Base Class: Blood Hunter
The process of undertaking the Hunter’s Bane ritual is a painful, scarring, and sometimes fatal experience. Those who survive are irrevocably changed — and not always for the better. Over generations of experimentation, a splinter order of blood hunters honed the way in which hemocraft alters the body, using corrupted alchemy and toxic elixirs to alter their blood even further. Over time, they have modified their capabilities in battle, becoming something beyond what they once were. Calling themselves the Order of the Mutant, these blood hunters now specialize in assessing the strengths and weaknesses of their foes, altering their biology to be best prepared for any conflict.
Greater Mutagens
Beginning at 11th level, you've learned to craft more powerful mutagens known as greater mutagens. These mutagens are much more volatile, and wear off after 1 minute. Whenever you learn a mutagen from this class, or replace a mutagen known, you can choose to learn a greater mutagen instead.
Aether
You gain a flying speed of 20 feet.
Cruelty
You can make a single melee weapon attack as a bonus action on each of your turns. When you hit a creature with this attack, you may use your reaction to force a creature to roll an Wisdom saving throw against your Hemocraft DC or be frightened for 1 minute. They may make a Wisdom saving throw against your Hemocraft DC at the end of their turn to remove the effects.
Reconstruction
You gain a number of temporary hit points at the start of your turn equal to half your Blood Hunter level if you are above 0 hit points.
Mutagencraft
When you choose this archetype at 3rd level, you learn to master forbidden alchemical formulas—known as mutagens—that can temporarily alter your mental and physical abilities.
As a bonus action, you consume a mutagen, whose effects and side effects last until you finish a short or long rest unless otherwise specified. While one or more mutagens are affecting you, you can use an action to focus and flush all mutagens from your system, ending their effects and side effects.
Mutagens are designed for the specific biology of the character who concocted them, and your mutagens have no effect on other creatures. They are also unstable by nature, losing their potency over time and becoming inert if not used before you finish your next short or long rest.
Mutagencraft
| Blood Hunter Level |
Mutagens Created |
Formulas Known |
|---|---|---|
| 3rd | 1 | 4 |
| 7th | 2 | 5 |
| 11th | 2 | 6 |
| 15th | 3 | 7 |
| 18th | 3 | 8 |
Formulas
The number of mutagens you can concoct when you finish a rest, and the number of formulas you know, increases as you gain levels in the blood hunter class, as shown on the Mutagencraft table above. Additionally, when you learn a new mutagen formula, you can replace one formula you already know with a new mutagen formula. You choose four mutagen formulas to learn from the options detailed at the end of this subclass description, and you can concoct one mutagen when you finish a short or long rest.
Calm Sea
You gain advantage on Wisdom saving throws.
Celerity
Your walking speed increases by 10 feet.
Communion
Whenever you would roll dice to regain hit points, you gain an additional amount of healing equal to your Constitution Modifier. This mutagen does not affect hit dice during a short rest.
Deep Lake
You have advantage on Constitution saving throws.
Intuition
You have advantage on Wisdom (Insight) and Wisdom (Perception) checks.
Killer Whale
You can hold your breath for up to 1 hour. Additionally, you gain a swim speed equal to your walking speed.
Nighteye
You gain darkvision out to 60 feet. If you already have darkvision, its range extends by 60 feet.
Prowler
You have advantage on Dexterity (Stealth) checks while not wearing heavy armor.
Reconstruction
You gain a number of temporary hit points at the start of your turn equal to half your Blood Hunter level if you are above 0 hit points.
Strange Metabolism
When you reach 7th level, your body begins to adapt to toxins and venoms, ignoring their corrupting effects. You gain resistance to poison damage and the poisoned condition.
Additionally, your weapon attacks ignore enemy resistance to poison damage, and if the enemy has immunity to poison damage it is reduced to resistance.
You also receive a new rite:
- Rite of Venom. Your rite damage type is poison.
Brand of Axiom
At 11th level, your mutagenic hemocraft lets your Brand of Castigation reveal a foe’s true nature. Any illusion or invisibility in effect on a creature when you brand it ends, and the creature can’t benefit from invisibility or illusion effects while branded by you. If a creature branded by you is in an alternative form (by way of the polymorph spell, the Change Shape action or Shapechanger trait, the Wild Shape feature, and similar effects), it must succeed on a Wisdom saving throw or revert to its true form and be stunned until the end of your next turn. Whenever a branded creature attempts to alter its form, it must succeed on a Wisdom saving throw or have the attempt fail, and it is stunned until the end of your next turn.
Blood Curse of Corrosion
Starting at 15th level, your blood curse can infuse a creature’s body with terrible toxins. You gain the Blood Curse of Corrosion for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Exalted Mutation
At 18th level, your body has adapted to produce mutagens naturally in a moment of need. As a bonus action, choose one mutagen currently affecting you. Its effects and side effects end, and you can immediately have a mutagen you know the formula for take effect in its place.
You can use this feature a number of times equal to your Hemocraft modifier (minimum of once). You regain all expended uses when you finish a long rest.
Mutagens
The mutagens that are part of your hemocraft are presented in alphabetical order. You can learn a mutagen at the same time you meet its prerequisites.
- Deep Lake. You have advantage on Constitution saving throws.
- Calm Sea. You gain advantage on Wisdom saving throws.
- Nighteye. You gain darkvision out to 60 feet. If you already have darkvision, its range extends by 60 feet.
- Killer Whale. You can hold your breath for up to 1 hour. Additionally, you gain a swim speed equal to your walking speed.
- Prowler. You have advantage on Dexterity (Stealth) checks while not wearing heavy armor.
- Intuition. You have advantage on Wisdom (Insight) and Wisdom (Perception) checks.
- Celerity. Your walking speed increases by 10 feet.
- Communion. Whenever you would roll dice to regain hit points, you gain an additional amount of healing equal to your Constitution Modifier. This mutagen does not affect hit dice during a short rest.
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