Was “Supernal Surge” (Ghostslayer Level 11) removed? I can’t see it in the class description and it doesn’t come up when I create a character and level it up to 11.
I believe Rite of Dawn for Ghostslayer is missing the text letting you know the damage suffered from activating is halved.
The Ghost Slayer trait Supernatural Surge, along with the text that stated that damage was halved when activating Rite of Dawn was part of the first Blood Hunter class. These errata changes are for the newest version of the Blood Hunter (originally released in 2020) and were provided to us by the CR team!
How does this change affect multiclassing? As far as I can tell, you still need int 13 to multiclass in/out of Blood Hunter. Is there a plan to fix this so it's either wis or int?
One thing I noticed that was changed, but wasn't included in the notes was the removal of the Hand Crossbow as one of the options for starting equipment. Previously it was Light Crossbow and 20 bolts or Hand Crossbow and 20 bolts, but now it's just the Light Crossbow
This is painful. The year 2022 and this is what's to be expected?
So there's an update to the Blood Hunter class by Matt Mercer (Awesome!), and I can't find specifics on their website nor on reddit, or have I not typed the right keywords into google/reddit to find the specific information within the tech-mongors algorithm? In which case I apologize for my ineptitude and would appreciate any actual information.
So I need to come here to find specifics, which of course there are none. Just vague, "Updated the text on <fill in here>." Which leaves me creating a blood hunter character on dndbeyond to find out the actual information? Which I have to hunt for and not even find. Then to be told everything's been "completely updated" two days ago, yet is still being fixed here and there; in which case, why say it's completed? Does the dndbeyond team aspire to be Blizzard? Cross all our fingers we're bought out by Microsoft I guess?
Regardless of all that. The subclass pre-requisites were str/dex+int. Is that still true? It seems like it should be str/dex+int/wis, and yet it still requires str/dex+int?
Select Profane Soul as the blood hunter feature, select the patron, and NO OTHER INFORMATION is given. You select the patron and have no idea wtf? A generalized link to one of your other source materials to purchase? Stop wasting time and at the absolute very least just link: https://www.dndbeyond.com/classes/blood-hunter#OrderoftheProfaneSoul
If my expectations are too high in the year 2022 for anything that's operating, then good lord we're all ****ed more than we know. I would never finish filling prescriptions at my Pharmacy if I had half the information required for filling the prescription. Then to announce to my patients, "Update complete!" and they couldn't find any actual, direct information about this update no matter where they looked.
An issue I'm running into is related to multiclass options. When I try to add a second class, it claims that every class has the following error message:
"Starting class does not meet multiclass prerequisites: INT 13 (10)"
Not sure how to move forward here. Any advice as to who or where to share this error with would be appreciated.
An issue I'm running into is related to multiclass options. When I try to add a second class, it claims that every class has the following error message:
"Starting class does not meet multiclass prerequisites: INT 13 (10)"
Not sure how to move forward here. Any advice as to who or where to share this error with would be appreciated.
That means you don't have high enough intelligence on your blood hunter to multiclass into anything else.
Each classes multiclass requirement applies if you're multiclassing into or out of that class.
An issue I'm running into is related to multiclass options. When I try to add a second class, it claims that every class has the following error message:
"Starting class does not meet multiclass prerequisites: INT 13 (10)"
Not sure how to move forward here. Any advice as to who or where to share this error with would be appreciated.
Because I'm assuming the class still requires str 13 or dex 13 and int 13, in order to multiclass out with a wisdom based bloodhunter, you would have to (with your DM's permission) unselect the "Multiclass Requirements" toggle on the home page of your character builder.
Is that also true with a Fighter? I looked at the multiclass requirements for Fighter, and it only mentions a Strength and Dexterity requirement. The only class that I see with an Intelligence req. for Multiclassing is Wizard, which I understandably lack the requirements for now that I've changed my Bloodhunter's "Hemocraft Modifier" to Wisdom.
It feels like something isn't working right there.
For out of that class as well?! Wow, I had no idea. That makes things strange, since I now have the option to make my "Hemocraft Modifier" Wisdom instead of Intelligence, but I would still have to keep a high enough Intelligence to multiclass out of Blood Hunter. That creates a curiously high level of MAD, I wonder if that was considered in the overall changes. Thank you for your imput
Multiclassing into or out of a class has specific requirements that are either found in the multiclassing section of the PHB or wherever the class is first printed. (I think they are on the side bar for blood hunter)
More great info! Thanks again everyone, this has been a very supportive community & I am grateful for all of the information in regards to multiclassing and character IU.
Got however a bit a of a question regarding the changes to Crimson Rite and how it synergizes with Predatory Strikes from Order of the Lycan. Primarily my confusion stems from the updated text that state that Crimson Rite now makes all damage from you weapon count as magical:
Crimson Rite
Also at 2nd level, you learn to invoke a rite of hemocraft that infuses your weapon strikes with elemental energy. As a bonus action, you can activate any rite you know on one weapon you’re holding. The effect of the rite lasts until you finish a short or long rest. When you activate a rite, you take necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way.
While the rite is in effect, attacks you make with this weapon are magical, and deal extra damage equal to your hemocraft die of the type determined by the chosen rite. A weapon can hold only one active rite at a time. Other creatures can’t gain the benefit of your rite.
And the updated text from Predatory Strikes states the following:
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.
So far so good. But given that Crimson Rite now by default makes your weapon magical. Should that not also default make your unarmed strike magical? At least that is how I interpret it so fat given that we apply "Crimson Rite feature" on are unarmed strikes.
But then if we go down to Improved Predatory Strikes at level 7 it is still pretty much as it was before the update has the feature of making your unarmed strikes magical:
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.
So am I missing something or should it either state in Predatory Strikes that you do NOT get the magical property to your unarmed strikes when you inherit the rest of the Crimson Rite feature? Or is it the Improved Predatory Strikes that is still a remnant of the past and you do in fact get magical attacks already with Predatory Strikes?
Got however a bit a of a question regarding the changes to Crimson Rite and how it synergizes with Predatory Strikes from Order of the Lycan. Primarily my confusion stems from the updated text that state that Crimson Rite now makes all damage from you weapon count as magical:
Crimson Rite
Also at 2nd level, you learn to invoke a rite of hemocraft that infuses your weapon strikes with elemental energy. As a bonus action, you can activate any rite you know on one weapon you’re holding. The effect of the rite lasts until you finish a short or long rest. When you activate a rite, you take necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way.
While the rite is in effect, attacks you make with this weapon are magical, and deal extra damage equal to your hemocraft die of the type determined by the chosen rite. A weapon can hold only one active rite at a time. Other creatures can’t gain the benefit of your rite.
And the updated text from Predatory Strikes states the following:
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.
So far so good. But given that Crimson Rite now by default makes your weapon magical. Should that not also default make your unarmed strike magical? At least that is how I interpret it so fat given that we apply "Crimson Rite feature" on are unarmed strikes.
But then if we go down to Improved Predatory Strikes at level 7 it is still pretty much as it was before the update has the feature of making your unarmed strikes magical:
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.
So am I missing something or should it either state in Predatory Strikes that you do NOT get the magical property to your unarmed strikes when you inherit the rest of the Crimson Rite feature? Or is it the Improved Predatory Strikes that is still a remnant of the past and you do in fact get magical attacks already with Predatory Strikes?
My biggest question is how Crimson Rite works with Predatory Strikes now. Crimson Rite makes the weapon magical when you apply it (previously it only the extra damage was magical). As Order of the Lycan can break the general rule and let you apply Crimson Rite to your unarmed strikes (which according to RAW count as one weapon for this purpose) does this make your unarmed strikes magical at level 3 or do you still have to wait till level 7 when you get improved predatory strikes.
Got however a bit a of a question regarding the changes to Crimson Rite and how it synergizes with Predatory Strikes from Order of the Lycan. Primarily my confusion stems from the updated text that state that Crimson Rite now makes all damage from you weapon count as magical:
Crimson Rite
Also at 2nd level, you learn to invoke a rite of hemocraft that infuses your weapon strikes with elemental energy. As a bonus action, you can activate any rite you know on one weapon you’re holding. The effect of the rite lasts until you finish a short or long rest. When you activate a rite, you take necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way.
While the rite is in effect, attacks you make with this weapon are magical, and deal extra damage equal to your hemocraft die of the type determined by the chosen rite. A weapon can hold only one active rite at a time. Other creatures can’t gain the benefit of your rite.
And the updated text from Predatory Strikes states the following:
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.
So far so good. But given that Crimson Rite now by default makes your weapon magical. Should that not also default make your unarmed strike magical? At least that is how I interpret it so fat given that we apply "Crimson Rite feature" on are unarmed strikes.
But then if we go down to Improved Predatory Strikes at level 7 it is still pretty much as it was before the update has the feature of making your unarmed strikes magical:
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.
So am I missing something or should it either state in Predatory Strikes that you do NOT get the magical property to your unarmed strikes when you inherit the rest of the Crimson Rite feature? Or is it the Improved Predatory Strikes that is still a remnant of the past and you do in fact get magical attacks already with Predatory Strikes?
I see I'm not the only one who is confused by this. Would love to see an official ruling.
I really like a number of the changes. I've played a Order of the Mutant BH and have had a lot of fun with it at times (when you are willing to go all-in and its strangeness) and this update helps with that. But the weird NON change is around Proficiencies and Multi-classing.
We're given an option to be a Wisdom-based Blood Hunter (yeah) but the basic underlying structure are still INT based. This means that it is still set to for us to be an INT-based BH as you have proficiency in rolls and the ability to do and be more as an INT BH than a WIS BH. We are penalized for the WIS choice vs INT choice (which is very different from choosing Order or sub-classes where you get/give based on the choice).
Given the level of details within the character class, as well as these changes, this seems like either an oversight or a very strange decision (or Matt hates Wisdom characters??)
Great catch! This has been fixed.
The Ghost Slayer trait Supernatural Surge, along with the text that stated that damage was halved when activating Rite of Dawn was part of the first Blood Hunter class. These errata changes are for the newest version of the Blood Hunter (originally released in 2020) and were provided to us by the CR team!
These changes were provided to us by the CR team and you are correct; no changes were made to Grim Psychometry.
How does this change affect multiclassing? As far as I can tell, you still need int 13 to multiclass in/out of Blood Hunter. Is there a plan to fix this so it's either wis or int?
Noticed this too, is this really a change?
This is painful. The year 2022 and this is what's to be expected?
So there's an update to the Blood Hunter class by Matt Mercer (Awesome!), and I can't find specifics on their website nor on reddit, or have I not typed the right keywords into google/reddit to find the specific information within the tech-mongors algorithm? In which case I apologize for my ineptitude and would appreciate any actual information.
So I need to come here to find specifics, which of course there are none. Just vague, "Updated the text on <fill in here>." Which leaves me creating a blood hunter character on dndbeyond to find out the actual information? Which I have to hunt for and not even find. Then to be told everything's been "completely updated" two days ago, yet is still being fixed here and there; in which case, why say it's completed? Does the dndbeyond team aspire to be Blizzard? Cross all our fingers we're bought out by Microsoft I guess?
Regardless of all that. The subclass pre-requisites were str/dex+int. Is that still true? It seems like it should be str/dex+int/wis, and yet it still requires str/dex+int?
Select Profane Soul as the blood hunter feature, select the patron, and NO OTHER INFORMATION is given. You select the patron and have no idea wtf? A generalized link to one of your other source materials to purchase? Stop wasting time and at the absolute very least just link: https://www.dndbeyond.com/classes/blood-hunter#OrderoftheProfaneSoul
If my expectations are too high in the year 2022 for anything that's operating, then good lord we're all ****ed more than we know. I would never finish filling prescriptions at my Pharmacy if I had half the information required for filling the prescription. Then to announce to my patients, "Update complete!" and they couldn't find any actual, direct information about this update no matter where they looked.
An issue I'm running into is related to multiclass options. When I try to add a second class, it claims that every class has the following error message:
"Starting class does not meet multiclass prerequisites: INT 13 (10)"
Not sure how to move forward here. Any advice as to who or where to share this error with would be appreciated.
That means you don't have high enough intelligence on your blood hunter to multiclass into anything else.
Each classes multiclass requirement applies if you're multiclassing into or out of that class.
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I feel a beautiful opportunity was missed for the Order of the Lycans's claw attack to copy the Beast Barbarian's claws attack option
Because I'm assuming the class still requires str 13 or dex 13 and int 13, in order to multiclass out with a wisdom based bloodhunter, you would have to (with your DM's permission) unselect the "Multiclass Requirements" toggle on the home page of your character builder.
Is that also true with a Fighter? I looked at the multiclass requirements for Fighter, and it only mentions a Strength and Dexterity requirement. The only class that I see with an Intelligence req. for Multiclassing is Wizard, which I understandably lack the requirements for now that I've changed my Bloodhunter's "Hemocraft Modifier" to Wisdom.
It feels like something isn't working right there.
For out of that class as well?! Wow, I had no idea. That makes things strange, since I now have the option to make my "Hemocraft Modifier" Wisdom instead of Intelligence, but I would still have to keep a high enough Intelligence to multiclass out of Blood Hunter. That creates a curiously high level of MAD, I wonder if that was considered in the overall changes. Thank you for your imput
Multiclassing into or out of a class has specific requirements that are either found in the multiclassing section of the PHB or wherever the class is first printed. (I think they are on the side bar for blood hunter)
More great info! Thanks again everyone, this has been a very supportive community & I am grateful for all of the information in regards to multiclassing and character IU.
Hi and Thx for a great update!
Got however a bit a of a question regarding the changes to Crimson Rite and how it synergizes with Predatory Strikes from Order of the Lycan. Primarily my confusion stems from the updated text that state that Crimson Rite now makes all damage from you weapon count as magical:
And the updated text from Predatory Strikes states the following:
So far so good. But given that Crimson Rite now by default makes your weapon magical. Should that not also default make your unarmed strike magical? At least that is how I interpret it so fat given that we apply "Crimson Rite feature" on are unarmed strikes.
But then if we go down to Improved Predatory Strikes at level 7 it is still pretty much as it was before the update has the feature of making your unarmed strikes magical:
So am I missing something or should it either state in Predatory Strikes that you do NOT get the magical property to your unarmed strikes when you inherit the rest of the Crimson Rite feature? Or is it the Improved Predatory Strikes that is still a remnant of the past and you do in fact get magical attacks already with Predatory Strikes?
would believe is a remnant of the past.
My biggest question is how Crimson Rite works with Predatory Strikes now. Crimson Rite makes the weapon magical when you apply it (previously it only the extra damage was magical). As Order of the Lycan can break the general rule and let you apply Crimson Rite to your unarmed strikes (which according to RAW count as one weapon for this purpose) does this make your unarmed strikes magical at level 3 or do you still have to wait till level 7 when you get improved predatory strikes.
I see I'm not the only one who is confused by this. Would love to see an official ruling.
I really like a number of the changes. I've played a Order of the Mutant BH and have had a lot of fun with it at times (when you are willing to go all-in and its strangeness) and this update helps with that. But the weird NON change is around Proficiencies and Multi-classing.
We're given an option to be a Wisdom-based Blood Hunter (yeah) but the basic underlying structure are still INT based. This means that it is still set to for us to be an INT-based BH as you have proficiency in rolls and the ability to do and be more as an INT BH than a WIS BH. We are penalized for the WIS choice vs INT choice (which is very different from choosing Order or sub-classes where you get/give based on the choice).
Given the level of details within the character class, as well as these changes, this seems like either an oversight or a very strange decision (or Matt hates Wisdom characters??)
dunno tbh me and my party/friends. dms and all just change the wis proficiency since some prefer the wis BH.