Blood Hunter
Base Class: Blood Hunter

While all blood hunters learn to manipulate their blood and that of their enemies to fight evil, none are as proficient as those of the Order of the Scarlet Night. These hunters have consumed a version of the Hunter’s Bane that was concocted with the blood from some of the deadliest undead… vampires. While these hunters do not join the ranks of the undead with this ritual, they get as close to it as possible.

Vampiric Charisma

When you join this order at 3rd level, you learn to use your vampiric influences to manipulate your enemies and hunt with the aid of fresh blood.

  • You gain proficiency in Persuasion or Deception
  • By placing a drop of wet blood from a specific creature on your tongue, you gain understanding and power over them. If the creature is alive, for the next hour, you add your Intelligence modifier to all Charisma checks against that specific creature provided you share at least one language. If the creature is dead, you gain advantage on Intelligence (Investigation) checks related to the grisly nature of their death and Intelligence (History) checks related to the creature should they have a notable past. At the DM's discretion, visions of things unknown to the character can occur on higher rolls.
Honeyed Words

You gain proficiency in Persuasion.

Unholy Beguilement

You gain proficiency in Deception.

Taste for Blood

Beginning at 3rd level when you join this order, the vital essence of living creatures sustains you. Drinking at least a pint of blood fulfills your need for food and water for a day. Additionally, as an action you can drink from the open wounds of an incapacitated creature, or one that has been dead for no more than an hour. When you do so, you gain temporary hit points equal to half your blood hunter level.


Additionally, your canines grow into sharpened fangs. Your fangs are natural weapons you can use to make unarmed strikes against a creature you're grappling. If you hit with them, you deal necrotic damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike and you gain temporary hit points equal to the damage dealt.


Your fangs count as a single weapon for the purpose of your Crimson Rite feature. At 11th level, the damage from your fangs increases to 2d8.

Blood Rush

Beginning at 7th level, as a bonus action on your turn you can command your blood to propel you into battle. Until the end of your turn, you gain the following benefits:

  • Your attacks deal an additional hemocraft die of damage.
  • When you take the attack action on your turn, you can attack three times instead of twice.
  • Your speed increases by 10 feet.

Once per turn when you damage a humanoid with your fangs, you regain a use of this feature. You can use this feature once. Beginning at 11th level, you can use it twice between rests. You regain the ability to use this feature upon completion of a short or long rest.

Dread Magic

At level 7 you learn to tap into the dread magics bound to your blood. You can cast Spider Climb or Gaseous form on yourself with no Arcane focus or Material components required.
You can use this feature equal to your Intelligence Modifier. You regain all expended uses when you finish a long rest.

Brand of Blood Gorging

Beginning at 11th level, your Brand of Castigation now draws vitality from your foe’s essence, healing you with every strike. Whenever you damage a branded creature with your Crimson Rite, you regain hit points equal to the crimson rite damage dealt.

Hemocraft Mastery

Beginning at 15th level, your hemocraft has attained a new level of potency. Whenever a creature makes a saving throw to resist the effects of your Blood Maledict feature, it does so with disadvantage.

Vampiric Embrace

At 18th level, your Vampiric Maledict becomes more potent when the fresh blood is close. If your Vampiric Maledict is used and the target of it is within 5ft. of you, the target takes additional necrotic damage equal to two rolls of your Hemocraft die.

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