Base Class: Blood Hunter
Bound by blood and driven by obsession, those who walk the path of the Harrowed Hunt are relentless predators of the unnatural. They are marked by the horrors they have witnessed, their insight cutting beyond the veil of reality.
A Harrowed Hunter wields a firearm bound to their very essence, striking with unnatural speed and using well-timed shots to deflect incoming attacks. Their mastery over Hemocraft allows them to turn their own suffering into strength, storing their spilled blood within alchemic vials that can restore their vitality in the heat of battle. As they grow stronger, they learn to mark their prey with an accursed brand, sundering flesh and stripping away resistances. At the height of their power, their mind is sharpened beyond mortal limits, granting them truesight and the ability to strike down beings that exist beyond the material world.
To become one of the Harrowed Hunt is to accept an unending pursuit, where every wound is a lesson and every victory comes at the cost of blood. Those who witness their work speak of gunfire in the dark, of figures wreathed in crimson mist, and of hunters who never stop the chase.
Blood Vial
3rd-level Order of the Harrowed Hunt feature
Your mastery over your own suffering allows you to turn pain into preservation. Whenever you roll your Hemocraft die to deal damage to yourself for a Crimson Rite or Blood Curse, you store the life essence lost as healing charges within a Blood Vial. The vial can hold a number of charges equal to twice your proficiency bonus.
As a bonus action, you can inject yourself (or a willing creature within 5 feet of you) with the vial, expending up to 3 charges. For each charge spent, you (or the target creature) regain hit points equal to a roll of your Hemocraft die.
Your vial replenishes charges only when you willingly suffer Hemocraft damage—you cannot gain charges from damage dealt by enemies or other external sources.
Bloodbound Fireram
3rd-level Order of the Harrowed Hunt feature
Through a ritual of blood and will, you create a firearm bound to your very essence—a weapon that exists only so long as you wield it. You gain proficiency with firearms, if you do not already have it. You can summon or dismiss this firearm as a bonus action, causing it to materialize in your grasp or dissipate into crimson mist. If you drop the firearm, it vanishes instantly, but you can summon it again on your turn.
When making an attack with this firearm, you use your Hemocraft modifier for attack and damage rolls instead of Dexterity. The firearm does not require conventional ammunition; instead, it converts your blood into bullets.
The firearm can take the form of either a one-handed or two-handed weapon. You can change its form when you finish a long rest or by performing a one-hour ritual, allowing you to adapt your weapon to the needs of the hunt.
Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls made with the firearm.
The firearm counts as a magical weapon and gains a +1, +2 and +3 to damage rolls at 7th, 11th and 15th level respectively.
Bloodbound Firearm (INT)
Choose this version if you chose Intelligence as your Hemocraft Modifier.
Bloodbound Firearm (WIS)
Choose this version if you chose Wisdom as your Hemocraft Modifier.
Hunters Riposte
7th-level Order of the Harrowed Hunt feature
Your preternatural insight allows you to strike with uncanny timing. When a creature, that you can see within range, makes an attack against you, you can use your reaction to make an attack roll with your Bloodbound Firearm against them. When doing so you take damage equal to a roll of your Hemocraft die.
If your attack roll equals or exceeds the creature’s attack roll, you successfully parry the strike, causing their attack to miss, while your shot automatically hits, regardless of the target’s AC.
Brand of Mutilation
11th-level Order of the Harrowed Hunt feature
Your Brand of Castigation sears deep into flesh and bone, leaving your prey painfully exposed. When you apply your Brand of Castigation to a creature, you choose piercing, slashing, or bludgeoning damage. The branded creature becomes vulnerable to the chosen damage type for as long as the brand remains.
If the creature has resistance or immunity to nonmagical attacks or to the chosen damage type, that resistance or immunity is suppressed. Additionally, the creature must make a Constitution saving throw against your Hemocraft save DC. On a failure, they still gain vulnerability to the chosen damage type.
The brand lingers, ensuring your quarry cannot simply shake off its wounds—only through death or the brand’s removal can they escape their inevitable demise.
Brand of Mutilation
11th-level Order of the Harrowed Hunt feature
Your Brand of Castigation sears deep into flesh and bone, leaving your prey painfully exposed. When you apply your Brand of Castigation to a creature, you choose piercing, slashing, or bludgeoning damage. The branded creature becomes vulnerable to the chosen damage type for as long as the brand remains.
If the creature has resistance or immunity to nonmagical attacks or to the chosen damage type, that resistance or immunity is suppressed. Additionally, the creature must make a Constitution saving throw against your Hemocraft save DC. On a failure, they still gain vulnerability to the chosen damage type.
The brand lingers, ensuring your quarry cannot simply shake off its wounds—only through death or the brand’s removal can they escape their inevitable demise.
Brand of Mutilation
11th-level Order of the Harrowed Hunt feature
Your Brand of Castigation sears deep into flesh and bone, leaving your prey painfully exposed. When you apply your Brand of Castigation to a creature, you choose piercing, slashing, or bludgeoning damage. The branded creature becomes vulnerable to the chosen damage type for as long as the brand remains.
If the creature has resistance or immunity to nonmagical attacks or to the chosen damage type, that resistance or immunity is suppressed. Additionally, the creature must make a Constitution saving throw against your Hemocraft save DC. On a failure, they still gain vulnerability to the chosen damage type.
The brand lingers, ensuring your quarry cannot simply shake off its wounds—only through death or the brand’s removal can they escape their inevitable demise.
Vicious Interruption
15th-level Order of the Harrowed Hunt feature
Your parries are swift and brutal, leaving your foes staggered and vulnerable. When you successfully parry a creature’s attack using Hunters Riposte, the target must succeed on a Constitution saving throw against your Hemocraft save DC or be is stunned until the start of its next turn.
Additionally, if the attacker is more than 5 feet away from you, you can move up to your speed toward them without provoking opportunity attacks as part of the same reaction.
Watchers Insight
18th-level Order of the Harrowed Hunt feature
Your mind has torn through the illusions of reality, granting you unparalleled awareness of what lurks beyond. You gain truesight out to 120 feet, allowing you to see through illusions, invisibility, magical and non-magical darkness and into the Ethereal Plane.
Furthermore, you can strike creatures that exist beyond the material world. As long as you can see a creature on the Ethereal Plane, you can interact with it as if it were on your plane, including attacking it with your weapons and spells.
Previous Versions
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11/25/2025 9:11:49 PM
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1/22/2026 1:16:10 PM
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1.0
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1/23/2026 6:38:06 AM
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11
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1.1
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1/23/2026 7:00:42 AM
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11
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1.2
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