Blood Hunter
Base Class: Blood Hunter

This a revised version of the Order of Ichor made by Seedsoman1, by doing it with my own twist. I used some existing official subclass material as reference to streamline the ability design a bit, but still not making it way to broken. I would post the original link to it, but DND Beyond doesn't let me.

ALL ORIGINAL CREDITS, FOR CONCEPT AND IDEA TO SEEDSOMAN1.

Medicinal Maledictor

Your Order has researched and studied the wounds of countless beings and the techniques needed to mend them. When you choose this Order at 3rd level you gain proficiency in the Medicine skill. In addition, whenever you make a Medicine (Wisdom) check, you gain a bonus to the check equal to your Intelligence modifier (minimum of +1). Your Hunter’s Bane feature now also includes Celestials.

Ichor Surge

Starting when you choose this Order at 3rd level you have learned to harness the power of Ichor, the golden blood of the gods/titans. You can store a maximum number of ichor surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of ichor surges resets to one. Whenever you score a critical hit or reduce an enemy to 0 hit points, you gain one ichor surge, as you absorb some life energy from them, you can’t gain ichor surges from undead or constructs. If you end a short rest with no ichor surges, you gain one ichor surge.

You can spend one ichor surge to activate one of the following abilities:

  • Healing Ichor. As a bonus action, you can heal another creature within 5 feet of you (not including you), it regains hit points equal to one roll of your Hemocraft die + your Intelligence modifier.
  • Ichor Amplification. When you amplify a blood curse, you invoke, you can do so without taking any damage.

Rite of Ichor

When you join this order at 3rd level, you learn the Rite of Ichor as part of your Crimson Rite feature. When you activate the Rite of Ichor, the extra damage dealt by your rite is poison damage. As a bonus action or as part of the same bonus action used to invoke this rite, you may expend an ichor surge to enhance your Rite of Ichor: While this rite is active on your weapon, it ignores resistance to poison damage and a creature you hit, can’t regain hit points until the start of your next turn. A creature immune to poison damage or to the poisoned condition, is immune to this effect.

Regenerative Reprisal

Starting at 7th level you have learned to take advantage of an enemy’s attack to strike back at them. When you are hit with a melee attack by a creature you can see, you can use your reaction to immediately make a weapon attack against them, on a successful hit you regain a number of hit points equal to one roll of your hemocraft die + your Intelligence modifier, but you regain hit points when making the attack against an undead or a construct. You can use this ability a number of times equal to your Intelligence modifier (minimum of once) and regain all uses upon finishing a short or long rest. You can also expend an ichor surge to use this ability, when you do, you also gain advantage on the attack roll and you roll two hemocraft dice instead of one for the healing.

Godly Vigor

By 11th level, the Ichor has begun to augment your life essence itself, making it stronger and more active. You gain resistance to poison damage, and you have advantage on saving throws you make to avoid or end the poisoned condition on yourself. Additionally, while in combat, at the start of each of your turns, if you have at least 1 hit point and no more than half of your maximum hit points left (rounded down), you regain hit points equal to one roll of your hemocraft die + your Intelligence modifier. You also regain hit points equal to one roll of your hemocraft die every 10 minutes if you have at least 1 hit point and no more than half of your maximum hit points left (rounded down), while outside of combat.

Brand of Fountaining Life

Beginning at 15th level, your Brand of Castigation now expunges the lifeblood of slain foes, invigorating you and your allies. Whenever a branded creature dies, up to six allied creatures (including you) within 30 feet of them regain hit points equal to four rolls of your hemocraft die + your Intelligence modifier. If you have no ichor surges remaining, you also regain one ichor surge.

.

Level 18: Blood of the Gods/Titans

At 18th level, the godly/titanic blood flowing through your veins has regained its divine splendor and celestial vigor, you gain immunity to poison damage and the poisoned condition, you no longer need to eat or drink, you cannot be aged magically, and for every 10 years that pass, your body ages only 1 year.

You also gain the Blood Curse of Golden Nectar for your Blood Maledict feature. This does not count against your number of blood curses known.

 

Blood Curse of Golden Nectar

Prerequisite: 18th level, Order of Ichor

As an action, you can choose one creature you can see within 30 feet of you (not including you), it regains hit points equal to three rolls of your hemocraft die + your Intelligence modifier + half your Blood Hunter level.

Amplify. Up to six allied creatures (not including you), within 60 feet of you, regain hit points equal to three rolls of your hemocraft die + your Intelligence modifier + your Blood Hunter level.

Previous Versions

Name Date Modified Views Adds Version Actions
7/19/2026 12:09:15 AM
0
1
--
Coming Soon
7/19/2026 9:49:59 AM
0
1
--
Coming Soon
8/2/2026 12:28:53 PM
0
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes