Blood Hunter class Details
By Matt Mercer | Art by Joma Cueto
THIS IS UNOFFICIAL MATERIAL
These game mechanics are useable in your campaign if your DM allows them but not refined by concluding game design and editing. They aren ’ metric ton formally separate of the Dungeons & Dragons game and aren ’ thymine permitted in D & D Adventurers League events unless otherwise stated. To use this content, toggle the Critical Role content on in the character builder .
Marred but resolute, his grimacing face dripping with effort, a half-orc reddens a finger across his wounds to draw a glowing, red glyph in the breeze. He grips the weightless, completed sigil, twisting it to unleash black charming energies that fire forward, cursing the stalking colossus from within its own veins to better evening the odds.
A mysterious half-elf swathed in a worn clothe and rugged leather armor cautiously investigates a grey fit off the roadway, her eyes flashing with recognition as she meditates on the remnants of the massacre. The survivor who warily hired her withdraw with a jump as the half-elf suddenly shoots to her feet, certain in the cognition of the perpetrator, where it calls home, and how little time there is to find it .
Stepping into the lightless chambers of ancient dust and hover whispers, the halfling ’ south scent picks up the barbed smell of at hand risk as she hears the scrape of cram and claw on nearby stone. She winces as she runs her blade across her palm, the sword transmuting her blood into glowing runes of mighty magic trick, her sword suddenly engulfed in arcane flames, eager to brand and burn the flesh of her enemies .
often feared or misunderstood, and driven by an ageless drive to destroy the wicked, rake hunters are apt, arcane warriors who have bound their essence to the dark creatures they hunt to better stalk and survive their prey. Armed with the rites of prevent blood magic and a willingness to sacrifice their own vitality and humanity for the lawsuit, they protect the kingdom from the shadows, ever vigilant to avoid becoming the lapp monsters they choose to hunt .
Sacrifice to Preserve Life
While most of the authoritative schools of charming study are well known and wide respected, the lupus erythematosus refined and ghastly incantations of Hemocraft have long been forbidden and lost to most of the civilized universe. rake Hunters have reclaimed these techniques off from the judging eyes of society, finding rake magic trick ’ randomness esoteric nature effective against the evils that much defy the divine powers that historically hold the line .
Through careful study and exercise, blood hunters have honed the rites of hemocraft into their combat art, forfeiting a aspect of their health to infuse their weapons with mighty blood magic and summoning the elements to envelop their strikes. They can sear an arcane brand into the body of their pit that hinders their enemy ’ second abilities and punishes their aggression, or call blood curses upon their enemies, manipulating their bodies from the inside. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent pull against the terrors that threaten the barren .
A Monster to Fight Monsters
Whether driven by the wish to make a difference in a dangerous earth, the need to take vengeance for a great wrong they have suffered, being inspired by witnessing the strange and mighty techniques of another blood hunter in person, or just seeking a position to belong in an thoughtless populace, the reasons one may take up the Hunter ’ s Bane and choose this life are many and deviate. In joining an ordain of blood hunters, one is besides joining a fast class bound by service to each other and the common cause. For many, this is the only family they have known or have left, so the affinity felt between members of an order is a bond neigh unbreakable .
Beyond the boundaries of the order, however, the life of a blood orion is frequently not an easy one. The rituals of the Hunter ’ s Bane regularly leave one visibly changed and prone to faze common folk music, and the witness of hemocraft can invoke a superstitious fear from tied the most erudite scholar. While some societies have come to accept the dependable deeds of the orders, many blood hunters publicly hide their nature unless absolutely necessary, feeling more comfortable in the wilds and wastes of the global where the Orders normally train. even so, the best work a blood orion can do normally involves the inadequate and naked on the outskirts of society, those prone to the corrupting touch of fiends and blue intension. Braving the menace of abuse, these dark protectors wade through culture, earning coin as mercenaries or bounty hunters, always watching for the signs of something more nefarious beneath the surface .
In choosing this path, a rake hunter has irrevocably given a part of themselves to their lawsuit, physically, emotionally, and sometimes morally. The orders of rake hunters practice their own unique ideals and methods, much employing techniques with night origins that test the strength and will of these guardians. many wrestle with the fear of losing this clamber, so a life of discipline and watchfulness drives their travels as they wander the countryside in search of like-minded adventurers and whispers of dark deeds afoot .
Creating a Blood Hunter
As you create a lineage hunter, the most authoritative aspects of your character are why you were driven to this life style, and why do you seek to give up everything to wallow in the dark with the evils you hunt ? Did you lose a love one to a demonic animal and now wish to prevent others from suffering the like destine ? Do you seek a feel of purpose and security, and found this among the order that has taken you in ? Have you always carried a seeded player of dark within you, and search kin to watch over you and prevent you succumbing to it ? Were you once a holy warrior who strayed from his faith and was cast out, but still seek to give yourself to the induce of protecting the innocent ? Or are you a criminal with a blue past seeking to make amends, taking this life as a path of repentance ?
What is your kinship with the powers of hemocraft and the abilities it promises to grant you as you step closer to its command ? Do you respect and fear the ancient might that surges through your veins, using them entirely when necessary ? Do you relish in the persuasiveness it offers you, embracing your gifts and using them freely ? Are you worried the superstitions are right, and this power will finally turn you into one of the monsters you hunt ? Or has your study instilled you with the confident dominance of mind over matter, certain you can bend these gifts to bring a bright dawn ?
Consider excessively that while a lineage hunter belongs to an order, many strike out on their own to do their best work. What made you leave the comfort of your order ? Do you intend to return, or have you decided you have more to learn in the worldly concern beyond ? What do you seek in early adventurers that can help you meet your goals ?
While most rake hunters follow a path of effective or neutrality in their pursuits, some have fallen to the black, seductive side of hemocraft and use their abilities for selfish and malefic purposes. These deviants are constantly thrown from the order, and much hunted along with the creatures they once trained to fell .
You can make a blood hunter promptly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons, or archery ( or finesse weapons ). Make Intelligence your adjacent highest if you plan to focus on the potency of lineage curses and mystic world power. Choose a higher Constitution adjacent, as you want to have supernumerary hit points to burn on your crimson rite or amplifying blood curses. then, select the urchin or soldier background .
The Blood Hunter
Blood Hunter Multiclassing
Should you wish to multiclass into a blood hunter, the prerequisites and proficiencies gained are listed below .
Blood Hunter Multiclassing Prerequisites
Ability Score Minimum
Strength 13 or Dexterity 13, and Intelligence 13
Blood Hunter Multiclassing Proficiencies
Light armor, medium armor, shields, simpleton weapons, soldierly weapons, one skill from the classify ’ second skill list, alchemic supplies .
Blood Hunter Multiclassing with Warlock
If multiclassing order of the Profane Soul with Warlock levels, add a third of your lineage hunter levels ( rounded polish ) to your Warlock level and consult the Warlock progression table in the Player ’ s Handbook for full Spell Slots, Cantrips known, and Spell Slot Level .
As a rake hunter, you gain the follow class features .
Hit Dice: 1d10 per blood orion level
Hit Points at 1st Level: 10 + your Constitution changer
Hit Points at Higher Levels: 1d10 ( or 6 ) + your Constitution modifier per lineage hunter charge after 1st
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, soldierly weapons
Tools: Alchemist ’ mho supplies
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Athletics, Acrobatics, Arcana, History, Insight, Investigation, Religion, and Survival
You start with the postdate equipment, in summation 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
Beginning at 1st grade, you have survived the Hunter ’ s Bane, a dangerous, long-guarded ritual that alters your life ’ sulfur blood, forever binding you to the iniquity and honing your senses against it. You have advantage on Wisdom ( Survival ) checks to track elfin, fiends, or undead, a well as on Intelligence ability checks to recall information about them .
The Hunter ’ south Bane besides empowers your body to control and shape hemocraft magic trick, using your own blood and life perfume to fuel your abilities. Some of your features require your aim to make a save throw to resist the feature ’ randomness effects. The saving throw DC is calculated as follows :
Hemocraft save DC = 8 + your proficiency bonus + your intelligence modifier .
At 1st level, you gain the ability to channel, and sometimes sacrifice, a part of your full of life perfume to curse and manipulate creatures through hemocraft magic trick. You gain one lineage execration of your option, detailed in the “ Blood Curses ” section at the end of the class description. You learn one extra blood execration of your choice, and you can choose one of the lineage curses you know and replace it with another blood hex, at 6th, 10th, 14th, and 18th 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 can choose to amplify the curse by losing a act of hit points adequate to one roll of your hemocraft fail, as shown in the Hemocraft Die column of the Blood Hunter postpone. An magnify hex gains an extra effect, noted in the curse ’ randomness description. Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the execration .
You can use this have once. Beginning at 6th degree, you can use your Blood Maledict feature twice, at 13th level you can use it three times between rests, and at 17th level, you can use it four times between rests. You regain all use uses when you finish a short or long rest .
At 2nd level, you adopt a expressive style of fighting as your peculiarity. Choose one of the come options. You can ’ t take a Fighting Style option more than once, even if you later get to choose again .
You gain a +2 bonus to attack rolls you make with rate weapons .
When you are wielding a melee weapon in one hand and no early weapons, you gain a +2 bonus to damage rolls with that weapon .
Great Weapon Fighting
When you roll a 1 or 2 on a non-rite wrong 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 modern bun. The weapon must have the ambidextrous or versatile property for you to gain this profit .
When you engage in two-weapon contend, you can add your ability modifier to the damage of the second attack .
At 2nd level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. Choose one ritual from the Primal Rites list below to learn .
As a bonus action, you can activate a crimson rite on a single weapon with the elemental energy of a know rite of your option that lasts until you finish a short or long rest, or if you aren ’ thyroxine holding the weapon at the end of your turn. When you activate a ritual, you lose a act of hit points peer to one wind of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter board .
For the duration, attacks from this weapon deal an extra 1d4 damage of the choose ritual ’ mho type. This wrong is charming, and increases as you gain levels as a rake hunter, as shown in the Hemocraft Die column of the Blood Hunter table. A weapon can only hold a one active rite at a time .
You learn an extra Primal Rite at 7th level, and access to an Esoteric Rite at 14th level .
choose from the stick to :
Rite of the Flame. Your ritual price is fire damage .
Rite of the Frozen. Your ritual damage is cold damage .
Rite of the Storm. Your ritual damage is lightning damage .
choose from the be :
Rite of the Dead. Your rite price is necrotic damage .
Rite of the Oracle. Your ritual wrong is psychic damage .
Rite of the Roar. Your rite wrong is thunder damage .
Blood Hunter Order
At 3rd level, you commit to an order of lineage orion martial concentrate. choose order of the Ghostslayer, Order of the Profane Soul, Order of the Mutant, 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 degree .
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th grade, you can increase one ability mark of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can ’ metric ton addition an ability score above 20 using this feature .
Using the optional feats rule, you can forgo taking this feature to take a feat of your option alternatively .
Beginning at 5th flat, you can attack doubly, rather of once, whenever you take the Attack action on your turning .
Brand of Castigation
At 6th degree, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic trick into it ( requires no legal action ). You always know the management to the post creature, and each time the stigmatize creature deals damage to you or a animal you can see within 5 feet of you, the creature takes psychic price equal to your Intelligence changer ( minimum of 1 damage ) .
Your mark lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a go for the purposes of disperse magic, and the spell level is equal to one-half of your rake hunter tied ( maximum of 9th degree spell ) .
once you use this sport, you can ’ metric ton use it again until you finish a short-circuit or long rest .
When you reach 9th tied, you have a supernatural endowment for discerning the history surrounding mysterious objects or places touched by evil. When making an news ( History ) check to recall information about a benighted past surrounding an object you are touching, or a location you are present in, you have advantage on the roll. The information gleaned frequently leans towards the more sinister influences of the by, and sometimes convey visions of things previously unknown to the character on higher rolls .
Upon reaching 10th level, arcane blood charming suffuses your body, permanently reinforcing your resilience. Your focal ratio increases by 5 feet, and whenever you make a Strength, Dexterity, or Constitution saving throw, you gain a bonus to the saving throw adequate to your Intelligence modifier ( minimum of +1 ) .
Brand of Tethering
Starting at 13th level, the psychic damage from your Brand of Castigation increases to twice your Intelligence changer ( minimal of 2 damage ) .
In accession, a branded creature can ’ t take the Dash action, and if a animal branded by you attempts to teleport or leave their current airplane via ability, spell, or portal site, they take 4d6 psychic damage and must make a Wisdom saving project. On a failure, the teleport or plane shift fails .
When you reach 14th level, you have advantage on saving throws against being charmed and frightened .
Upon becoming 20th level, you hone your control over blood magic, mitigating your sacrifice and empowering your capability. once per turn, whenever a rake hunter sport requires you to roll a hemocraft die, you can choose to reroll the die and choose which result to use .
In summation, whenever you score a critical hit with a weapon attack empowered by your Crimson Rite, you regain one expended use of your Blood Maledict feature .
The blood curses are presented in alphabetic order .
Blood Curse of the Anxious
As a bonus natural process, you magnify the epinephrine in the body of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your adjacent turn, all creatures have advantage on Charisma ( Intimidation ) checks directed at the target animal .
Amplify. The following Wisdom saving throw the aim makes before this curse ends has disadvantage. Once you ’ ve amplified this blood curse, you must finish a farseeing respite before you can amplify it again .
Blood Curse of Binding
As a bonus action, you can attempt to bind a creature you can see within 30 feet of you that is no more than one size larger than you. The prey must succeed on a Strength saving shed or have their speed be reduced to 0 and they can ’ deoxythymidine monophosphate use reactions until the end of your following turn .
Amplify. This execration lasts for 1 hour and can affect a animal careless of their size. At the end of each of its turns, the curse animal can make another Strength saving throw. On a success, this bane ends .
Blood Curse of Bloated Agony
As a bonus action, you curse a creature that you can see within 30 feet of you to painfully swell until the end of your adjacent go. For the duration of this excommunicate, the creature has disadvantage on Strength and Dexterity ability checks, and suffers 1d8 necrotic damage if it makes more than one melee or ranged attack during its flex .
Amplify. This hex lasts for 1 minute. At the end of each of its turns, the cursed animal can make a Constitution save throw. On a achiever, this curse ends .
Blood Curse of Corrosion
prerequisite : 15th level, Order of the Mutant
As a bonus carry through, a creature within 30 feet of you becomes poisoned. At the conclusion of each of its turns, the target can make another Constitution saving throw. On a success, the curse ends .
Amplify. The cursed animal suffers 4d6 necrotic damage, and suffers this damage again every fourth dimension it fails its Constitution deliver shed to end this hex at the end of its turn .
Blood Curse of the Exorcist
prerequisite : 15th level, Order of the Ghostslayer
As a bonus action, you can choose one creature you can see within 30 feet of you that is charmed, frightened, or possessed. The target creature is nobelium longer charmed, frightened, or possessed .
Amplify. The creature that charmed, frightened, or possessed the target of your bane suffers 3d6 psychic damage and must make a Wisdom saving give or be stunned until the end of your following call on .
Blood Curse of Exposure
When a creature you can see within 30 feet is hit by an assail or spell, you can use your reaction to temporarily weaken their resilience against it. Until the end of the become, the target loses resistance to the wrong types of the triggering attack or enchantment .
Amplify. The aim rather loses invulnerability to the damage types of the triggering attack or while, having resistance to them until the end of the twist .
Blood Curse of the Eyeless
When a creature you can see within 30 feet of you makes an attack roll, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature ’ s attack roll. You can choose to use this feature of speech after the creature ’ south hustle, but before the DM determines whether the assail roll succeeds. The creature is immune if it is immune to blindness .
Amplify. You apply this curse to all of the creature ’ s attack rolls until the goal of the turn. You roll a new hemocraft die for each moved approach .
Blood Curse of the Fallen Puppet
When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to give that animal a final act of aggression. That creature immediately makes a single weapon attack against a aim of your option within its attack range .
Amplify. You can first move the curse creature up to half their travel rapidly, and you grant a bonus to the curse creature ’ s attack roll equal to your Intelligence modifier ( minimum of +1 ) .
Blood Curse of the Howl
prerequisite : 18th level, Order of the Lycan
As an action, you unleash a blood-curdling roar. Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or become panicky of you until the end of your adjacent turn. If they fail their write throw by 5 or more, they are stunned while frightened in this way. A creature that succeeds on this saving throw is immune to this blood bane for the adjacent 24 hours .
You can choose any act of creatures you can see to be unaffected by the howl .
Amplify. The roll of this curse increases to 60 feet .
Blood Curse of the Marked
As a bonus action, you can mark a animal that you can see within 30 feet of you. Until the end of your turn, whenever you deal ritual damage to the target, you roll an extra hemocraft die of ritual price .
Amplify. The adjacent attack wind you make against the target before the end of your turn has advantage .
Blood Curse of the Muddled Mind
As a bonus carry through, you curse a animal that you can see within 30 feet of you that is concentrating on a spell. That creature has disadvantage on the following Constitution saving throw it must make to maintain concentration before the end of your following turn .
Amplify. The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration of spells until the goal of your future turn .
Blood Curse of the Souleater
prerequisite : 18th charge, Order of the Profane Soul
When a creature that isn ’ t a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to usher their soul to your patron in change for power. Until the end of your future turn, your weapon attacks have advantage .
Amplify. In addition, you regain an spend warlock go slot. Once you ’ ve amplified this blood curse, you must finish a farseeing rest before you can amplify it again .
Blood Hunter Orders
There are a handful of close orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter ’ s Bane rite that starts their travel, and entirely once they ’ ve proven their dedication and ability will the secrets of the order begin to be revealed. It ’ south within these small, enigmatic sects that the real office of a lineage hunter is learned .
Order of the Ghostslayer
The order of the Ghostslayer is the oldest of the orders, having primitively rediscovered the secrets of rake magic and refined them for fight against the flagellate of undeath. Ghostslayers seek out and study the moment of end, obsessing over the mysteries of the conversion and how it can become corrupted by sinful powers to rise once more. Tuning their abilities to annihilate such abominations, these avid blood hunters seek out the sources of such necromantic energies, purpose to destroy them wherever they arise .
Rite of the Dawn
When you join this holy order at 3rd tied, you learn the Rite of the Dawn esoteric ritual ( detailed below ) .
Rite of the Dawn. Your ritual damage is beaming price. While the rite is active, you gain the comply benefits :
- Your weapon sheds bright light out to a radius of 20 feet.
- You have resistance to necrotic damage.
- Your weapon deals one additional hemocraft die of rite damage when you hit an undead
Beginning at 3rd level, your ancient order teaches advanced command over blood curses. You gain an extra practice of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not .
Upon reaching 7th level, at the beginning of your turn, if you aren ’ triiodothyronine incapacitated, you can choose to magically step into the veil between the planes .
You can move through other creatures and objects as if they were unmanageable terrain, angstrom good as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force price if you end your turn inside an object. If you are inside an object when this feature ends, you are immediately shunted to the nearest unoccupied space that you can occupy and take coerce damage equal to twice the number of feet you moved. This feature lasts for a number of rounds equal to your Intelligence modifier ( minimal of 1 round ) .
You can use this sport once. Beginning at 15th tied, you can use your Ethereal Step have twice between rests. You regain all use uses when you finish a short-change or long lie .
Brand of Sundering
Beginning at 11th degree, your Brand of Castigation now exposes a shard of your enemy ’ mho perfume, leaving them vulnerable to your Crimson Rite. Whenever you damage a branded creature with your Crimson Rite, your weapon deals one extra hemocraft die of rite damage. In addition, the branded creature can ’ thymine be active through creatures or objects .
Blood Curse of the Exorcist
At 15th flush, you ’ ve honed your hemocraft to tear disgusting influence from your allies, punishing those who would infiltrate their body and mind. You gain the Blood Curse of the Exorcist for your Blood Maledict have. This doesn ’ thymine count against your number of rake curses known .
Upon reaching 18th level, you learn to protect your fading life by absorbing your blood rite. When you are reduced to 0 collision points while you have an active agent Crimson Rite, but don ’ thyroxine die instantaneously, the ritual ends and you drop to 1 hit degree alternatively. If you have rites active on multiple weapons, you choose which one ends .
Order of the Lycan
Of the many severe curses that plague the kingdom, few are as ancient or equally feared as Lycanthropy. Passed through blood, this affliction seeds a host with the feral strength and starve for ferocity of a arch beast. The rate of the Lycan is a gallant decree of blood hunters who undergo “ The Taming, ” a ceremonial inflict of lycanthropy from a senior member. These hunters then use their abilities to harness the power of the giant they harbor without losing themselves to it. Through acute perfect of one ’ mho own self-control, combined with the secrets of the order ’ s blood magic rituals, members learn to control and unleash their hybrid shape for short periods of time. Enhanced physical art, unnatural resilience, and razor sharp claws make these warriors a frightful enemy to any malefic that crosses their path. Yet, no coach is perfective, and without concern and accomplished 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 atrocious load it is and the challenges it brings. Where most who embrace this curse turn wicked, brainsick, even homicidal, these lineage hunters accept the gifts of the beast while maintaining control through acute aim and lineage magic. These factors enable a penis of the Order of the Lycan to prevent the spread of their curse through blood, should they wish to. One of the most hallowed oaths of this order is to never infect another without the order ’ south sanction .
Should a extremity of the Order of the Lycan be cured of the lycanthropic curse, it is a severe shame on their name, the order, and those who carry the bane still. There have been passages written about members being cleansed against their will, but those brothers and sisters promptly return to the ordain to undergo a renewed knowledgeability of The Taming, reintroducing the curse to their bodies and restoring their honor .
Lycanthropy comes in many forms. Each translation of the excommunicate is bound to a specific animal : wolf, wear, tiger, boar, and rat are a few of the more long-familiar variations. The try of the curse defines the animal a hybrid shape will share, but the features the curse bestows remain relatively uniform across strains .
Starting when you choose this original at 3rd degree, you begin to adopt the improved abilities of a natural marauder. You gain advantage on Wisdom ( Perception ) checks that trust on hearing or smell .
Upon choosing this original at 3rd tied, you begin to learn to control the lycanthropic execration that nowadays lives in your lineage. As a bonus legal action, you can transform into your hybrid form for up to 1 hour. You can speak, use equipment, and wear armor in this kind. You can revert to your normal form early as a bonus action. You mechanically revert to your normal form if you fall unconscious mind, shed to 0 stumble points, or die. This feature replaces the rules for Lycanthropy within the Monster ’ s Manual .
once you use this feature, you must finish a short circuit or long rest before you can use it again.
Read more: Reef
In the Character Builder, set the option for Hybrid Transformation to Hybrid Form to activate the bonuses for that shape on the character sail .
Hybrid Transformation Features
While you are transformed, you gain the following features :
Feral Might. You gain a +1 to melee damage rolls. This bonus increases by 1 at 11th and 18th level. You besides have advantage on Strength checks and Strength saving throws .
Resilient Hide. You have resistance to bludgeoning, piercing, and slashing wrong from nonmagical attacks not made with argent weapons. While you are not wearing big armor, you gain a +1 bonus to your AC .
Predatory Strikes. You can apply your Crimson Rite feature of speech to your unarmed strikes as a single weapon. You can use Dexterity alternatively of Strength for the attack and wrong rolls of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make one unarmed come to as a bonus legal action .
Your disarm strikes deal 1d6 slashing damage. The wrong increases to 1d8 at 11th level .
Bloodlust. If you begin your turn with no more than half of your maximum hit points, you must succeed on a DC 8 Wisdom saving throw or move immediately towards the nearest creature to you and use the Attack carry through against that creature. You can choose whether or not to use your Extra Attack feature for this frantic approach. If there is more than one possible target, bankroll to randomly determine 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 peasant ’ south Rage feature ), you mechanically fail this preservation throw .
At 7th grade, your travel rapidly increases by 10 feet. You besides can add 10 feet to your long jump distance and 3 feet to your high leap distance. In addition, your hybrid form gains the Improved Predatory Strikes feature .
Improved Predatory Strikes. You gain a +1 bonus to attack rolls made with your unarmed strikes. This bonus increases by 1 at 11th grade ( +2 ) and 18th level ( +3 ). In addition, when you have an active Crimson Rite while in your hybrid shape, your unarmed strikes are considered charming for the purpose of overcoming underground and exemption to nonmagical attacks and damage .
Starting at 11th degree, you learn to unleash and control more of the animal within. You can use your Hybrid Transformation feature of speech twice, regaining all expended uses when you finish a short or long remainder. In addition, your loanblend form gains the Lycan Regeneration feature .
Lycan Regeneration. At the begin of each of your turns, before you roll for bloodlust, you regain murder points adequate to 1 + your Constitution modifier ( minimum of one ) if you have at least 1 collision point and no more than half of your collision points left .
Brand of the Voracious
At 15th charge, you have advantage on your Wisdom saving throws to maintain control of your bloodlust in hybrid form. In addition, your Brand of Castigation now binds your foe to your hunter ’ south thirst for savageness. While in your loanblend imprint, your attacks have advantage against a creature branded by you .
Hybrid Transformation Mastery
At 18th floor, you have wrestled your inner predator and mastered it. You can use your Hybrid Transformation feature an unlimited issue of times, and your loanblend kind can now last indefinitely .
You besides gain the Blood Curse of the Howl for your Blood Maledict feature of speech. This does not count against your number of blood curses known .
Order of the Mutant
The summons of the Hunter ’ south Bane is a irritating, scarring, and sometimes fatal experience. Those that exist find themselves irrevocably changed, enhanced. Some found this experience laud, embracing the ability to alter one ’ s own physiology through a combination of hemocraft and corrupted alchemy. Over generations of experiment, a sliver order of blood hunters began to emerge, one that focused on brew toxic elixirs to modify their capabilities in battle, altering their blood and, over time, become something beyond what they once were. They called themselves the Order of the Mutant. Researching their targets to know their strengths and weaknesses, these blood hunters can alter their biology to be good prepared for the coming conflict .
You begin to uncover forbidden alchemic formulas that temporarily alter your mental and physical abilities .
Beginning at 3rd degree, you choose to learn four mutagen formulas. Your rule options are detailed at the end of this ordain description. You gain an extra formula at 7th level, 11th charge, 15th level, and 18th degree .
additionally, when you gain a modern mutagen formula, you can choose one of the recipe you already know and replace it with a new mutagen formula .
At 3rd level, you can concoct a single mutagen when you finish a short or long perch. Starting at 7th tied, the number of mutagens you can create when you finish a stay increases to two, and at 15th flat, you can now create three mutagens .
As a bonus legal action you can consume a single mutagen, and the effects and side effects final until you finish a short or long rest, unless differently specified. While one or more mutagens are affecting you, you can use an action to focus and flush the toxins from your arrangement, ending the effects and side effects of all mutagens .
Mutagens are designed for your biology and have no effect on other creatures. They are besides unstable by nature, losing their potency over fourth dimension and becoming inert if not used before you finish your future short or long pillow .
Beginning at 7th degree, your body has begun to adapt to toxins and venoms, ignoring their corrode effects. You gain immunity to poison damage and the poison circumstance .
In summation, you can instill a collapse of epinephrine to temporarily resist the negative effects of a mutagen. As a bonus action, you can choose to ignore the side effect of a mutagen affecting you for 1 infinitesimal .
once you use this feature to resist side effects, you can ’ t do so again until you finish a long rest .
Brand of Axiom
At 11th level, your hemocraft has altered your Brand of Castigation to enforce a enemy ’ sulfur genuine nature. Any illusions disguise or making a creature inconspicuous when you trade name them end, and they can ’ thyroxine profit from such illusions while branded. If a animal branded by you is polymorphed or has changed shape, they must succeed on a Wisdom saving throw or revert to their true form and be stunned until the end of your adjacent turn. Whenever a branded creature attempts to polymorph or change supreme headquarters allied powers europe, they must succeed on a Wisdom saving throw or the attempt fails, and they are stunned until the end of your adjacent turn .
Blood Curse of Corrosion
Starting at 15th level, your lineage bane can wrack a animal ’ s soundbox with frightful toxins. You gain the Blood Curse of Corrosion for your Blood Maledict feature. This does not count against your count of blood curses known .
At 18th flat, your consistency has adapted to produce your toxins naturally in a moment of necessitate. As a bonus action, you can choose one mutagen presently affecting you to flush from your organization and end, then immediately have a mutagen you know the formula for take impression in its place .
You can use this feature a number of times equal to your Intelligence modifier ( minimum of 1 ). You regain all uses of this feature after you finish a long rest .
These mutagens are presented in alphabetic order. You can learn a mutagen at the same time you meet its prerequisites .
prerequisite : 11th level.
You gain a flying accelerate of 20 feet for 1 hour.
Side effect. You have disadvantage on Strength and Dexterity ability checks for 1 hour .
Your skin and articulation become ductile, allowing you to slightly enhance your appearance and presence. You have advantage on Charisma ability checks.
Side effect. You have disadvantage on inaugural rolls .
Your Dexterity sexual conquest increases by 3, as does your Dexterity maximum. This bonus increases by 1 at 11th and 18th degree.
Side effect. You have disadvantage on Wisdom saving throws .
You gain advantage on Intelligence ability checks.
Side effect. You have disadvantage on Wisdom ability checks .
prerequisite : 11th level.
When you use the Attack action, you can make an extra weapon attack as a bonus action.
Side effect. You have disadvantage on Intelligence, Wisdom, and Charisma saving throws .
You gain advantage on Dexterity ability checks.
Side effect. You have disadvantage on Wisdom ability checks .
You gain resistance to fire damage.
Side effect. You gain vulnerability to cold damage .
You gain underground to cold damage.
Side effect. You gain vulnerability to fire damage .
You gain resistance to piercing damage.
Side effect. You gain vulnerability to slashing damage .
You gain unsusceptibility to the grappled and restrained conditions. At 11th flat, you besides are immune to the paralyze condition.
Side effect. You have disadvantage on Strength ability checks .
You gain darkvision for up to 60 feet. If you already have darkvision, this increases its compass by 60 extra feet.
Side effect. You gain sunlight sensitivity ( detailed in the Dark Elf section of the Player ’ s Handbook ) .
You gain advantage on Wisdom ability checks.
Side effect. You have disadvantage on Charisma ability checks .
Your Strength score increases by 3, as does your Strength maximum. This bonus increases by 1 at 11th and 18th level.
Side effect. You have disadvantage on Dexterity saving throws .
prerequisite : 11th level
Your weapon attacks score a critical hit on a roll of 19-20.
Side effect. You have disadvantage on Strength saving throws .
Your amphetamine increases by 10 feet. At 15th level, your speed increases by 15 feet alternatively.
Side effect. You have disadvantage on Intelligence ability checks .
prerequisite : 7th charge
For 1 hour, at the begin of each of your turns, you regain hit points equal to your proficiency bonus if you have at least 1 hit point, but no more than half of your hit points.
Side effect. Your accelerate decreases by 10 foot for 1 hour .
Your Intelligence grade increases by 3, as does your Intelligence maximum. This bonus increases by 1 at 11th and 18th level.
Side effect. You have disadvantage on Charisma saving throws .
You gain immunity to slashing damage.
Side effect. You gain vulnerability to bludgeoning damage .
You gain immunity to bludgeoning damage.
Side effect. You gain vulnerability to piercing damage .
You gain an extra use of your Blood Maledict have.
Side effect. You have disadvantage on death saving throws .
Order of the Profane Soul
Those who have taken to the order of the Profane Soul have seen the limits of hemocraft against some of the most ancient and barbarous fiends and terrors of the global. unable to pursue beings of such exponent, creatures able to vanish amongst the nobles without a decipher, or bend the mind of the most loyalist warrior with but a glance, this order trusted in their resilience and delved into this lapp well of corrupting arcane cognition, making pacts with lesser evils to better combat the greater. While they may have traded a share of themselves, members of this order believe the power gained far outweighs the price, for even devils now quake when they know they ’ ve drawn the attention of the Order of the Profane Soul .
When you reach 3rd charge, you strike a bargain with an nonnatural being of your choice : the Archfey, the Fiend, or the Great Old One, each detailed in the Player ’ randomness Handbook, the Undying within the Sword Coast Adventurer ’ s Guide, and the Celestial or Hexblade in Xanathar ’ s Guide to Everything. Your choice augments some of your orderliness features .
You have chosen the Archfey as your nonnatural patron .
You have chosen the Celestial as your nonnatural patron .
You have chosen the Fiend as your nonnatural patron .
The Great Old One
You have chosen the Great Old One as your nonnatural patron .
You have chosen the Hexblade as your nonnatural patron .
You have chosen the Undying as your nonnatural patron .
When you reach 3rd level, you can augment your combat techniques with the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 of 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 extra warlock cantrip of your option at 10th level .
Spell Slots. The Profane Soul Spellcasting table shows how many spell slots you have. The postpone besides shows what the charge of those slots is ; all of your spell slots are the lapp 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 finish a short or long rest .
For example, when you are 8th flush, 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 enchantment .
Spells Known of 1st Level and Higher. At 3rd flush, 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 horizontal surface and higher. A spell you choose must be of a level no higher than what ’ s shown in the table ’ mho Slot Level column for your level. When you reach 11th floor, for model, you learn a new warlock enchantment, which can be 1st, 2nd, or 3rd level .
additionally, when you gain a charge in this classify and orderliness, you can choose one of the warlock spells you know and replace it with another while from the warlock spell list, which besides must be of a level for which you have spell slots .
Spellcasting Ability. Intelligence is your spellcasting ability for your warlock spells, so you use your intelligence whenever a enchantment refers to your spellcasting ability. In addition, you use your intelligence modifier when setting the saving throw DC for a warlock enchantment you cast and when making an attack axial rotation with one .
Spell save DC = 8 + your proficiency bonus + your intelligence modifier
Spell attack modifier = your proficiency bonus + your intelligence modifier
|BLOOD HUNTER LEVEL||CANTRIPS
Beginning at 3rd horizontal surface, your weapon becomes a kernel to your treaty with your chosen dark patron. While you have an active Crimson Rite, you can use your weapon as a spellcasting concentrate ( found in chapter 5 of the Player ’ s Handbook ) for your warlock spells, and you gain a specific benefit based on your chosen treaty ( outlined below ) .
When you deal rite damage to a creature, it glows with faint light until the end of your following twist. For the duration, the creature can ’ thymine benefit from half top, three-quarters cover, or being inconspicuous .
You can expend a use of your Blood Maledict feature as a bonus carry through to heal one creature that you can see within 60 feet of you. They regain a number of hit points hit points equal to one bun of your hemocraft die + your news changer ( minimum of +1 ) .
While using the Rite of the Flame, if you roll a 1 or 2 on your rite price die, you can reroll the fail and choose which roll to use .
The Great Old One
When you score a critical hit against a animal while using the weapon, that creature is frightened of you until the end of your future act .
Whenever you target a animal with a lineage curse, your future attack against the curse animal deals extra damage equal to your proficiency modifier .
Whenever you reduce a hostile animal to 0 hit points using a weapon attack, you regain a act of hit points adequate to one roll of your hemocraft die .
Starting at 7th level, when you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus natural process .
At 7th horizontal surface, your benighted patron grants you the rare use of a dangerous arcane spell based on your treaty .
You can cast blur once using a treaty magic go slot. You can ’ t do therefore again until you finish a long rest .
You can cast lesser restoration once using a treaty magic trick spell slot. You can ’ t do so again until you finish a farseeing rest .
You can cast char ray once using a treaty charming spell slot. You can ’ triiodothyronine do thus again until you finish a retentive lie .
The Great Old One
You can cast detect thoughts once using a treaty magic spell slot. You can ’ metric ton do so again until you finish a long rest .
You can cast branding smite once using a treaty magic while slot. You can ’ t do so again until you finish a long rest .
You can cast blindness/deafness once using a treaty charming spell slot. You can ’ thymine do so again until you finish a long rest .
Brand of the Sapping Scar
Upon reaching 11th floor, your Brand of Castigation feature now digs dark, arcane scars into your prey, leaving them vulnerable to your magic trick. A creature branded by you has disadvantage on their deliver throws against your warlock spells .
At 15th degree, your patron grants you the rare use of an extra arcane spell based on your treaty .
You can cast decelerate once without expending a spell slot. You can ’ deoxythymidine monophosphate do thus again until you finish a long perch .
You can cast revivify once without expending a spell slot. You can ’ thymine do so again until you finish a long respite .
You can cast fireball once without expending a enchantment slot. You can ’ metric ton do thus again until you finish a long rest .
The Great Old One
You can cast hurry once without expending a enchantment slot. You can ’ metric ton do so again until you finish a retentive rest .
You can cast wink once without expending a go time slot. You can ’ t do so again until you finish a long respite.
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You can cast lend excommunicate once without expending a spell slot. You can ’ deoxythymidine monophosphate do so again until you finish a long remainder .
Blood Curse of the Souleater
Starting at 18th degree, you ’ ve learned to siphon the soul from your fallen prey. You gain the Blood Curse of the Souleater for your Blood Maledict feature. This does not count against your number of blood curses known .