Blood Hunter
About this class
As a blood hunter, you harness the power of hemocraft—that is, blood magic—in your relentless pursuit of evil creatures.
Domains
Blade
Starting stats
Hope feature
Class features
-
Crimson Rite
You can enchant your strikes with bloodthirsty power at the cost of your vitality. Mark a Hit Point
to enchant one of your active weapons. Until you finish your next rest, that weapon deals physical or magic damage (choose when you use this feature) and an extra 1d6 damage when you hit with it. This extra damage increases to 2d6 at level 5 and 3d6 at level 8. -
Grim Psychometry
While inspecting a creature, a location, or an object within Very Close
range, make a Spellcast Roll
(12). On a success, mark a Stress
to have a vision of the most recent violence involving the target, and until you finish a rest, you have advantage
on any action roll
to recall lore about things in the vision.
Class items
- A steel needle OR a vial holding a foe’s blood
Character questions
Background prompts
- Are you descended from blood hunters, or are you the first in your bloodline to practice hemocraft?
- Which blood relative taught you an important lesson, and how has that lesson kept you alive?
- Who or what was your first kill?
Connection prompts
- What have you heard about blood magic that makes you afraid of me or concerned for my well-being?
- What act of bloodshed brought us together?
- How does my determination to rid the Mortal Realms of evildoers align with your beliefs?
Subclass cards
Printable via header menu
Ghost Slayer
Foundation
SPELLCAST TRAIT: Agility
Chasing Death: While you have 1–3 unmarked Hit Points, you can use your Crimson Rite feature without paying the Hit Point cost. If you have only 1 unmarked Hit Point, you roll d8s instead of d6s for the extra damage of your Crimson Rite.
Shadowed Grit: When the GM gains a Fear from a Duality Dice roll, you can mark a Stress to gain a Hope.
Ghost Slayer
Specialization
Veilwalker: You can briefly slip into the realm between the living and the dead. Spend 2 Hope to disappear and then reappear next to a creature or a corpse within Far range. You then have advantage on the next attack roll you make in this scene.
Ghost Slayer
Mastery
Spectral Form: You have another death move option: Spectral Form. When you choose this option, you clear a Hit Point, your body becomes spectral, you have resistance to physical damage, and you can pass through objects. This form ends if you clear any more Hit Points. It also ends if you mark your last Hit Point, which forces you to take a different death move. You’re shunted to the nearest open space if you're inside an object when the form ends.
Mutant
Foundation
SPELLCAST TRAIT: Agility
Mutagens: You employ mutagenic toxins created to enhance your abilities. When you finish a rest, you can drink one such toxin to gain its effects, which last until you finish your next rest. These effects include a +1 bonus to one trait of your choice, a −1 penalty to a different trait of your choice, and your choice of one of the following benefits:
- Celerity. If you are Restrained or Vulnerable, you can mark a Stress to end the condition on yourself.
- Durable. Your Armor Score increases by 2.
- Hunter’s Senses. You have advantage on any action roll you make to track a creature, and you can see in complete darkness.
Mutant
Specialization
Improved Mutagens: When you choose a mutagen benefit, your options also include the following:
- Nerves of Steel. Whenever you must mark a Stress, you can spend 2 Hope instead.
- Rapidity. Your Evasion increases by 1.
- Ironskin. Your Severe damage threshold increases by a number equal to your Proficiency.
Volatile Toxins: You can choose two mutagen benefits instead of one. If you do, mark a Hit Point that can't be cleared until you finish your next rest.
Mutant
Mastery
Mastered Mutagens: The trait bonus and penalty you get from your Mutagens feature changes to +2 and −2, respectively. When you choose a mutagen benefit, your options also include the following:
- Aetherblood. Within your line of sight, you can see creatures and objects that are invisible, and visual illusions appear transparent to you. If a creature or an object within your line of sight has been transformed by magic, you can see its true form.
- Fury. When you make an attack roll, you can mark a Stress to gain a bonus to the roll equal to your Proficiency.
- Steelflesh. Your Major damage threshold increases by a number equal to your Proficiency.
Lycan
Lycan
Specialization
Feral Hide: While in your Wolf Form, you gain a bonus to your Damage Thresholds equal to your Tier.
Lycan Regeneration: While in your Wolf Form with all your Hit Points marked, you can mark a Stress to clear a Hit Point. You can do this while unconscious.
Lycan
Mastery
Master the Beast: When you are in your Wolf Form and would mark your last Stress, you can instead put one of your Domain cards from your Load out into your Vault; you can’t Recall that Domain card until you finish a long rest.
When you Frenzy from marking your last Stress while in Wolf Form, you gain 2 Hope.
Blood Hunter
As a blood hunter, you harness the power of hemocraft—that is, blood magic—in your relentless pursuit of evil creatures.
Domains
Blade + Blood
Starting Evasion
9
Starting Hit Points
7
Class Items
- • A steel needle OR a vial holding a foe’s blood
Blood Hunter’s Hope Feature
Blood Maledict. : Spend 3 Hope to target a creature within Far range or in a vision from your Grim Psychometry. Until you finish a rest, take Severe damage, or use this feature again, you have advantage on all action rolls against the target.
Class Features
Crimson Rite
You can enchant your strikes with bloodthirsty power at the cost of your vitality. Mark a Hit Point to enchant one of your active weapons. Until you finish your next rest, that weapon deals physical or magic damage (choose when you use this feature) and an extra 1d6 damage when you hit with it. This extra damage increases to 2d6 at level 5 and 3d6 at level 8.
Grim Psychometry
While inspecting a creature, a location, or an object within Very Close range, make a Spellcast Roll (12). On a success, mark a Stress to have a vision of the most recent violence involving the target, and until you finish a rest, you have advantage on any action roll to recall lore about things in the vision.
Blood Hunter Subclasses
Choose either the Ghost Slayer or Mutant subclass.
Ghost Slayer
Walking the land of the living to hunt the dead
Spellcast Trait
Agility
Foundation Features
Chasing Death: While you have 1–3 unmarked Hit Points, you can use your Crimson Rite feature without paying the Hit Point cost. If you have only 1 unmarked Hit Point, you roll d8s instead of d6s for the extra damage of your Crimson Rite.
Shadowed Grit: When the GM gains a Fear from a Duality Dice roll, you can mark a Stress to gain a Hope.
Specialization Feature
Veilwalker: You can briefly slip into the realm between the living and the dead. Spend 2 Hope to disappear and then reappear next to a creature or a corpse within Far range. You then have advantage on the next attack roll you make in this scene.
Mastery Feature
Spectral Form: You have another death move option: Spectral Form. When you choose this option, you clear a Hit Point, your body becomes spectral, you have resistance to physical damage, and you can pass through objects. This form ends if you clear any more Hit Points. It also ends if you mark your last Hit Point, which forces you to take a different death move. You’re shunted to the nearest open space if you're inside an object when the form ends.
Mutant
Warping the laws of biology through blood magic
Spellcast Trait
Agility
Foundation Features
Mutagens: You employ mutagenic toxins created to enhance your abilities. When you finish a rest, you can drink one such toxin to gain its effects, which last until you finish your next rest. These effects include a +1 bonus to one trait of your choice, a −1 penalty to a different trait of your choice, and your choice of one of the following benefits:
- Celerity. If you are Restrained or Vulnerable, you can mark a Stress to end the condition on yourself.
- Durable. Your Armor Score increases by 2.
- Hunter’s Senses. You have advantage on any action roll you make to track a creature, and you can see in complete darkness.
Specialization Feature
Improved Mutagens: When you choose a mutagen benefit, your options also include the following:
- Nerves of Steel. Whenever you must mark a Stress, you can spend 2 Hope instead.
- Rapidity. Your Evasion increases by 1.
- Ironskin. Your Severe damage threshold increases by a number equal to your Proficiency.
Volatile Toxins: You can choose two mutagen benefits instead of one. If you do, mark a Hit Point that can't be cleared until you finish your next rest.
Mastery Feature
Mastered Mutagens: The trait bonus and penalty you get from your Mutagens feature changes to +2 and −2, respectively. When you choose a mutagen benefit, your options also include the following:
- Aetherblood. Within your line of sight, you can see creatures and objects that are invisible, and visual illusions appear transparent to you. If a creature or an object within your line of sight has been transformed by magic, you can see its true form.
- Fury. When you make an attack roll, you can mark a Stress to gain a bonus to the roll equal to your Proficiency.
- Steelflesh. Your Major damage threshold increases by a number equal to your Proficiency.
Background Questions
Answer any of the following, or create your own.
- • Are you descended from blood hunters, or are you the first in your bloodline to practice hemocraft?
- • Which blood relative taught you an important lesson, and how has that lesson kept you alive?
- • Who or what was your first kill?
Connections
Ask one of the following, or improvise.
- • What have you heard about blood magic that makes you afraid of me or concerned for my well-being?
- • What act of bloodshed brought us together?
- • How does my determination to rid the Mortal Realms of evildoers align with your beliefs?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.