Blood Hunter
Base Class: Blood Hunter

The Order of the Arbiter is the youngest of the blood hunter orders, its members using the secrets of hemocraft for protecting the multiversal balance. Arbiters search for those that threaten the Nexus of Worlds and its inhabitants, acting as judge, jury and prosecutors towards those individuals. These zealous blood hunters are ready to put their life on the line to protect the existing order, turning their abilities to engage the multiversal threats and keep watch over the Nexus.

Rite of Chaos

When you join this order at 3rd level, you learn the Rite of Chaos as part of your Crimson Rite feature. When you activate Rite of the Chaos, the extra damage by your rite is determined by the roll of the damage die of your rite, with the following table:


1. Acid
2. Cold
3. Fire
4.Lightning
5. Poison
6. Necrotic
7. Psychic
8. Thunder
9. Force
10. Radiant


Additionally, when the Rite of Chaos is active, on your weapon, you gain the following benefits:

  • First when you join initiative with the rite active and afterwards at the start of each of your turns roll a d10 and consult the Rite of Chaos damage table. You gain resistance to the damage type you rolled until the start of your next turn. The amount of d10 you roll increases as you gain levels in the Blood Hunter Class: 2 at level 8, 3 at level 12 and 4 at level 17.
  • When you hit a creature with evil alignment with a weapon for which the Rite of Chaos is active, you roll an additional hemocraft die when determining the extra damage from the rite

Protector of Order

Starting at 3rd level, when you choose this subclass, your Hunter's Bane gets modified to further track and grant judgement to those threatening the multiversal order. You gain advantage on Wisdom (survival) checks to track aberrations, as well as on intelligence checks to recall information about such creatures. Additionally, once per short rest, you are able to cast Protection from Evil and Good as a bonus action without requiring spell slots or material components. You can also cast this spell using any spell slots you have of the appropriate level.

Reinforced Soul

Starting at 7th level, when you are asked to make a saving throw, you may spend your reaction to add your Hemocraft modifier (minimum of +1) as an additional bonus to the saving throw. You can use this ability an amount of times equal to half your proficiency bonus and restore all uses of this feature after you finish a long rest.

Extra Attack

Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn

Blood Curse of the Trial

Starting at 15th level, you gain ability to make a creature threatening the balance of Nexus answer for its crimes against the multiverse. You gain the Blood Curse of the Trial for your Blood Maledict feature. This doesn't count against your number of blood curses known.

As a bonus action, you choose a creature which you have branded with your Brand of Castigation feature and which you can see to stand trial against the great powers of cosmos. Roll a d4, depending on the roll, one of the following happens:

1. While this creature is branded by you, you can always perceive it through any obscurement or illusions. Additionally, you gain advantage on all attack rolls made to attack this creature.
2. While this creature is branded by you, you have advantage against all saves against effects, cause of which were this creature's actions. Additionally, this creature has disadvantage on all attack rolls made to attack you.
3. While this creature is branded by you, whenever you hit the creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite. Additionally, the branded creature takes twice your hemocraft modifier psychic damage from your Brand of Castigation.
4. While the creature is branded by you, it looses all forms of speed aside from walking speed, which instead decreases by 10 ft. Additionally, whenever this creature damages you or your ally within 5 ft of you, you can use your reaction to make a weapon attack against this creature.

The cursed creature can make a Charisma saving throw at the end of each of its turns, ending the curse on itself on a success.

Amplify: If the cursed creature is of evil alignment, you deal an additional psychic damage to this creature, equalling your Hemocraft modifier (minimum of +1) when you hit this creature with the weapon, for which your crimson rite is active.

A creature already suffering from the effects of the Blood Curse of the Trial cannot be cursed by this curse again.

Capital Punishment

Starting at 18th level, you are granted powers to enact the most gruesome of verdicts for the violators of the multiversal balance.

Whenever a creature suffering from the effects of the Blood Curse cast by you uses legendary resistance feature to resist a condition applied by you, you can use your reaction to make it reroll the saving throw, potentially turning a success into a failure (this creature can use the legendary resistance feature once more to succeed on the second saving throw, if it has uses of it left). Additionally, you gain another use of your Blood Maledict feature and creatures with evil alignment make saving throws against your Blood Curses at disadvantage.

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