Blood Hunter
Base Class: Blood Hunter

Role in Aetheris

The Order of the Silent Dirge is called when the dead refuse every ordinary rite.

They are dispatched to:

Investigate haunted battlefields, drowned temples, plague houses, and cursed manors.

Hunt wraiths, banshees, specters, necrotic revenants, and soul-feeding entities.

Bind or banish spirits too powerful to be destroyed safely.

Disrupt necromancers who enslave souls.

Protect settlements from hauntings, spirit plagues, and death-echo phenomena.

Recover names, bones, last words, and stolen memories needed to put the dead to rest.

Their greatest sanctuary, the Dirgevault, is not merely a headquarters. It is a prison-choir, a sunken cathedral where bound spirits chant warding hymns beneath black water and cracked stone.

Order of the Silent Dirge Features

Blood Hunter Level

Feature

3rd

Dirge Training, Rite of the Mourning Bell, Grave-Echo Canticle

7th

Ghostwalker’s Refrain

11th

Soulbinding Strike

15th

Bell of the Dirgevault

18th

Avatar of the Final Silence

3rd Level: Dirge Training

When you join the Order of the Silent Dirge at 3rd level, you are trained in ghost lore, funerary rites, haunted places, and the anatomy of incorporeal beings.

You gain proficiency in Religion or Performance. If you already have proficiency in the chosen skill, you gain expertise in it instead.

You also gain proficiency with one of the following:

Proficiency Option

One musical instrument

Calligrapher’s Supplies

Jeweler’s Tools

Herbalism Kit

One martial weapon with the Heavy, Reach, or Finesse property

You also learn one language of your choice, typically one associated with the dead, ancient funerary cultures, or necromantic scholarship.

Funeral Lore

You have advantage on Intelligence checks made to recall information about spirits, wraiths, banshees, incorporeal undead, hauntings, necromantic rituals, funerary customs, grave curses, and soul-binding magic.

In addition, when you spend at least 1 minute examining a corpse, grave, haunting site, or spectral manifestation, you may make a Wisdom (Insight), Intelligence (Religion), or Intelligence (Arcana) check against a DC determined by the DM.

On a success, you learn one of the following:

Reading

Information Learned

Cause of Disturbance

Whether the haunting is caused by grief, murder, curse, necromancy, unfinished business, desecration, or planar corruption.

Spirit Anchor

One object, location, body, name, memory, or living creature that may be anchoring the spirit.

Temper of the Dead

Whether the spirit is confused, hostile, bound, grieving, hungry, enslaved, or seeking justice.

Rite Required

Whether the haunting may be ended through burial, confession, vengeance, release, destruction, binding, or banishment.

3rd Level: Rite of the Mourning Bell

You learn to infuse your Crimson Rite with spectral resonance, causing each blow to toll against body and soul alike.

When you activate your Crimson Rite, you may choose for the rite’s damage type to become thunder or necrotic instead of its normal damage type. While this rite is active, your weapon hums with a low funeral tone, and faint blood-red ripples pulse from every strike.

Once per turn when you hit a creature with a weapon attack empowered by this rite, you can invoke the Mourning Bell.

The target takes additional thunder or necrotic damage, your choice, equal to one roll of your Hemocraft die.

If the target is an undead, incorporeal creature, spirit, or creature currently possessing another body, the additional damage increases by your Intelligence modifier, minimum of 1.

You can invoke Mourning Bell a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Toll the Unbodied

Your Crimson Rite attacks count as especially resonant against spirits. While Rite of the Mourning Bell is active:

Effect

Benefit

Grave-Tuned Edge

Your rite-empowered weapon ignores resistance to necrotic and thunder damage possessed by undead.

Spectral Contact

You can damage incorporeal creatures normally with your rite-empowered weapon, even if they would otherwise resist or ignore physical contact.

Revealing Toll

When you hit an invisible undead or spirit, it cannot benefit from invisibility against you until the start of your next turn.

3rd Level: Grave-Echo Canticle

You learn a blood-fed dirge that shields the living from the sorrow of the dead.

As a bonus action, you may take necrotic damage equal to one roll of your Hemocraft die. This damage cannot be reduced in any way. You then begin a Grave-Echo Canticle, which lasts for 1 minute, until you are incapacitated, or until you end it, no action required.

While the canticle is active, you emit a 10-foot aura of muted funeral resonance. You and friendly creatures of your choice in the aura gain the following benefits:

Canticle Benefit

Effect

Steady the Soul

Advantage on saving throws against being frightened by undead.

Mute the Wail

Resistance to thunder damage caused by undead, spirits, or necromantic effects.

Hold the Breath

When a friendly creature in the aura would have its hit point maximum reduced, the reduction is lessened by an amount equal to your Blood Hunter level.

Hush the Haunting

You have advantage on checks made to detect invisible or hidden undead within the aura.

You can use this feature a number of times equal to your Intelligence modifier, minimum of once, regaining all expended uses when you finish a long rest.

The aura increases to 15 feet at 11th level and 30 feet at 18th level.

7th Level: Ghostwalker’s Refrain

By 7th level, your blood has learned the half-step between breath and burial.

You gain resistance to necrotic damage.

In addition, you have advantage on saving throws against being frightened, possessed, or having your hit point maximum reduced.

Ghostwalk

As a bonus action, you can become partially incorporeal until the end of your current turn. During this movement, you may move through creatures and objects as if they were difficult terrain.

If you end your turn inside a creature or object, you are shunted to the nearest unoccupied space and take force damage equal to one roll of your Hemocraft die.

You can use Ghostwalk a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Refrain of Return

When a creature you can see within 30 feet is possessed, frightened by undead, or has its hit point maximum reduced by an undead creature, you can use your reaction and expend one use of Blood Maledict to fortify the creature’s soul.

The creature may immediately repeat one saving throw against the triggering effect, adding one roll of your Hemocraft die to the result. It must use the new roll.

If the effect was caused by an undead creature, the protected creature also gains temporary hit points equal to your Blood Hunter level.

11th Level: Soulbinding Strike

At 11th level, you can pin a spirit to the world with a wound shaped like a funeral chord.

When you hit a creature with a weapon attack empowered by your Crimson Rite, you can invoke Soulbinding Strike. The target takes additional thunder or necrotic damage equal to two rolls of your Hemocraft die, your choice.

Then choose one of the following effects:

Soulbinding Effect

Result

Anchor the Dead

If the target is incorporeal, invisible, ethereal, or possessing another creature, it must make a Charisma saving throw against your Hemocraft DC. On a failure, it becomes visible and cannot become ethereal or pass through objects until the end of your next turn.

Break Possession

If the target is possessing another creature, the possessed creature may immediately make a saving throw against the possession effect, adding your Intelligence modifier to the roll.

Silence the Wail

The target cannot use reactions and cannot use abilities that require a scream, wail, song, or spoken command until the start of your next turn.

Grave-Pin

The target’s speed is reduced by 15 feet until the end of your next turn. If the target is undead, its speed is reduced to 0 instead on a failed Strength saving throw against your Hemocraft DC.

You can use Soulbinding Strike a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

If the target is undead, incorporeal, or possessing another creature, you may roll one of the Hemocraft dice twice and use the higher result.

15th Level: Bell of the Dirgevault

At 15th level, you can summon the resonance of the Dirgevault itself: a great black bell heard by the dead more clearly than by the living.

As an action, you take necrotic damage equal to two rolls of your Hemocraft die. This damage cannot be reduced in any way. You then manifest the Bell of the Dirgevault in a space you can see within 10 feet of you.

The bell may appear as a spectral cathedral bell, a blood-crystal chime, a floating iron handbell, or a circle of tolling runes around your weapon.

The bell lasts for 1 minute, until you are incapacitated, or until you dismiss it, no action required. It creates a 20-foot-radius aura.

While the bell is active:

Bell Effect

Benefit

The Dead Are Heard

Invisible undead and spirits within the aura are revealed as faint silhouettes.

No Passage Untolled

Undead and spirits treat the aura as difficult terrain. Incorporeal undead cannot move through objects within the aura unless they succeed on a Charisma saving throw against your Hemocraft DC.

Mournful Shelter

You and friendly creatures of your choice in the aura gain resistance to necrotic damage.

Drown the Banshee Cry

Friendly creatures of your choice in the aura have advantage on saving throws against effects caused by screams, wails, dirges, fear, possession, or life-draining magic.

Final Toll

Once per turn, when you or a friendly creature damages an undead creature in the aura, that undead takes extra thunder damage equal to one roll of your Hemocraft die.

Once you use Bell of the Dirgevault, you cannot use it again until you finish a long rest unless you expend two uses of Blood Maledict to use it again.

18th Level: Avatar of the Final Silence

At 18th level, you become the last note at the end of a haunting: the hush after the bell, the closed mouth of the grave, the silence that even wraiths fear.

As a bonus action, you enter the Avatar of the Final Silence state for 1 minute.

For the duration, you gain the following benefits:

Avatar Benefit

Effect

Half-Dead Flesh

You gain resistance to necrotic, thunder, psychic, and cold damage.

Unclaimed Soul

You cannot be frightened, possessed, have your hit point maximum reduced, or be transformed into undead against your will.

Silencing Rite

Once per turn when you hit a creature with a weapon attack empowered by your Crimson Rite, you deal additional thunder or necrotic damage equal to two rolls of your Hemocraft die.

The Grave Refuses Passage

Hostile undead and spirits within 30 feet of you cannot become invisible, ethereal, or move through objects unless they succeed on a Charisma saving throw against your Hemocraft DC.

End the Haunting

When you reduce an undead, spirit, or possessed creature to 0 hit points, you may force it to make a Charisma saving throw against your Hemocraft DC. On a failure, it cannot return as undead, possess another creature, reform, or rejuvenate for 24 hours unless restored by a wish spell, divine intervention, artifact, or similar power.

In addition, while your Bell of the Dirgevault is active during this transformation, its aura increases to 30 feet, and friendly creatures in the aura cannot be possessed or frightened by undead.

Once you use this feature, you cannot use it again until you finish a long rest.

Playing an Order of the Silent Dirge Blood Hunter

A Silent Dirge hunter should feel like a funeral rite given human shape: quiet, patient, eerie, and compassionate in a way that unsettles the living. They are not loud crusaders. They are listeners. They know that a haunting is often a wound that learned to walk.

They may speak to ghosts before striking them. They may apologize to wraiths. They may carry bells, tuning forks, crystal pendants, bone flutes, or blood-dark rosaries. Their power is not merely violence. It is resonance: the ability to make the dead remember they were once people.

Suggested Order Mannerisms

d8

Mannerism

1

You pause before entering any room where someone has died.

2

You hum under your breath when undead are near.

3

You carry a small black bell that you never ring without cause.

4

You ask spirits their names before asking what they want.

5

You dislike applause because it sounds too much like bones knocking together.

6

You leave coins, flowers, or written names at unmarked graves.

7

You speak softly around corpses, whether or not they can hear you.

8

You record the final words of the dead in a private ledger.

Suggested Characteristics

Personality Traits

d6

Trait

1

I listen before I judge, even when the speaker is dead.

2

I do not fear silence. I fear what tries to fill it.

3

I treat every haunting as testimony until proven otherwise.

4

I speak gently to the grieving and coldly to those who disturb graves.

5

I never raise my voice unless something has gone terribly wrong.

6

I remember names because forgetting is how the dead become monsters.

Ideals

d6

Ideal

1

Rest. The dead deserve peace, and the living deserve freedom from them.

2

Memory. A forgotten life is a second death.

3

Justice. Some spirits are chains wrapped around unsolved crimes.

4

Mercy. Not every ghost is an enemy. Some are only lost.

5

Silence. There are powers that must not be answered, only ended.

6

Duty. I will stand between the living and the grave’s hunger.

Bonds

d6

Bond

1

I joined the order after a loved one became a restless spirit.

2

A ghost saved my life, and I still carry its unfinished request.

3

The Dirgevault holds a spirit I am forbidden to release.

4

I hunt the necromancer who turned my village into a choir of the dead.

5

I carry a bell made from metal recovered from my family crypt.

6

I promised a dying mentor that I would learn the name of the first wraith.

Flaws

d6

Flaw

1

I sometimes trust the dead more than the living.

2

I struggle to let spirits pass on when they still have stories to tell.

3

I am too willing to disturb graves for answers.

4

I become cold and unforgiving toward necromancers.

5

I hear echoes of past hauntings when I am exhausted.

6

I fear that my own soul will not rest when my work is done.

Order Equipment and Aesthetics

Equipment

Description

Soulbound Scythe

A curved blade etched with dirge-runes, used to reap restless spirits from the world.

Blood-Crystal Chime

A crimson crystal tuned to spectral resonance, used to detect or repel spirits.

Black Bell

A small ritual bell carried by Silent Dirge hunters, often rung only at the start or end of a haunting.

Mourner’s Mantle

A dark cloak stitched with funeral script, grave names, or spirit-binding thread.

Ghostwax Candles

Pale candles that burn blue-white when undead are near.

Dirge Ledger

A private record of hauntings, names, unresolved deaths, and spirits laid to rest.

Adventure Hooks

d8

Hook

1

A town’s bells ring every night at the hour of a forgotten massacre, and each morning someone wakes with grave dirt in their mouth.

2

The Dirgevault goes silent for the first time in centuries, and the spirits bound within may have found a new conductor.

3

A banshee refuses to stop wailing until someone returns the name stolen from her tomb.

4

A necromancer is binding ghosts into firearms, creating bullets that scream the names of their victims.

5

A noble family asks the party to remove a haunting, but the ghost insists the family is hiding a murder.

6

A sunken cathedral rises during a lunar eclipse, tolling a bell no living hand can reach.

7

A Silent Dirge hunter has begun binding innocent spirits, claiming an approaching catastrophe requires “a stronger choir.”

8

A child speaks with the voice of every person buried beneath an abandoned battlefield.

Subclass Summary

The Order of the Silent Dirge is a Blood Hunter subclass built around spirit-hunting, anti-incorporeal combat, necrotic protection, possession disruption, battlefield silence, and spectral control. It specializes against wraiths, banshees, ghosts, haunted places, necromancers, and undead that cannot be solved with ordinary steel.

Its rhythm is eerie and precise: listen to the haunting, ignite the mourning rite, reveal the unseen, bind the spirit, toll the bell, and let silence finish what violence began.

"A grave is not a prison. A song is not a chain. But when the dead forget the difference, we remind them."

Dirge Training

When you join the Order of the Silent Dirge at 3rd level, you are trained in ghost lore, funerary rites, haunted places, and the anatomy of incorporeal beings.

You gain proficiency in Religion or Performance. If you already have proficiency in the chosen skill, you gain expertise in it instead.

You also gain proficiency with one of the following:

Proficiency Option

One musical instrument

Calligrapher’s Supplies

Jeweler’s Tools

Herbalism Kit

One martial weapon with the Heavy, Reach, or Finesse property

You also learn one language of your choice, typically one associated with the dead, ancient funerary cultures, or necromantic scholarship.

Funeral Lore

You have advantage on Intelligence checks made to recall information about spirits, wraiths, banshees, incorporeal undead, hauntings, necromantic rituals, funerary customs, grave curses, and soul-binding magic.

In addition, when you spend at least 1 minute examining a corpse, grave, haunting site, or spectral manifestation, you may make a Wisdom (Insight), Intelligence (Religion), or Intelligence (Arcana) check against a DC determined by the DM.

On a success, you learn one of the following:

Reading

Information Learned

Cause of Disturbance

Whether the haunting is caused by grief, murder, curse, necromancy, unfinished business, desecration, or planar corruption.

Spirit Anchor

One object, location, body, name, memory, or living creature that may be anchoring the spirit.

Temper of the Dead

Whether the spirit is confused, hostile, bound, grieving, hungry, enslaved, or seeking justice.

Rite Required

Whether the haunting may be ended through burial, confession, vengeance, release, destruction, binding, or banishment.

Rite of the Mourning Bell

You learn to infuse your Crimson Rite with spectral resonance, causing each blow to toll against body and soul alike.

When you activate your Crimson Rite, you may choose for the rite’s damage type to become thunder or necrotic instead of its normal damage type. While this rite is active, your weapon hums with a low funeral tone, and faint blood-red ripples pulse from every strike.

Once per turn when you hit a creature with a weapon attack empowered by this rite, you can invoke the Mourning Bell.

The target takes additional thunder or necrotic damage, your choice, equal to one roll of your Hemocraft die.

If the target is an undead, incorporeal creature, spirit, or creature currently possessing another body, the additional damage increases by your Intelligence modifier, minimum of 1.

You can invoke Mourning Bell a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Toll the Unbodied

Your Crimson Rite attacks count as especially resonant against spirits. While Rite of the Mourning Bell is active:

Effect

Benefit

Grave-Tuned Edge

Your rite-empowered weapon ignores resistance to necrotic and thunder damage possessed by undead.

Spectral Contact

You can damage incorporeal creatures normally with your rite-empowered weapon, even if they would otherwise resist or ignore physical contact.

Revealing Toll

When you hit an invisible undead or spirit, it cannot benefit from invisibility against you until the start of your next turn.

Grave-Echo Canticle

You learn a blood-fed dirge that shields the living from the sorrow of the dead.

As a bonus action, you may take necrotic damage equal to one roll of your Hemocraft die. This damage cannot be reduced in any way. You then begin a Grave-Echo Canticle, which lasts for 1 minute, until you are incapacitated, or until you end it, no action required.

While the canticle is active, you emit a 10-foot aura of muted funeral resonance. You and friendly creatures of your choice in the aura gain the following benefits:

Canticle Benefit

Effect

Steady the Soul

Advantage on saving throws against being frightened by undead.

Mute the Wail

Resistance to thunder damage caused by undead, spirits, or necromantic effects.

Hold the Breath

When a friendly creature in the aura would have its hit point maximum reduced, the reduction is lessened by an amount equal to your Blood Hunter level.

Hush the Haunting

You have advantage on checks made to detect invisible or hidden undead within the aura.

You can use this feature a number of times equal to your Intelligence modifier, minimum of once, regaining all expended uses when you finish a long rest.

The aura increases to 15 feet at 11th level and 30 feet at 18th level.

Ghostwalker’s Refrain

By 7th level, your blood has learned the half-step between breath and burial.

You gain resistance to necrotic damage.

In addition, you have advantage on saving throws against being frightened, possessed, or having your hit point maximum reduced.

Ghostwalk

As a bonus action, you can become partially incorporeal until the end of your current turn. During this movement, you may move through creatures and objects as if they were difficult terrain.

If you end your turn inside a creature or object, you are shunted to the nearest unoccupied space and take force damage equal to one roll of your Hemocraft die.

You can use Ghostwalk a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Refrain of Return

When a creature you can see within 30 feet is possessed, frightened by undead, or has its hit point maximum reduced by an undead creature, you can use your reaction and expend one use of Blood Maledict to fortify the creature’s soul.

The creature may immediately repeat one saving throw against the triggering effect, adding one roll of your Hemocraft die to the result. It must use the new roll.

If the effect was caused by an undead creature, the protected creature also gains temporary hit points equal to your Blood Hunter level.

Soulbinding Strike

At 11th level, you can pin a spirit to the world with a wound shaped like a funeral chord.

When you hit a creature with a weapon attack empowered by your Crimson Rite, you can invoke Soulbinding Strike. The target takes additional thunder or necrotic damage equal to two rolls of your Hemocraft die, your choice.

Then choose one of the following effects:

Soulbinding Effect

Result

Anchor the Dead

If the target is incorporeal, invisible, ethereal, or possessing another creature, it must make a Charisma saving throw against your Hemocraft DC. On a failure, it becomes visible and cannot become ethereal or pass through objects until the end of your next turn.

Break Possession

If the target is possessing another creature, the possessed creature may immediately make a saving throw against the possession effect, adding your Intelligence modifier to the roll.

Silence the Wail

The target cannot use reactions and cannot use abilities that require a scream, wail, song, or spoken command until the start of your next turn.

Grave-Pin

The target’s speed is reduced by 15 feet until the end of your next turn. If the target is undead, its speed is reduced to 0 instead on a failed Strength saving throw against your Hemocraft DC.

You can use Soulbinding Strike a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

If the target is undead, incorporeal, or possessing another creature, you may roll one of the Hemocraft dice twice and use the higher result.

Bell of the Dirgevault

At 15th level, you can summon the resonance of the Dirgevault itself: a great black bell heard by the dead more clearly than by the living.

As an action, you take necrotic damage equal to two rolls of your Hemocraft die. This damage cannot be reduced in any way. You then manifest the Bell of the Dirgevault in a space you can see within 10 feet of you.

The bell may appear as a spectral cathedral bell, a blood-crystal chime, a floating iron handbell, or a circle of tolling runes around your weapon.

The bell lasts for 1 minute, until you are incapacitated, or until you dismiss it, no action required. It creates a 20-foot-radius aura.

While the bell is active:

Bell Effect

Benefit

The Dead Are Heard

Invisible undead and spirits within the aura are revealed as faint silhouettes.

No Passage Untolled

Undead and spirits treat the aura as difficult terrain. Incorporeal undead cannot move through objects within the aura unless they succeed on a Charisma saving throw against your Hemocraft DC.

Mournful Shelter

You and friendly creatures of your choice in the aura gain resistance to necrotic damage.

Drown the Banshee Cry

Friendly creatures of your choice in the aura have advantage on saving throws against effects caused by screams, wails, dirges, fear, possession, or life-draining magic.

Final Toll

Once per turn, when you or a friendly creature damages an undead creature in the aura, that undead takes extra thunder damage equal to one roll of your Hemocraft die.

Once you use Bell of the Dirgevault, you cannot use it again until you finish a long rest unless you expend two uses of Blood Maledict to use it again.

Avatar of the Final Silence

At 18th level, you become the last note at the end of a haunting: the hush after the bell, the closed mouth of the grave, the silence that even wraiths fear.

As a bonus action, you enter the Avatar of the Final Silence state for 1 minute.

For the duration, you gain the following benefits:

Avatar Benefit

Effect

Half-Dead Flesh

You gain resistance to necrotic, thunder, psychic, and cold damage.

Unclaimed Soul

You cannot be frightened, possessed, have your hit point maximum reduced, or be transformed into undead against your will.

Silencing Rite

Once per turn when you hit a creature with a weapon attack empowered by your Crimson Rite, you deal additional thunder or necrotic damage equal to two rolls of your Hemocraft die.

The Grave Refuses Passage

Hostile undead and spirits within 30 feet of you cannot become invisible, ethereal, or move through objects unless they succeed on a Charisma saving throw against your Hemocraft DC.

End the Haunting

When you reduce an undead, spirit, or possessed creature to 0 hit points, you may force it to make a Charisma saving throw against your Hemocraft DC. On a failure, it cannot return as undead, possess another creature, reform, or rejuvenate for 24 hours unless restored by a wish spell, divine intervention, artifact, or similar power.

In addition, while your Bell of the Dirgevault is active during this transformation, its aura increases to 30 feet, and friendly creatures in the aura cannot be possessed or frightened by undead.

Once you use this feature, you cannot use it again until you finish a long rest.

Order Of The Silent Dirge Image

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