, Acrobatics, Arcana, Insight, Investigation, and Survival

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a martial weapon or (b) two simple weapons
(a) a light crossbow and 20 bolts or (b) hand crossbow and 20 bolts
(a) studded leather armor or (b) scale mail armor
an explorer’s pack

Hunter's Bane
Beginning at 1st level, you have survived the imbibing of the Hunter’s Bane, a poisonous alchemical
concoction 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, and Undead, as well as on
Intelligence checks to recall information about them. If you are actively tracking one of these creature
types, you cannot be surprised by any creatures of that type. You can only be tracking one type of creature
at a time.

Upon reaching 11th level, you can are the internal toxic scars from the ritual, using the pain to give
clarity, or promote anger. You can choose to suffer damage equal to your crimson rite damage die to gain
advantage on a Wisdom (Insight) check or Charisma (Intimidation) check.

Crimson Rite
At 1st level, you learn to invoke a rite of blood magic within your weapon at the cost of your own vitality.
Choose to learn one rite from the Primal Rites list below. You cannot change this choice.

As a bonus action, you imbue a single weapon with the elemental energy of a known rite until your next
short or long rest. While active, attacks from this weapon deal an additional 1d4 rite damage of the
chosen elemental type. Rite damage is considered magical. The rite damage die changes as you gain
blood hunter levels, as shown in the crimson rite damage die column of the blood hunter table. Should
your weapon leave your grip, the rite fades immediately. An active rite on a weapon thrown fades directly
after the attack is complete.

When a crimson rite is activated, you suffer damage equal to your character level, and you reduce your
maximum hit points by an amount equal to your character level. These lost maximum hit points return
once the rite fades and cannot be restored otherwise. When a rite fades, no hit points are regained as part
of the restoring of maximum hit points.

Crimson rite can be used on multiple weapons, costing additional hit point loss. Most weapons can only
be subject to a single rite at any given time. Each end of a polearm or quarterstaff is treated as a separate
weapon for the purposes of this feature. A rite can be allowed to fade at any time (no action required).
You gain access to an additional Primal Rite at 6th level and 11th level. You may learn an Esoteric Rite at
14th level.

Primal Rites
Choose from the following:

Rite of the Flame, Rite of the Frozen, Rite of the Storm

Esoteric Rites
Choose from the following:

Rite of the Roar, Rite of the Oracle, Rite of the Dead

Rite of the Dead


Your rite damage is necrotic type.

Rite of the Flame


Your rite damage is re type.

Rite of the Frozen


Your rite damage is cold type.

Rite of the Oracle


Your rite damage is psychic type.

Rite of the Roar


Your rite damage is thunder type.

Rite of the Storm


Your rite damage is lightning type.

Fighting Style
At 2nd level, you adopt a style of ghting as your specialty. Choose one of the following options. You can’t
take a Fighting Style option more than once, even if you later get to choose again.

Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to
damage rolls with that weapon.

Great Weapon Fighting


When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding
with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The
weapon must have the two-handed or versatile property for you to gain this bene t.

Two-Weapon Fighting
When you engage in two-weapon ghting, you can add your ability modi er to the damage of the second
attack.

Blood Maledict
At 2nd level, you gain the knowledge to further channel, and sacri ce, a part of your vital essence to curse
and manipulate your enemies. You gain one blood curse of your choice, detailed in the “blood curses”
section. You learn one additional blood curse of your choice, and you can choose one of the blood curses
you know and replace it with another blood curse, at 5th, 9th, 13th, 16th, and 20th level.

When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but
before it affects the target, you may choose to amplify the curse by suffering damage equal to a roll of
your crimson rite damage die. An ampli ed curse gains an additional effect, noted in the curse’s
description. Creatures that do not have blood in their bodies are immune to blood curses (DM’s
discretion).

You can use this feature once. You regain expended uses when you nish a short or long rest. Beginning
at 6th level, you can use your Blood Maledict feature twice between rests, at 11th level you can use it
three times between rests, and at 17th level, you can use it four times between rests.

Blood Curses
The blood curses are presented in alphabetical order.

Blood Curse of Binding


As a bonus action, you can attempt to bind an enemy no more than one size larger than you within 30
feet. The target must succeed on a Strength saving throw (DC equal to 8 + your pro ciency bonus + your
Wisdom modi er) or have their speed be reduced to 0 until the end of your next turn.

Amplify. This curse becomes ongoing, and can affect a creature regardless of their size category. At the
end of each of its turns, the cursed can make another Strength saving throw. On a success, this curse
ends. You can end the curse whenever you like (no action required).

Blood Curse of Mutual Suffering


As a bonus action, you can link to a creature within 30 feet for up to a minute, forcing them to share in the
pain they in ict upon you. The next time the cursed creature damages you with a weapon attack, this
curse deals necrotic damage to the cursed creature equal to half of the damage you suffered. This curse
then ends.

Amplify. This curse instead deals damage equal to the damage you suffered, and it ignores necrotic
resistance.

Blood Curse of Purgation


As a bonus action, you can manipulate the vitality of a creature within 60 feet to expunge a corruption in
their blood. The target creature can immediately make a saving throw against a poisoned condition
a icting it.

Amplify. Your target can instead immediately make a saving throw against one other condition a icting
it. This condition can be blinded, deafened, or paralyzed.

Blood Curse of Spell Sunder


When an enemy casts a spell within 60 feet that requires a spell attack roll and targets you, you can use
your reaction to rend the spell from the air, imposing disadvantage on the spell attack roll.

Amplify. You make a Wisdom ability check. The DC equals 10 + the spell’s level. On a success, the
creature’s spell misses you automatically.

Blood Curse of the Eyeless


When an enemy who is not immune to blindness within 60 feet makes a weapon attack, you can use your
reaction to impose disadvantage on the attack roll.

Amplify. Following the triggering attack, the affected enemy has disadvantage on the next attack roll they
make.

Blood Curse of the Fallen Puppet


The moment a creature falls unconscious or dies within 30 feet of you, you can use your reaction to give
that creature a nal act of aggression. That creature immediately makes a single weapon attack against a
target of your choice within its attack range. After the attack, the creature returns to being unconscious or
dead.

Amplify. You grant a bonus to the attack roll and damage roll of the cursed creature’s attack equal to your
Wisdom modi er (minimum of 1).

Blood Curse of the Fending Rite


When an enemy casts a spell that requires a Dexterity saving throw, you can use your reaction to de ect
the spell with your crimson rite. You gain a bonus to the initial saving throw against that spell equal to
your Wisdom modi er (minimum of 1). This curse is invoked before the saving throw is rolled.
Amplify. You grant all allies within 5 feet of you this bonus to their saving throw against the triggering
spell as well.

Blood Curse of the Marked


As a bonus action, you can mark an enemy within 60 feet. Until the end of your turn, all crimson rite
damage you deal to the target is doubled.

Amplify. You cause the marked target to also lose resistance to your rite damage type until the beginning
of your next turn.

Blood Hunter Order


At 3rd level, you commit to an order of blood hunter martial focus. Choose Order of the Mutant, Order of
the Ghostslayer, Order of the Profane Soul, or Order of the Lycan, all detailed at the end of the class
description. The order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th
level.

Ability Score Improvement


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 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.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your
turn.

Grim Psychometry
When you reach 9th level, you can take 10 minutes to meditate on an object to discern vague details
regarding any lingering evil or wicked past surrounding it. Make a Wisdom ability check. Based on the
result, the DM may reveal obscure information about dark events that may have previously surrounded the
object, or hints toward a sinister purpose. This feature has no effect on objects untouched by evil. An
object can only be targeted by this feature once, and future attempts reveal no further details. You cannot
use this feature again until you nish a short or long rest.

Dark Velocity
Upon reaching 10th level, you beckon the surrounding shadows to grant you unnatural swiftness on the
battle eld. You gain darkvision out to 30 feet, or if you have darkvision, extend it out an additional 30 feet.
While in dim light or darkness, your speed increases by 10 feet, and attacks of opportunity made against
you have disadvantage.

Hardened Soul
When you reach 14th level, you can no longer become frightened, and you have advantage on saving
throws against magical Charm effects. 

Sanguine Mastery
Upon becoming 20th level, your ability to harness your pain, and the pain of your foes, is perfected. When
you are below one fourth of your current maximum hit points, all of your crimson rite damage dice are
maximized.

In addition, when you critically hit with a weapon attack that bears your crimson rite, you regain a use of
your Blood Maledict feature.

Blood Hunter Orders

There are a handful of secretive orders of blood hunters that guard their cryptic techniques and
blasphemous rituals. One must adhere to one of these orders to even be granted access to the Hunter’s
Bane rite that starts their journey, and only once they’ve proven their ability will the secrets of the order
begin to be revealed. Some even wait a few years before they are sure they want to continue down this
cursed path. Either or, it’s within these small, enigmatic sects that the real power of a blood hunter is
learned.

Order of the Ghostslayer

The Order of the Ghostslayer is the oldest and most driven of the orders, having rediscovered the secrets
of blood magic and re ned them for combat against the scourge of undeath. Ghostslayers seek out and
study the moment of death, obsessing over the mysteries of the transition. Some will sit with the
terminally diseased to closely witness their passing, while others go so far as to deliberately have a near-
death experience, allowing them to tune their body and senses to the ethereal realms beyond. 

Rite of the Dawn


When you join this order at 3rd level, you learn the esoteric rite Rite of the Dawn (detailed below).

Rite of the Dawn. Your rite damage is radiant type. The damage you suffer from activating this rite is
halved.

If you hit an Undead creature with your Rite of the Dawn, it suffers additional radiant damage equal to
your Wisdom modi er.

Upon reaching 11th level, any creature you hit with your Rite of the Dawn suffers this additional radiant
damage.
Hallowed Veins
Beginning at 7th level, your blood curses become honed to the fabric of a creature’s essence. Your blood
curses can now affect any creature, regardless of their form or lack of blood.

In addition, when you amplify a use of your Blood Maledict feature, after rolling the amplify damage you
would sustain, you may choose to reroll the die and must use the new roll.

Supernal Surge
Upon reaching 11th level, you’ve learned to brie y step into the spirit world, enabling a swift and deadly
strike. When you use the Attack action on your turn, you can expend a use of this feature to attack three
times, instead of twice, and you temporarily become spectral. Until the end of your next turn, you can
move through other creatures and objects as if they were di cult terrain. You take 1d10 force damage if
you end your turn inside an object. If you are inside an object when you are no longer spectral, you are
immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal
to twice the number of feet you moved. You may expend a use of this feature as a bonus action instead of
making an attack.

You can use this feature a number of times equal to your Wisdom modi er (a minimum of once). You
regain all expended uses when you nish a short or long rest.

Gravesight
At 15th level, you can see through magical darkness up to 30 feet, as well as see invisible creatures and
objects up to 30 feet.

Vengeful Spirit
Upon reaching 18th level, you learn to project your spirit to ght on while on the edge of death. Whenever
your hit points drop to 0, you can choose to let your soul emerge from your body to ght on. Your body
remains unconscious and subject to death saving throws per normal. At the beginning of your next turn,
you manifest a spirit form in your space that picks up your weapons and continues ghting on, acting on
your turn and every one of your subsequent turns under your control. Your spirit form has your physical
attributes and armor class, as well as your weapons and ammunition, and can move through other
creatures and objects as if they were di cult terrain. This form is immune to cold, necrotic, and non-
magical weapon damage. Your spirit form has access to all of your abilities and suffers no damage from
your Crimson Rite feature.

If your spirit form takes any damage, your body dies, or you regain any hit points, your spirit form
vanishes. If your spirit form vanishes, it drops your weapons in its space.

Order of the Lycan


Of the many terrible curses that plague the realm, few are as ancient or as feared as Lycanthropy. Passed
through blood, this a iction seeds a host with the savage strength and hunger for violence of a wild
beast. Those that shun the curse spend their lives burying their wild, bestial urges deep inside. However,
the power of a rising full moon makes the curse too strong to resist, and the host transforms into a
terrifying animal-humanoid hybrid controlled by murderous impulse. Those that embrace the dark Nature
of their curse learn to harness their bestial gifts, but also succumb to the evil, vicious temperament that
drives the beast within.

The Order of the Lycan is a proud order of blood hunters who  undergo “The Taming”, a ceremonial
in icting of lycanthropy from a senior member. These hunters then use their abilities to harness the
power of the monster they harbor without losing themselves to it. Through intense honing of one’s own
willpower, combined with the secrets of the order’s blood magic rituals, members learn to control and
unleash their hybrid form 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 the bloodlust.

THE ONUS OF LYCANTHROPY

Those inducted into the Order of the Lycan choose this path with conviction, understanding the terrible burden it is

and the challenges it brings. Where most who embrace this curse grow wicked, mad, even murderous, these blood

hunters accept the gifts of the beast while maintaining control through intense training and blood magic. These

factors enable a member of the Order of the Lycan to prevent the spread of their curse through blood, should they

wish to. One of the most sacred oaths of this order is to never infect another without the order’s sanction.

Should a member of the Order of the Lycan be cured of the lycanthropic curse, it is a terrible shame on their name,

the order, and those who carry the curse still. There have been passages written about members being cleansed

against their will, but those brothers and sisters 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. Each version of the curse is bound to a speci c beast: wolf, bear, tiger, boar,

and rat are a few of the more well-known variations. The strain of the curse de nes the beast a hybrid form will

share, but the features the curse bestows remain relatively uniform across strains.
Heightened Senses
Starting when you choose this archetype at 3rd level, you begin to adopt the improved abilities of a
natural predator. You gain advantage on any Wisdom (Perception) checks that rely on hearing or smell.

Hybrid Transformation
Upon choosing this archetype at 3rd level, you begin to learn to control the lycanthropic curse that now
lives in your blood. As an action, you can transform into your Hybrid form. This form lasts for 10 minutes.
You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier by
using an action on your turn. You automatically revert to your normal form if you fall unconscious, drop to
0 hit points, or die.

The bene ts of this form replace the rules for Lycanthropy within the Monster’s Manual.

You can use this feature twice. You regain expended uses when you nish a short or long rest. While you
are transformed, you gain the following features:

Feral Might. You gain a bonus to melee damage rolls equal to half your pro ciency bonus (rounded
down). You also have advantage on Strength checks and Strength saving throws.

Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical
weapons that aren’t silvered. While you are not wearing heavy armor, you gain a +1 bonus to your AC.

Predatory Strikes. Your unarmed strikes are considered a single weapon in regards to your crimson rite
feature. You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed
strikes. When you use the Attack action with an unarmed strike, you can make another unarmed strike as
a bonus action.

Your unarmed strikes deal 1d6 slashing damage. This die increases to 1d8 at 11th level, and 1d10 at 18th
level.

Cursed Weakness. Your have vulnerability to damage from silvered weapons.

Bloodlust. At the start of your turn, if you’ve taken any damage since the beginning of your last turn, you
must make a Wisdom saving throw to maintain control. The DC equals 10, or half of the total damage
you’ve taken from attacks since your last turn, whichever number is higher. On a failed save, you must
move directly towards the nearest creature to you and use the Attack action against that creature. If there
is more than one possible target, the DM chooses the target. You then regain control for the remainder of
your turn.
If you are under an effect that prevents you from concentrating (like the Barbarian’s rage feature), you
automatically fail this saving throw.

Stalker's Prowess
At 7th level, your speed increases by 10 feet. You also can add 10 feet to your long jump distance and 3
feet to your high jump distance. In addition, your hybrid form gains the Improved Predatory Strikes
feature.

Improved Predatory Strikes. When you have an active rite 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
Starting at 11th level, you learn to unleash and control more of the beast within. You can now transform
into your hybrid form as a bonus action, and your hybrid transformation now lasts for up to 30 minutes.

In addition, your hybrid form gains the Lycan Regeneration and Beastly Precision features.

Lycan Regeneration. At the start of each of your turns, you regain hit points equal to 1 + your Constitution
modi er (minimum of 1) if you have no more than half of your hit points left. You don't gain this bene t if
you have 0 hit points.

Beastly Precision. You gain a bonus to melee attack rolls made with your unarmed strikes equal to half of
your pro ciency bonus (rounded down).

Iron Volition
Beginning at 15th level, you’ve honed your willpower to better resist the violent urges of your lycanthropic
curse. Whenever you make a Wisdom saving throw to maintain control of your hybrid form, you do so with
advantage.

In addition, your hybrid form gains the Pack Hunter feature.

Pack Hunter. You have advantage on an attack roll against a creature if at least one of your allies is within
5 feet of the creature and the ally isn’t incapacitated.

Hybrid Transformation Mastery


At 18th level, you have wrestled your inner predator and mastered it. You can now use your hybrid
transformation feature three times between rests.

You also gain the Blood Curse of the Howl for your Blood Maledict feature. This does not count against
your blood curses known.
Blood Curse of the Howl. As an action, you howl at any number of creatures within 30 feet, chilling their
blood and stunning them with fear. Any of the target creatures that can hear you must succeed on a
Wisdom saving throw (DC equal to 8 + your pro ciency bonus + your Wisdom modi er) or become
frightened of you until the end of your next turn. If they fail their saving throw by 5 or more, they are
stunned until the end of your next turn instead. A creature that succeeds on this saving throw is immune
to this blood curse for the next 24 hours.

Amplify. This curse can target any number of creatures within 60 feet of you.

Order of the Mutant

The process of consuming the Hunter’s Bane is a painful, scarring, and often fatal experience. Those that
survive nd themselves irrevocably changed, enhanced. Some found this experience exalting, embracing
the ability to alter one’s own physiology through corrupted alchemy.

Over generations of experimentation, a splinter order of blood hunters began to emerge, one that focused
on brewing toxic elixirs to modify their capabilities in battle, altering their blood and, over time become
something beyond human. They called themselves the Order of the Mutant.

Formulas
You begin to uncover forbidden alchemical formulas that temporarily alter your mental and physical
abilities.

Beginning at 3rd level, you choose to learn three mutagen formulas. Your formula options are detailed at
the end of this order description. You gain an additional formula at 7th level, 11th level, 15th level, and
18th level.

Additionally, when you gain a new mutagen formula, you can choose one of the formulas you already
know and replace it with another mutagen formula.

Mutagen Craft
At 3rd level, you can take a short rest to concoct a single mutagen. Consuming a single mutagen requires
a bonus action, and the effects (including side effects) last until you complete a short or long rest, or
spend an action to focus and ush the toxins from your system.

Mutagens are designed for your biology. They have no effect on large or larger creatures, and only impart
the side effects on other medium or smaller creatures that drink the entire mutagen. They are also
unstable by nature, losing their potency over time and becoming inert if not swallowed before you nish
your next short or long rest.
Your body will begin to better utilize the toxins you instill it with as you grow in power and experience.
These advancing mutations may be signi ed by a Mutation score.

Mutation Score = your blood hunter level divided by 4, rounded up.

Advanced Mutagen Craft


Upon reaching 7th level, when you take a short rest to concoct a mutagen, you can now create two.
Mutagens must be different formulas, and can be ingested with overlapping effects that last until you
nish your next short or long rest. Each mutagen still takes a separate bonus action to imbibe.

Once you reach 15th level, you can now create three mutagens during a short rest.

Strange Metabolism
Beginning at 11th level, you can use a bonus action to instill a burst of adrenaline to temporarily resist the
negative effects of a mutagen. You can choose to ignore the side effect of a mutagen affecting you for 1
minute.

Once you use this feature, you must nish a short or long rest before you can use it again.

Robust Physiology
At 15th level, your body has begun to adapt to toxins and venoms, ignoring their corroding effects. You
gain immunity to poison damage and the poisoned condition.

Advanced Mutagen Craft


Upon reaching 15th level, when you take a short rest to concoct a mutagen, you can now create three.
Mutagens must be different formulas, and can be ingested with overlapping effects that last until you
nish your next short or long rest. Each mutagen still takes a separate bonus action to imbibe.

Exalted Mutation
At 18th level, your body has begun producing one of your toxins naturally. Choose one of your known
mutagen formulas. You gain the bene ts and side effects of this mutagen permanently, at all times. You
cannot change this choice of formula after this feature is acquired.

Mutagens
These mutagens are presented in alphabetical order. Some mutagens require a number of levels in blood
hunter before you can gain the formula. You can learn a mutagen at the same time you meet its
prerequisites.

Aether
Prerequisite: 11th level
You gain a ying speed of 20 feet.

Side effect: You have disadvantage on all Strength and Dexterity ability checks.

Celerity
Your Dexterity score increases by an amount equal to your mutation score, as does your Dexterity
maximum.

Side effect: Your Wisdom score decreases by amount equal to your mutation score.

Conversant
You gain advantage on Intelligence ability checks.

Side effect: You have disadvantage on Charisma ability checks.

Cruelty
Prerequisite: 11th level

You can make a single weapon attack as a bonus action on each of your turns.

Side effect: You have disadvantage on all Intelligence, Wisdom, and Charisma saving throws.

Impermeable
You gain resistance to piercing damage.

Side effect: You gain vulnerability to slashing damage.

Mobility
You gain immunity to the grappled and restrained conditions. At 11th level, you also are immune to the
paralyzed condition.  

Side effect: You gain a penalty to initiative equal to 2 times your mutation score.

Nighteye
You gain darkvision for up to 60 feet. If you already have darkvision, this increases its range by 60
additional feet.

Side effect: You gain sunlight sensitivity:

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.

Potency
Your Strength score increases by an amount equal to your mutation score, as does your Strength
maximum.

Side effect: You have disadvantage on all Dexterity saving throws.

Precision
Prerequisite: 11th level

Your weapon attacks score a critical hit on a roll of 19-20.

Side effect: All healing you receive is halved.

Rapidity
Your speed increases by 15 feet. At 15th level, your speed increases by 20 feet instead.

Side effect:  You have disadvantage on Dexterity ability checks.

Reconstruction
Prerequisite: 7th level

While conscious and in combat, you regenerate hit points equal to 2 times your mutation score at the
start of your turn as long as you are above 0 hit points.

Side effect: Your speed decreases by 10 ft.

Sagacity
Your Wisdom score increases by an amount equal to your mutation score, as does your Wisdom
maximum.

Side effect: Your armor class is reduced by an amount equal to your mutation score.

Shielded
You gain resistance to slashing damage.

Side effect: You gain vulnerability to bludgeoning damage.

Unbreakable
You gain resistance to bludgeoning damage.

Side effect: You gain vulnerability to piercing damage.

Wariness
You gain a bonus to initiative equal to 2 times your mutation score.

Side effect: You have disadvantage on Wisdom (Perception) checks.


Order of the Profane Soul

The magics adopted by the wayward blood hunter prove formidable against many an evil across the
realm. However, the darkest of abominations draw from an ancient well of cruel, unfathomable power.
These terrors can control shadows to do their bidding, hide in plain sight among the noblest of nobles,
and bend the minds of the most stalwart warrior with but a glance. These ends are far trickier to hunt,
and many lost their lives in pursuit of such wickedness.

A small sect of blood hunters had nally had enough and delved into this same well of corrupting arcane
knowledge, making pacts with lesser evils to better combat the greater. While they may have lost a part of
themselves, the power gained far outweighed the price, for even devils now quake when they know
they’ve drawn the attention of the Order of the Profane Soul.

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, each detailed in the warlock section of the Player's Handbook, the Undying in
the Sword Coast Adventurer’s Guide, or the Celestial or Hexblade in Xanathar’s Guide to Everything. Your
choice augments some of your order features.

The Archfey
Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before
the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and
might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort
include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the
Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.

The Celestial
Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean,
solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being
allows you to experience the barest touch of the holy light that illuminates the multiverse.

The Fiend
You have made a pact with a end from the lower planes of existence, a being whose aims are evil, even if
you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately
including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus,
Fraz’Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit
ends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

The Great Old One


Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come
from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends.
Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the
greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of
your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your
magic from it.

The Hexblade
You have made your pact with a mysterious entity from the Shadowfell — a force that manifests in
sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most
notable of these weapons, which have been spread across the multiverse over the ages. The shadowy
force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks
create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave
the dark magic of that plane into their spellcasting.

The Undying
Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a
prize — like all power — comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like
the seasons, like the icker of endless days and nights. It has the secrets of the ages to share, secrets of
life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-
queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard
Fistandantalus.

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 spellcasting and chapter 11 in 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 nish 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 is with another spell from the warlock spell list, which also must be of a level for which
you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your warlock spells, so you use your Wisdom
whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modi er when
setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your pro ciency bonus + your Wisdom modi er

Spell attack modi er = your pro ciency bonus + your Wisdom modi er

CANTRIPS SPELLS SPELL SLOT


BLOOD HUNTER LEVEL
KNOWN KNOWN SLOTS LEVEL

3rd 2 2 1 1st

4th 2 2 1 1st

5th 2 3 2 1st

6th 2 3 2 1st

7th 2 4 2 2nd

8th 2 4 2 2nd

9th 2 5 2 2nd

10th 3 5 2 2nd
CANTRIPS SPELLS SPELL SLOT
BLOOD HUNTER LEVEL
KNOWN KNOWN SLOTS LEVEL

11th 3 6 2 2nd

12th 3 6 2 2nd

13th 3 7 2 3rd

14th 3 7 2 3rd

15th 3 8 2 3rd

16th 3 8 2 3rd

17th 3 9 2 3rd

18th 3 9 2 3rd

19th 3 10 2 4th

20th 3 11 2 4th

Rite Focus
Begining at 3rd level, your weapon becomes a core to your pact with your chosen dark patron. While you
have an active rite, you can use your weapon as a spellcasting focus (found in chapter 5 of the Player’s
Handbook) for your spells. Your chosen pact also enhances your rite.

The Archfey
If you deal rite damage to a creature, that creature loses any half or three-quarters cover bonuses, as well
as invisibility, until the beginning of your next turn.

The Celestial
You can expend a use of your Blood Maledict feature as a bonus action to heal one creature within 60 feet
of you. They regain hit points equal to your crimson rite damage die rolled twice + your Wisdom modi er
(minimum of 1).

The Fiend
While using the Rite of the Flame, if you roll a 1 on your rite damage die, you may reroll the die. You may
reroll only once per attack.

The Great Old One


Whenever you deal a critical hit to a creature, that creature must make a Wisdom saving throw against
your spell save DC. On a failure, the creature is frightened of you until the end of your next turn.

The Hexblade
Whenever you target a creature with a blood curse, your next attack against the cursed creature is a
critical hit on a roll of 19 or 20 on the attack.

The Undying
Whenever you reduce a hostile creature to 0 hit points with a weapon attack, and kill it, you regain hit
points equal to your crimson rite damage die.

Mystic Frenzy
Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a
bonus action.

Revealed Arcana
At 7th level, your dark patron grants you the rare use of a dangerous arcane spell based on your pact.

The Archfey
You can cast blur once using a profane soul spell slot. You can’t do so again until you nish a long rest.

The Celestial
You can cast lesser restoration once using a profane soul spell slot. You can’t do so again until you nish
a long rest.

The Fiend
You can cast scorching ray once using a profane soul spell slot. You can’t do so again until you nish a
long rest.

The Great Old One


You can cast detect thoughts once using a profane soul spell slot. You can’t do so again until you nish a
long rest.

The Hexblade
You can cast branding smite once using a profane soul spell slot. You can’t do so again until you nish a
long rest.

The Undying
You can cast blindness/deafness once using a profane soul spell slot. You can’t do so again until you
nish a long rest.

Diabolic Channel
At 11th level, you can temporarily infuse your rite with the seed of a powerful spell. As an action, you can
imbue your rite-enhanced weapon with one warlock spell you can cast or is already active, then make a
single attack with that weapon. The spell must be using a warlock or profane soul spell slot. If that attack
hits, all spell attack rolls for the imbued spell hit the target automatically and are considered part of the
single weapon attack. The target takes weapon damage, and is subject to the effects of the spell,
expending a spell slot accordingly. If the attack has advantage, the target’s initial saving throw against the
spell has disadvantage. If the attack misses, the spell has no effect. Area spells originate from the
target’s space. 

The spell must be of 1st level or higher, have a casting time of 1 action, or require an action to activate an
already active concentration spell.

Unsealed Arcana
At 15th level, your dark patron grants you the rare use of an additional arcane spell based on your pact.

The Archfey
You can cast slow once without using a profane soul spell slot. You can’t do so again until you nish a
long rest.

The Celestial
You can cast revivify once without using a profane soul spell slot. You can’t do so again until you nish a
long rest.

The Fiend
You can cast reball once without using a profane soul spell slot. You can’t do so again until you nish a
long rest.

The Great Old One


You can cast haste once without using a profane soul spell slot. You can’t do so again until you nish a
long rest.

The Hexblade
You can cast blink once without using a profane soul spell slot. You can’t do so again until you nish a
long rest.

The Undying
You can cast bestow curse once without using a profane soul spell slot. You can’t do so again until you
nish a long rest.

Soul Syphon
When you reach 18th level, you learn to sacri ce the souls of powerful foes to your dark patron in
exchange for immediate power. When you reduce a creature to 0 hit points with an attack, kill the
creature, and they have a challenge rating of 15 or above, you recover an expended spell slot.

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