Curse Eater
Bewitchment Seeker: Starting at 3rd level, you innately know when a creature is under a charm, curse, or possession on close inspection. Your weapon deals one additional hemocraft die of rite damage when you hit a fey creature. Additionally, you are immune to the curse effects of any curse item that you wield and you can end attunement from the curse item after a long rest.
Curse Specialist: At 3rd level, your ancient order teaches advanced mastery over blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.
Devour Curse: At 7th level, as an action, you can touch a creature to have your wards consume the magical energies that are affecting the creature. The creature is no longer charmed, frightened, possessed, cursed as if under the effects of the remove curse spell, or the creature is granted advantage on the next spell saving throw to break free from an ongoing spell. If the creature is under an effect of a cursed item, that curse is broken and any attunement of the cursed
item is severed. When you use this ability you lose one unspent hit die. If you don't have any hit die remaining, you instead suffer one level of exhaustion.
Brand of the Refined Jinx: At 11th level, your Brand of Castigation now holds the marked creature at the mercy of your vast familiarity of curses. When you are within 10 feet of the branded creature you can amplify your Blood Maledict against the branded creature without taking any extra damage when doing so.
Blood Curse of Shackled Revenge: At 15th level, you've honed your hemocraft to lash powerful magic between yourself and the source of that power. You gain the Blood Curse of Shackled Revenge for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Crippling Hex: At 18th level, when you hit a creature with an attack that bears your crimson rite you can use a bonus action to send a hex into the creature. The creature must succeed a wisdom saving throw or waste their action in a crippling contortion until the end of their next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Ghostslayer
Rite of the Dawn: Starting at 3rd level, you learn the Rite of the Dawn as part of your Crimson Rite feature. When you activate the Rite of the Dawn, the extra damage dealt by your rite is radiant damage. Additionally, while that rite is active on your weapon, you gain the following benefits:
- Your weapon sheds bright light out to a radius of 20 feet.
- You have resistance to necrotic damage.
- When you hit an undead creature with a weapon for which the Rite of the Dawn is active, you roll an additional hemocraft die when determining the extra damage from the rite.
Curse Specialist: Starting at 3rd level, you learn to master blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.
Aether Walk: Upon reaching 7th level, at the start of your turn, you can magically step into the veil between the planes as long as you aren’t incapacitated. You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object. This feature lasts for a number of rounds equal to your Hemocraft modifier (minimum of 1 round). If you are inside an object when it ends, you are immediately shunted to the nearest unoccupied space and you take force damage equal to twice the number of feet you moved. Once you use this feature, you must finish a short or long rest before you can use it again. You can use Aether Walk twice between rests starting at 15th level.
Brand of Sundering: Starting at 11th level, your Brand of Castigation exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite. Additionally, if a branded creature has the Incorporeal Movement trait or a similar feature, it can’t move through creatures or objects while branded.
Blood Curse of the Exorcist: At 15th level, you hone your hemocraft to tear corruption from the minds and bodies of your allies — and to punish those responsible for it. You gain the Blood Curse of the Exorcist for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Rite Revival: Upon reaching 18th level, you learn to protect your fading life by reabsorbing the energy you feed to your weapons. If you have one or more crimson rites active and you are reduced to 0 hit points but don’t die outright, you can choose to have all your active crimson rites end and drop to 1 hit point instead.
Grin
Quirks of the Grin: Starting at 3rd level, you gain one of the following quirks:
- You constantly feel like grinning no matter the circumstance.
- Your eyes are a strange yellow instead of a normal color.
- You have an extreme fascination with hats, and are always happy to find a new one.
- You tend to use big words, and are often accused of not knowing their meanings.
- You are horrible at directions and constantly give the wrong ones.
- You have a quick temper, and react at the smallest things.
- You tend to tell stories in an over the top manner.
- You have a habit of disappearing from the group until something exciting occurs.
Cheshire Grin: At 3rd level, you gain the power of Cheshire Madness. As a bonus action you can enter into a Cheshire madness, which turns you invisible except for your Cheshire grin. When invisible, the opponent has disadvantage on checks on seeing you or attacking you. The effect ends after 1 minute or being hit by an attack from the opponent. Once used, it cannot be used again until you finish a long rest. At 7th level, you gain one extra use per long rest and the ability to recharge one on a short rest, and at 15th level, you gain a third use.
Ace of Hearts: At the 3rd level, you gain a pool of temporary health d4 dice equal to your blood hunter level. You can apply these to yourself or directly touch creatures your blood hunter level number of times before needing a long rest to reset it.
Down the Rabbit Hole: At 7th level, you learn to journey through terrible shadow. You can teleport up to 25 feet to an unoccupied location as a bonus action once per short rest. When using Cheshire Grin, you automatically regain usage of the ability and it increases in range to 40 feet.
Phantom Strike: Starting at 11th level, you learn to control the shadows with the help of the Cheshire Cat. Your unarmed attack damage becomes boosted by 1d6. With the Cheshire Grin activated you gain a 1d8 instead of the 1d6 for your unarmed attacks.
Looming Shadow: Starting at 11th level, you can manipulate the shadows of objects, gaining a special form of telekinesis. This form of telekinesis can only be used if you can see the shadow of the object affected, and works like the cantrip mage hand, except the hand cannot be seen without a successful DC 15 Perception check.
Blood Curse of the Eternal Grin: At the 15th level, you gain the Blood Curse of the Eternal Grin:
- As a reaction, you can make all nearby invisible objects be seen, and make all nearby spells be affected by the dispel magic spell.
- Amplify: The casters of all spells dispelled are stunned until your next turn.
All that Remains: At 18th level, your connection to the White Rabbit empowers your body with a cheshire energy. You can activate Cheshire Grin as a reaction. When in your Cheshire Madness, you can now use Down the Rabbit Hole an infinite number of times, though using it more times than the amount you have available will cause all uses of Cheshire Grin to be gone after the battle.
Last Drop
Rite of the Cycle: Starting at 3rd level, you become part of an endless cycle of blood being spilled and replenished across history. Your blood, old and fermented from constant recycliong, gifts you acess to Rite of the Cycle as part of your Cromson Rite feature. When you activate Rite of the Cycle the extra damage dealt by your rite is acid damage. Additionally, upon activating your rite, gain the following benefits:
- Immediately upon activating Rite of the Cycle, when a melee attack lands against a creature for the first time you learn random knowledge. Learning one of the following at random, a damage vulnerability, damage resistance, damage immunity or condition immunity.
- Roll a d6, on a five or six gain temporary hit points equal to the necrotic damage taken upon activating this rite.
Endless Pursuit: At 3rd level, you gain heightened senses when pursuing your quarry. You have advantage on saving throws against being restrained or grappled. Additionally, after you hit a creature with a ranged attack, you gain 10 ft of movement when traveling in that creatures direction for the remainder of the initiative or until the creature dies. This distance increases to 15ft at level 7, 20ft at level 11 and 30ft at level 15.
Incarnadine Projection: At 7th level, you gain the ability to peer through the tides of blood and traverse them to find another creature. Once per long rest you can cast the spell locate creature without any material components. Additionally, gain the following benefits:
- Savage Divination: Gain advantage on initiative rolls. You have +2 on all melee attack rolls against creatures who you move before in that round of combat. Additionally, when you have an active crimson rite, your melee attacks are considered magical for the purpose of overcoming resistance and immunity to non magical attacks and damage.
Brand of Caustic Gore: At 11th level, your Brand of Castigation allows you to reach deep into an enemy's wounds and pull forth more viscera. When a creature you can see within 30ft of you is damaged by an attack or spell you can expend your reaction to roll three hemocraft dice and deal acid damage to that creature equal to their sum. Creatures affected by this ability have their movement speed reduced by 15ft until the end of your next turn. You can use this feature a number of times equal to your 1+ hemocraft modifier.
Thrumming Soul: At 15th level, your soul iis alighned with the heartbeat of all living creatures past and present. Once per long rest you can cast the spell scry without any material components. The Spell Save DC is equal to 8 + your hemocraft modifier + your proficiency bonus. Additionally, gain the following benefits:
- Dominant Heartbeat: Until you have been damaged by a creature in combat you can attack three times, instead of once, whenever you take the attack action against that creature on your turn
Blood Curse of the Known: At 18th level, you learn to curse a creature with the very knowledge of their own end. You gain Blood Curse of the Known for your blood maledict feature. This doesn't count against your number of blood curses known.
Lycan
Heightened Senses: Starting at 3rd level, you gain the improved senses of a natural predator. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Hybrid Transformation: Also at 3rd level, you learn to control the lycanthropic curse that courses through your veins. As a bonus action, you transform into a special hybrid form for up to 1 hour. You can speak, use equipment, and wear armor while in this form, and can revert to your normal form as a bonus action. You automatically revert to your normal form if you fall unconscious or die. Once you use this feature, you must finish a short or long rest before you can use it again. While you are transformed, you gain the following features:
- Feral Might: You have advantage on Strength checks and Strength saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level.
- Resilient Hide: You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. Additionally, while you are not wearing heavy armor, you have a +1 bonus to AC.
- Predatory Strikes: You can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, which deal 1d6 bludgeoning or slashing damage (your choice). This damage increases to 1d8 at 11th level. Additionally, when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action.
- Bloodlust: If you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 8 Wisdom saving throw or move directly toward the nearest creature and use the Attack action against that creature. If you’re concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian’s Rage feature), you automatically fail this saving throw. If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself.
Stalker's Prowess: At 7th level, your speed increases by 10 feet, and you add 10 feet to your long jump distance and 3 feet to your high jump distance. Your hybrid form also gains the following additional benefit:
- Improved Predatory Strikes: You have a +1 bonus to attack rolls made with your unarmed strike. This bonus increases to +2 at 11th level and to +3 at 18th level. Additionally, when you have an active crimson rite on your unarmed strike 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: At 11th level, you learn to unleash and control more of the beast within. You can use your Hybrid Transformation feature twice, regaining all expended uses when you finish a short or long rest. Your hybrid form also gains the following additional benefit:
- Lycan Regeneration: At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you gain hit points equal to 1 + your Constitution modifier (minimum of 1). If you are in hybrid form, you gain these hit points before you must make the saving throw for your bloodlust.
Brand of the Voracious: Starting at 15th level, you have advantage on the saving throw for your bloodlust while in hybrid form. Additionally, your Brand of Castigation can now bind a foe to your hunter’s ferocity. While in your hybrid form, you have advantage on attack rolls against a creature branded by you.
Hybrid Transformation Mastery: At 18th level, you have mastered your inner predator. You can use your Hybrid Transformation feature an unlimited number of times, and your hybrid form lasts until you revert to your normal form, fall unconscious, or die. You also gain the Blood Curse of the Howl for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Medusa
Rite of the Viper: Starting at 3rd level, you learn the Rite of the Viper esoteric rite (detailed below).
Rite of the Viper: Your rite damage is poison damage. While the rite is active, you gain the following benefits:
- Weapon attacks made with this crimson rite ignores poison damage resistance and poisoned condition immunity.
- You have resistance to poison damage.
- Once per turn, when you damage a target with your Rite of the Viper poison the target must make a constitution saving throw or be inflicted by the poisoned condition until the end of their next turn.
Horrid Visage: At 3rd level, you can sprout forth a head of snake hair that rattles most resolve. You gain proficiency in intimidation. The cursed magic that first created the order activates and slows your aging. For every 10 years that pass, your body ages only 1 year and you can no longer be aged by magical means.
Medusa's Reflection: At 7th level, as an action you can inflict the medusa sight on yourself causing your skin to become stone like for 1 minute or until you release this form. You gain a +2 to your AC, resistance to all bludgeoning, piercing, and slashing damage, and your speed is halved. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die. Once you use this feature, you can’t use it again until you finish a short or long rest.
Brand of the Death Lock: At 11th level, your Brand of Castigation now causes your foe to stiffen up and petrify their joints leaving them more vulnerable to incoming attacks. The branded creature has their armor class reduced by 1.
Blood Curse of the Stone Stare: At 15th level, you've honed your hemocraft to focus the petrifying stare to target your enemy's offensive capabilities turning them into stone. Weapons are hard to handle and can be dropped while natural weapons become useless. You gain the Blood Curse of the Stone Stare for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Petrifying Gaze: At 18th level, as an action, you can force a creature within 60ft to make a Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. If the creature is below a 1/4 of its max health, they make the saving throws at disadvantage. The petrified creature reverts back if you move out of line of sight of the petrified creature, the creature is shattered, you fall unconscious, you drop to 0 hit points, or you die. Once you use this feature, you can’t use it again until you finish a long rest, unless you take a level of exhaustion to use it again.
Mutant
Mutagen Craft: When you choose this archetype at 3rd level, you learn to master forbidden alchemical formulas—known as mutagens—that can temporarily alter your mental and physical abilities. As a bonus action, you consume a mutagen, whose effects and side effects last until you finish a short or long rest unless otherwise specified. While one or more mutagens are affecting you, you can use an action to focus and flush all mutagens from your system, ending their effects and side effects. Mutagens are designed for the specific biology of the character who concocted them, and your mutagens have no effect on other creatures. They are also unstable by nature, losing their potency over time and becoming inert if not used before you finish your next short or long rest.
Formulas: The number of mutagens you can concoct when you finish a rest, and the number of formulas you know, increases as you gain levels in the blood hunter class, as shown on the Mutagencraft table above. Additionally, when you learn a new mutagen formula, you can replace one formula you already know with a new mutagen formula. You choose four mutagen formulas to learn, and you can concoct one mutagen when you finish a short or long rest.
Strange Metabolism: When you reach 7th level, your body begins to adapt to toxins and venoms, ignoring their corrupting effects. You gain immunity to poison damage and the poisoned condition. Additionally, you can trigger a burst of adrenaline that lets you temporarily resist the negative effects of a mutagen. As a bonus action, you can ignore the negative side effect of one mutagen affecting you for 1 minute. Once you do so, you can’t do so again until you finish a long rest.
Brand of Axiom: At 11th level, your mutagenic hemocraft lets your Brand of Castigation reveal a foe’s true nature. Any illusion or invisibility in effect on a creature when you brand it ends, and the creature can’t benefit from invisibility or illusion effects while branded by you. If a creature branded by you is in an alternative form (by way of the Polymorph spell, the Change Shape action or Shapechanger trait, the Wild Shape feature, and similar effects), it must succeed on a Wisdom saving throw or revert to its true form and be stunned until the end of your next turn. Whenever a branded creature attempts to alter its form, it must succeed on a Wisdom saving throw or have the attempt fail, and it is stunned until the end of your next turn.
Blood Curse of Corrosion: Starting at 15th level, your blood curse can infuse a creature’s body with terrible toxins. You gain the Blood Curse of Corrosion for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Exalted Mutation: At 18th level, your body has adapted to produce mutagens naturally in a moment of need. As a bonus action, choose one mutagen currently affecting you. Its effects and side effects end, and you can immediately have a mutagen you know the formula for take effect in its place. You can use this feature a number of times equal to your Hemocraft modifier (minimum of once). You regain all expended uses when you finish a long rest.
Old Hunt
Trick Weapon Proficiency: Starting at 3rd level, you've learned to craft a special Trick Weapon. Choose one of the following weapons from the Trick Weapon Table which you will immediately craft over the course of 1 hour. Once you craft a Trick Weapon, you can’t do so again until you finish a long rest. You can have only one item crafted by this feature at a time and must destroy your previous Trick Weapon for parts to build a new option, taking 1 hour to craft your replacement. Your Trick Weapon grows in power, becoming a +1 magic weapon at 3rd level, +2 magic weapon at 11th level and a +3 magic weapon at 18th level. Only Blood Hunters in the Order of the Old Hunt are proficient with Trick Weapons. You can transform your Trick Weapon into its secondary form or return it to its original form as a bonus action. If performing the attack action with extra attacks, you can transform your Trick Weapon as a bonus action in between attacks. A Trick Weapon retains its Rite when you transform it and when it reverts back to its original form.
Blood Echoes: At 3rd level, you are extremely difficult to kill thanks to the bloody memories you’ve collected while hunting cursed beasts. Damage from a critical hit while below 10 hit points can only bring you down to 1 hit point. Additionally, only rolling below a 5 on a death saving throw counts as a failure.
Backstep: At 7th level, when a creature makes a melee attack against you, as a reaction, you immediately move up to 10 feet away from the creature and the creature’s triggering attack is made at disadvantage. This movement does not provoke opportunity attacks. You can use this ability twice, and you regain any
expended uses when you finish a long rest.
Lone Warrior: At 11th level, your abilities with a Trick Weapon have grown. Whenever you take the attack action to attack with your Trick Weapon, you can use your Bonus Action to immediately attack with the same Trick Weapon. You can also transform your Trick Weapon as part of this Bonus Action before or after attacking. You can use this ability a number of times equal to your Intelligence or Wisdom modifier (whichever is higher) and you regain all expended uses when you finish a long rest.
Blood Vials: At 15th level, Blood Vials are essential to surviving the horrors you hunt. To fill a Blood Vial and heal your wounds, you must steal the life essence of others. Once per round, when you deal damage with a Trick Weapon infused with a Rite, you recover hit points equal to your Strength or Dexterity modifier (whichever is higher).
Trick Weapon Mastery: At 18th level, you've become a master with Trick Weapons and can use the Lone Warrior feature an unlimited number of times per day.
Raven
Ravenous Hunger: Starting at 3rd level, whenever you regain hit points, the dice for determining how many hit points you receive can be rolled again and you take the higher result. In addition, when a target regains hit points within line of sight of you, you treat any roll of your hemocraft die of rite damage as having rolled their maximum value to that target until the end of your next turn. At 18th level, Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.
Shadow Slide: At 7th level, as your movement, you can chose to merge with your shadow and slide across the ground up to 30ft. After emerging from your shadow you can make a melee attack against a target as a bonus action. This movement does not provoke attacks of opportunity. You can use this feature a number of times equal to your Proficiency modifier. You regain all uses of this feature after you finish a short or long rest.
Brand of Lethargic Ward: At 11th level, your Brand of Castigation now cause shadowfell feathers to swirl in the air in a 15-foot-radius sphere centered on the branded creature causing waves of lethargy. All hostile creatures inside the 15-foot-radius sphere centered on the branded creature can't use their reactions and their movement speed is halved.
Blood Curse of the Despairing: At 15th level, you've trained your hemocraft to attack the body and mind of enemies with the sapping power of shadowfell energies. You gain the Blood Curse of the Despairing for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Resist the Veil: At 18th level, you resist the call of the afterlife as your soul reaches out to the Raven Queen. You roll with advantage on all death saving throws. Additionally, the first time you are reduced to 0 hit points per long rest, you become immune to all damage while rolling death saving throws.
Siren
Gifted Vocal Cords: Starting at 3rd level, you have a beautiful voice. You gain proficiency in performance. Additionally, you can be heard by creatures of your choice up to 60 feet away as if you were whispering to them.
Siren Dance: At 3rd level, whether you have regal feathers, iridescent scales, colorful foliage, or fiendish skin, all have a deadly edge. You gain an unarmed strike in the form of Predatory Strikes.
- Predatory Strikes: You can apply your Crimson Rite feature to your unarmed strikes as a single weapon. When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action. Your unarmed strikes deal 1d6 slashing damage. The damage increases to 1d8 at 11th level
Loving Touch: At 7th level, you can ease the suffering and soothe your allies with a mere touch. As a bonus action, you can touch a creature and heal them a number of hit points equal to one roll of your hemocraft die plus your intelligence modifier (minimum of 1) or cure the creature of the paralyzed condition or the poison condition. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Brand of the Siren Call: At 11th level, your Brand of Castigation now rings out an eerie siren song that confuses the branded creature. The branded creature has disadvantage on all attacks made against you when you are within 10 feet of the branded creature. Additionally, the branded creature is deafened while branded.
Blood Curse of the Alluring Song: At 15th level, you've your hemocraft to cause your victims to dance across the battlefield to where you want them. You
gain the Blood Curse of the Alluring Song for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Draining Touch: At 18th level, as an action, you can grasp a creature in attempt to draw out their life force, the target must make a Constitution saving throw or take 5d10 necrotic damage and you regain half the damage dealt on a failed save, or half as much damage on a successful one and you regain no health. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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