Blood Hunter
Base Class: Blood Hunter

Arcane Archer meets Ranger in this Blood Hunter infusion. This Half level caster brings blood hunter to specialised ranged combat, and boasts necessary utility spells useful to any party.

Unerring Marksman

Once on each your turns immediately after hitting with an attack from a weapon with an active rite, you can manipulate your target. The target suffers one of the following effects:

  • The target must succeed a Constitution saving throw or become poisoned for 1 hour.
  • The target must succeed a Strength saving throw or be pushed 5 feet away from you, or prone.

You can use this feature a number of times equal to your proficiency modifier, uses are restored when you must finish a short or long rest.

Curses on the Winds

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 creatures you can see at any range and doing this does not make them aware of your presence or the blood curse.

Hemo-Manipulation

Upon reaching 7th level, you gain the following additional choice for your Unerring Marksman feature:

  • If the attack was made with advantage or the target is engaged in melee with an enemy add a number of hemocraft dice to your damage equal to half your level rounded up. The extra damage is of the same type as the currently active rite.

Additionally, you begin to be able to control your own physiology granting you immunity to poison damage, and the poisoned and charmed conditions.

Wild Resourcefulness

Starting at 11th level, your Brand of Castigation exposes your foe’s essence, leaving remnant curse energy. If a small or larger creature is killed by you whilst under the effects of a Blood Curse, Brand of Castigation, or from an attack benefiting from your Crimson Rite, then you regain a use of your blood maledict feature.

You can use this feature a number of times equal to your Hemocraft Modifier (Minimum of 1).

Blood Curse of the Guiding Winds

At 15th level, you focus on your targets with no regard for the weather. You gain the Blood Curse of the Guiding Winds for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of the Guiding Winds

As a bonus action, you choose one creature you can see. Ranged attacks you make against that creature have a range of 1,800ft and are made with advantage until the end of your next turn.

Amplify. The target of your curse takes 3d6 bludgeoning damage and makes all attacks at disadvantage until the end of your next turn.

Rite Reliability

Upon reaching 18th level, you learn to manipulate your blood magic to a greater degree. Once per turn, If you hit or miss a ranged attack with a weapon that has a crimson rite active, you can choose to add your Hemocraft modifier to the attack potentially causing it to hit. An attack that benefits from this feature deals additional rite damage equal to your hemocraft modifier.

Previous Versions

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2/26/2025 12:38:17 AM
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