Base Class: Blood Hunter
Sometimes when undergoing the hunter’s bane ritual, the blood responds in a unique fashion to the arcane hemocraft, taking to the alteration much quicker than most. These individuals are known as “Paleblood”. Paleblood often experience nightmares of twisted beasts and esoteric eldritch abominations of the far realm. Paleblood often appear to be quite insane even to other blood hunters, and even the paleblood themselves struggle to recall if they’re still dreaming or are wide awake. When horrors like these become reality for a paleblood, it is inevitable that they begin hunting nightmares.
Trick Weapons
You have modified your weapons to become better suited for hunting beasts and aberrations. You may transform a weapon you are wielding with the options below, so long as the weapon meets at least one of the required properties. Transforming or undoing a transformation requires a bonus action, and the transformation lasts until you undo it. A weapon may only be under one transformation at a time. Other creatures can’t gain the benefits of your transformations.
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Required Property |
Transformation Effect |
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Light. |
This weapon gains an extra 5 feet of reach or 30 feet of range. If a crimson rite is active on this weapon, it gains an additional 5 feet of reach or 30 feet of range. |
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Two-Handed or Heavy. |
This weapon splits apart into two smaller weapons with which you are proficient. These two weapons each deal 1d6 of the original weapon’s damage type and have the light and finesse properties. Both of these weapons retain any magical properties of the original weapon, and both benefit from the same crimson rite if one was applied to the original weapon. |
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Versatile, Finesse, or No Properties. |
This weapon gains multiple striking points, allowing for an adaptable fighting style. When making an attack, you may choose to deal either bludgeoning, piercing, or slashing damage. If a crimson rite is active on this weapon, you may also choose to deal the same damage as the crimson rite instead. |
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Thrown. |
A steel wire connects to this weapon, allowing you to attempt a ranged grapple as part of a thrown attack with this weapon. If a crimson rite is active on this weapon, a creature grappled by it takes damage at the start of their turns equal to a roll of your hemocraft die, of the same type as the crimson rite. |
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Ammunition or Loading. |
You infuse your ammunition with your own blood when attacking. When making an attack, roll one of your hemocraft die and add half of the result to the attack roll (minimum of 1) and the full result to the damage roll, however you also take necrotic damage equal to the full result of the hemocraft roll. If a crimson rite is active on this weapon, you take half as much necrotic damage when attacking (minimum of 1). |
Nightmare's Bane
The infusion of hemocraft with your paleblood gives you nightmares of horrid eldritch abominations and ravenous twisted beasts. You feel compelled to hunt them in your dreams and that hatred extends to your waking mind. Beasts, shapechangers, and aberrations are now included as part of your hunter’s bane.
Blood Fortified
Your connection with the arcana of your paleblood grants you blood fortification for your weapons. At the end of a short or long rest you may choose to imbue one weapon with one of the following benefits. The weapon retains these benefits until your next short or long rest. You may only have one weapon blood fortified at any given time. Other creatures cannot benefit from these fortifications. When you activate a crimson rite on a weapon, you may choose to move your blood fortification to this weapon if it does not have it, and you may choose to swap out your fortification for a different one.
Bloodletting. When a creature damages you, you may use this weapon to make an attack as a reaction against that creature. If you successfully hit the creature with this reaction, you heal for half the damage you took from the triggering attack.
Dreaded. You may add an additional hemocraft die to damage rolls with this weapon if the target of your attack is a fey, fiend, undead, beast, shapechanger, or aberration.
Marking. After successfully attacking a creature with this weapon, you have advantage on opportunity attacks against that creature with this weapon until the start of your next turn. Additionally, opportunity attacks with this weapon made against a creature that is marked by your brand of castigation do not require or expend a reaction.
Visceral. When you have advantage to hit a creature and do so with this weapon, you may reroll any 1s or 2s on the damage dice of the attack and choose the higher of the two results. This applies to the entire attack's damage including any magical or crimson rite damage.
Madman's Knowledge
Any time you succeed at a Hunter’s Bane check, Grim Psychometry check, or land the killing blow on a creature that falls under your hunter’s bane, you gain one level of insight. Each level of insight grants you stacking benefits from the table below. While you have insight, each time you finish long rest you must make a saving throw using your hemocraft modifier stat with a DC of 12 + your level of insight when starting the rest. If you fail, roll on the madness tables outlined in the Dungeon Masters Guide based on how much insight you had when starting the rest. Roll on the short-term madness table for 1, 2, or 3 levels of insight. Roll on the long-term madness table for 4 levels of insight. Roll on the indefinite madness table for 5 levels of insight. Whenever you finish a long rest you lose one level of insight.
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Level 1 Insight |
You have advantage on perception and investigation checks. Additionally you cannot be surprised. |
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Level 2 Insight |
You have advantage on saving throws against magical effects from creatures that fall under your hunter’s bane. |
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Level 3 Insight |
You know the distance and direction of any creatures within one mile of you that fall under your hunter’s bane. |
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Level 4 Insight |
You gain the benefits of the true seeing spell. |
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Level 5 Insight |
You gain the benefits of the detect thoughts spell. |
Blood Curse of Yharnam
At 15th level, you hone your hemocraft to curse your foes with the blood sickness of a ravenous beast. You gain the Blood Curse of Yharnam for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
As a bonus action, you cause a creature within 30 feet of you to become bestial and erratic. If the creature’s intelligence score is higher than 6, it is reduced to a 6. The cursed creature can no longer distinguish friend from foe, and must make attacks at random targets. For the duration of this curse this creature is also considered to be a beast. The cursed creature can make a wisdom saving throw at the end of each of its turns, ending the curse on itself on a success.
Amplify. The cursed creature fears fire and is frightened by any source of it. If a creature is holding or wearing an object on fire, or otherwise has some source of fire within their space, the cursed creature is frightened of them.
On the Hunt
You may now have two blood fortifications active at once, either both on the same weapon, or on two different weapons. You also gain two insight instead of one when gaining insight. Finally, all blood curses you apply to creatures that fall under your hunter’s bane are amplified and you do not take any damage for this type of amplification.
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Posted Apr 26, 2026What is the saving throw DC for "Blood Curse of Yharnam"?
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Posted Dec 17, 2024just what i was looking for :)