Skip to content

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

Core domain
Bone
Homebrew domain

Starting stats

Evasion
11
Hit points
6

Hope feature

Blood Maledict
Spend 3 Hope when an adversary succeeds on an attack roll within Close range to make them reroll with disadvantage.

Class features

  • CRIMSON RITE

    Mark a Hit Point to enchant one of your active weapons with bloodthirsty power until the end of your next rest or you use this feature again. When you succeed on an attack with the enchanted weapon, it deals an extra 1d4 magic damage. This extra damage increases to 2d4 at level 2, 3d4 at level 5, and 4d4 at level 8.

  • GRIM PSYCHOMETRY

    Make a Spellcast Roll (12) to inspect a location within Very Close range. On a success, you have a vision of the last creature that committed violence there. Until you take a long rest or use this feature again, you have advantage on action rolls to track them or recall information about them.

Class items

  • a steel needle
  • OR
  • a vial holding a foe’s blood

Character questions

Background prompts

  1. What circumstances brought you into the art of hemocraft, and how do they shape your craft today?
  2. Which blood relative taught you an important lesson, and how has that lesson kept you alive?
  3. Who or what was your first kill?

Connection prompts

  1. What have you heard about blood magic that makes you afraid of me or concerned for my well-being?
  2. What act of bloodshed brought us together?
  3. You and I learned to hunt together. What technique are we known for in our party?

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.