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
Bone
Starting stats
Hope feature
Class features
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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
- What circumstances brought you into the art of hemocraft, and how do they shape your craft today?
- 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?
- You and I learned to hunt together. What technique are we known for in our party?
Subclass cards
Printable via header menu
Order of the Specter
Foundation
SPELLCAST TRAIT: Agility
Shadowed Grit: When you succeed on an Action Roll with Fear, you can spend a Hope to clear a Stress.
Veilwalker: You can briefly slip into the realm between the living and the dead. Mark a Stress to move up to Close range through creatures and objects.
Order of the Specter
Specialization
Veilstalker: When you use your Veilwalker feature, you can now move to a location within Far range, and you have advantage on the next action roll you make in this scene.
Order of the Specter
Mastery
Horror Honed: You cannot be made Vulnerable unless all your Stress is marked.
Spectral Form: Once per long rest, when you would mark your last Hit Point, you can mark a Stress and enter your Spectral Form instead. While in this form, you can move through physical matter and have resistance to physical damage. Additionally, when you would mark a Hit Point, you mark a Stress instead. You drop out of this form if your last Stress is marked or you clear a Hit Point.
Order of the 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.
Order of the 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.
Order of the 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 gains a bonus equal to your Proficiency
Order of the Lycan
Foundation
SPELLCAST TRAIT: Strength
Hybrid Form: You can take on a lupine Hybrid Form. Mark a Stress to enter that form until all your Stress is marked or the scene ends. While in the form, you gain a 1d4 bonus to your action and damage rolls.
The Beast Within: When you gain a Hope while in Hybrid Form, you also mark a Stress.
Order of the Lycan
Specialization
Bestial Focus: Once per rest, you can place a domain card into your vault, then clear a number of Stress equal to the card’s Recall Cost.
Feral Empowerment: The bonus die from your Hybrid Form increases to 1d6
Order of the Lycan
Mastery
Apex Hunter: The bonus die from your Hybrid Form increases to 1d8
Regeneration: When you succeed with Hope while in your Hybrid Form, roll a d4. If the result is higher than your current number of unmarked Hit Points, clear a Hit Point
Blood Hunter
As a blood hunter, you harness the power of hemocraft—that is, blood magic—in your relentless pursuit of evil creatures.
Domains
Bone + Blood
Starting Evasion
11
Starting Hit Points
6
Class Items
- • a steel needle
- • OR
- • a vial holding a foe’s blood
Blood Hunter’s 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.
Blood Hunter Subclasses
Choose either the Order of the Specter or Order of the Mutant subclass.
Order of the Specter
Spellcast Trait
Agility
Foundation Features
Shadowed Grit: When you succeed on an Action Roll with Fear, you can spend a Hope to clear a Stress.
Veilwalker: You can briefly slip into the realm between the living and the dead. Mark a Stress to move up to Close range through creatures and objects.
Specialization Feature
Veilstalker: When you use your Veilwalker feature, you can now move to a location within Far range, and you have advantage on the next action roll you make in this scene.
Mastery Feature
Horror Honed: You cannot be made Vulnerable unless all your Stress is marked.
Spectral Form: Once per long rest, when you would mark your last Hit Point, you can mark a Stress and enter your Spectral Form instead. While in this form, you can move through physical matter and have resistance to physical damage. Additionally, when you would mark a Hit Point, you mark a Stress instead. You drop out of this form if your last Stress is marked or you clear a Hit Point.
Order of the Mutant
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 gains a bonus equal to your Proficiency
Background Questions
Answer any of the following, or create your own.
- • What circumstances brought you into the art of hemocraft, and how do they shape your craft today?
- • 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?
- • You and I learned to hunt together. What technique are we known for in our party?
Discussion
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