Blood Hunter
Base Class: Blood Hunter

The Order of the Hollow Fang is a forbidden path for blood hunters who have willingly embraced or been cursed by monstrous hunger—becoming something between man and ..... somthing else. They teeter on the edge of control, using cursed flesh and frigid power to hunt greater evils. Their bodies become cold, twisted instruments of vengeance, but the cost is steep: lose yourself, or lose control.

Hunger Within

You’ve branded your soul with the hunger that should’ve consumed you.

  • Hunger Surge. When you deal damage with your Unarmed strike or somthing else of that nature (E.X Dragon born breath weapon), you may roll your Hemocraft die and add the result as extra necrotic damage. If the creature is below its hit point maximum, you instead add cold damage equal to your Constitution modifier.

    You can use this a number of times equal to your proficiency bonus per long rest.

  • Rite of the Devourer. You gain a unique Crimson Rite:

    • Rite of the Devourer: Your weapon pulses with consuming hunger. While active, your rite deals cold damage, and creatures damaged by it can’t regain hit points until the start of your next turn.

  • Cursed Visage. Your unhuman traits mark you. You gain advantage on Intimidation checks, but disadvantage on Persuasion checks unless you conceal your form.

Glacial Howl

Your cry now freezes blood and mind alike.

  • As an action, you unleash a Glacial Howl. Each creature of your choice within 30 feet must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or become frightened for 1 minute and take cold damage equal to two rolls of your Hemocraft die.

    Creatures frightened this way can repeat the saving throw at the end of each of their turns. On a success, the effect ends early.

  • Creatures that are immune to fear instead take double damage from this howl.

You can use this a number of times equal to your Constitution modifier (minimum 1) per long rest.

Predator’s Apex

Your Unhuman body sharpens. You are predator perfected.

  • Improved Leap. When do a long or high jump, your next melee attack made before the end of the turn has advantage and deals extra damage equal to your Hemocraft die.
    Creatures Large or smaller struck by it must succeed on a Strength saving throw (DC = 8 + proficiency bonus + Strength modifier) or be knocked prone.

  • Blood Frenzy. When a creature within 10 feet of you drops to 0 HP, you may move up to half your speed and make a unarmed strike as a reaction.

  • Blood Curse of the Starved (New Curse). You can invoke this unique Blood Curse once per short rest.

    • Effect: As a bonus action, you target a creature you can see within 60 feet. Until the end of your next turn, the target takes additional damage from all melee attacks equal to your Constitution modifier.

    • Amplified: The creature is unable to benefit from temporary hit points and must make a Constitution saving throw (DC = your Hemocraft DC) or gain vulnerability to cold damage until the end of your next turn.

True Form: Hollowed Beast

You’ve made peace with the monster. You are what howls in the woods.

As a bonus action, you may enter your True Form for 1 minute. While in this state:

  • You gain temporary hit points equal to your Blood Hunter level at the start of your turns.

  • Your bite attack can be made as a bonus action and scores a critical hit on a 19–20.

  • Your jump can now be used as part of an attack, landing mid-combat with bone-snapping impact.

  • You emit a 20-foot aura of cold hunger: enemies that start their turn in the area take cold damage equal to your Constitution modifier, and must make a Wisdom saving throw or have disadvantage on their next attack roll.

You may enter this state once per long rest.

Apex of Hunger

You are no longer a man wielding a curse. You are the curse.

While in your True Form the following enhancements apply:


 1. Endless Feast

When you reduce a creature to 0 HP, you may immediately:

  • Regain hit points equal to 2 × your Constitution modifier + your Blood Hunter level.

  • Move up to your speed without provoking opportunity attacks.

  • Use your unarmed as a free action (this does not count against your action or bonus action).

You can trigger this once per turn.


 2. Glacial Dominion

Your aura of cold intensifies. While in True Form:

  • Creatures that begin their turn within 20 feet of you must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier).

    • On a failure, they are slowed until the start of their next turn: their speed is halved, they cannot take reactions, and they can only make one attack.

    • This is not magical—it's a supernatural effect.


3. One With the Curse

When you roll initiative and your True Form is not active, you may choose to immediately activate it without using a bonus action and without expending its daily use.

Once you do this, you must finish a long rest before you can do so again.

Whispers in the Ice

Your transformation into the Hollow Fang has warped not just your body, but your soul. The cold speaks to you, and your presence brings dread before you ever strike.

You exude an unnatural stillness. You gain the following benefits:

  • As a bonus action, you can activate your Aura of Dread for 1 minute. While active:

    • Enemies within 10 feet of you who can see or hear you have disadvantage on the first saving throw they make each round.

    • The area within your aura is considered difficult terrain for enemies.

You can use this ability a number of times equal to your proficiency bonus per long rest.

You’ve learned to etch your curse into the soul instead of flesh. You gain a new Crimson Rite variant and an additional Blood Curse:

  • Rite of Winter’s Claim. Your rite deals cold damage. While active on a weapon, once per turn when you hit a creature, its movement speed is reduced by 10 feet until the start of your next turn. If the creature is already slowed or restrained, it instead becomes immobilized until the end of its next turn.

  • Blood Curse of the Freezing Veil 

    • When a creature damages you, you may use your reaction to mark it with spectral frost.

    • Until the start of your next turn, it has disadvantage on attack rolls against you.

    • Amplified: The marked creature takes cold damage equal to your Hemocraft die and must make a Constitution saving throw or have its speed reduced to 0 until the end of your next turn.


You gain supernatural sight as your senses mutate. You can see:

  • In magical and nonmagical darkness up to 60 feet.

  • Through light foliage and snow as if it were transparent.

  • A creature frightened of you is always visible to you, even behind total cover, as long as it is within 60 feet.

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