Base Class: Blood Hunter
An updated and overall improved version of the Order of Mutant subclass for the Bloodhunter
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. Due to the power of your mutagens, you can only be under the effect of 1 mutagen at any given time.
Mutagencraft
| Blood Hunter Level |
Mutagens Created |
Formulas Known |
|---|---|---|
| 3rd | 1 | 4 |
| 7th | 2 | 5 |
| 11th | 2 | 6 |
| 15th | 3 | 7 |
| 18th | 3 | 8 |
Level 3: 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.
Adrenaline
For 1 minute after consuming this mutagen, you gain advantage on all attack roles and saving throws for Strength, Constitution and Dexterity. However, all attacks against you have advantage and you have disadvantage on all Wisdom, Intelligence, and Charisma saving throws
Aether
You have a flying speed of 30 ft. for 1 hour. However, your walking speed is decreased by 10 ft for the same duration
Aggression
For 1 minute, when an enemy attacks you during combat, they must make a Wisdom saving throw against your Hemocraft DC in order to attack another creature. You gain resistance to all damage from that enemy; however they have advantage on all attack roles against you.
Alacrity
You have advantage and add your proficiency bonus to initiative rolls; however you can no longer score critical hits
Blood Frenzy
Any time you deal damage that uses your Hemocraft die, roll twice as many dice. However, invoking your Crimson Rite or amplifying blood curses now deals double damage to yourself
Blood Reconstruction
A the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you regain hit points equal to your Hemocraft die plus your Intelligence bonus. However, your speed is halved during this time.
Blood Resurrection
When you are reduced to 0 Hit Points but not killed outright, you are revived up to your max hit points and suffer no levels of exhaustion. However, you gain vulnerability to all damage until you take a short or long rest and all death saves are made at disadvantage
Celerity
Your Dexterity score increases by 3, as does your maximum for that score. However, you have disadvantage on Wisdom saving throws and Wisdom checks. Your Dexterity score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.
Cruelty
You now score a critical hit when you roll either a 19 or 20 and when you use your extra attack feature when taking the Attack action, you can make 3 weapon attacks. However, you have disadvantage on all saving throws.
Elemental Fortitude
You have resistance to fire, cold, lightning, acid, poison and thunder damage but vulnerability to radiant, psychic, and necrotic damage.
Genius
You have advantage on Wisdom, Intelligence, and Charisma checks. However, you have disadvantage on Strength, Dexterity, and Constitution checks
Impermeable
You have resistance to all physical damage but disadvantage on all Wisdom, Intelligence, and Charisma saving throws
Malicious
Your Hemocraft save DC increases by +2 and you do not take damage from amplifying blood curses. However, you can no longer take opportunity attacks and opportunity attacks against you have advantage. You gain +3 if this is consumed at 11th level and +4 at 15th.
Mobility
You gain +10 to your movement speed and have immunity to the grappled and restrained conditions. Additionally, you no longer provoke opportunity attacks when leaving an enemy's range. However, you have a -2 penalty to your AC. At level 11, you also gain immunity to the paralyzed condition.
Nighteye
You gain darkvision out to a range of 60 ft. (or an additional 60 ft. if you already have darkvision) as well as advantage on all Wisdom and Intelligence checks that rely on sight while in partial or total darkness. However, you have disadvantage on attack rolls and Wisdom and Intelligence checks when in well-lit environments.
Potency
Your Strength score increases by 3, as does your maximum for that score. However, you have disadvantage on Dexterity saving throws and checks. Your Strength score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.
Sagacity
Your Intelligence score increases by 3, as does your maximum for that score. However, you have disadvantage on Charisma saving throws and checks. Your Intelligence score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.
Shielded
You gain a +5 Bonus to your AC. However, you are vulnerable to all magical damage
Spiritual Perseverance
You have resistance radiant, psychic, and necrotic damage. However, you are vulnerable to all physical damage
Witchy
You gain an additional use of your Blood Maledict feature. However, you have disadvantage on death saving throws. You gain 2 additional uses at 11th level and 3 additional uses at 15th.
Strange Metabolism
When you reach 7th level, your body begins to adapt to your mutagens, toxins and venoms, ignoring their corrupting effects. You gain immunity to poison damage and the poisoned condition, and you can be under the effect of 2 mutagens at any given time.
Additionally, you can trigger a burst of adrenaline that lets you temporarily resist the negative effects of a mutagen. As a bonus action, you can ignore the negative side effect of one mutagen affecting you for 1 minute. Once you do so, you can’t do so again until you finish a long rest.
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.
Blood Curse of Corrosion
As a bonus action, you cause a creature within 30 feet of you to become poisoned. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.
Amplify. The cursed creature takes 8d6 necrotic damage when you inflict this curse, and it takes this damage again each time it fails a Constitution saving throw to end the curse.
Activating a Blood Curse requires a use of your Blood Maledict feature.
Blood Curse of Corrosion
As a bonus action, you cause a creature within 30 feet of you to become poisoned. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.
Amplify. The cursed creature takes 8d6 necrotic damage when you inflict this curse, and it takes this damage again each time it fails a Constitution saving throw to end the curse.
Activating a Blood Curse requires a use of your Blood Maledict feature.
Exalted Mutation
At 18th level, your body has adapted to mutation and you can produce mutagens naturally in a moment of need. When you roll initiative and as a bonus action on later turns, 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. Additionally, you can be under the effect of 3 mutagens at any given time.
Mutagens
The mutagens that are part of your hemocraft are presented in order of prerequisites. You can learn a mutagen at the same time you meet its prerequisites.
Level 3:
Draught of Adrenaline
- For 1 minute after consuming this mutagen, you gain advantage on all attack roles and saving throws for Strength, Constitution and Dexterity. However, all attacks against you have advantage and you have disadvantage on all Wisdom, Intelligence, and Charisma saving throws
Elemental Fortitude
- You have resistance to fire, cold, lightning, acid, poison and thunder damage but vulnerability to radiant, psychic, and necrotic damage.
Nighteye
- You gain darkvision out to a range of 60 ft. (or an additional 60 ft. if you already have darkvision) as well as advantage on all Wisdom and Intelligence checks that rely on sight while in partial or total darkness. However, you have disadvantage on attack rolls and Wisdom and Intelligence checks when in well-lit environments.
Celerity
- Your Dexterity score increases by 3, as does your maximum for that score. However, you have disadvantage on Wisdom saving throws and Wisdom checks. Your Dexterity score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.
Mobility
- You gain +10 to your movement speed and have immunity to the grappled and restrained conditions. Additionally, you no longer provoke opportunity attacks when leaving an enemy's range. However, you have disadvantage on STR and CON checks and saving throws. At level 11, you also gain immunity to the paralyzed condition.
Percipient
- You have advantage on WIS checks and saving throws. However, you have disadvantage on CHA checks and saving throws.
Spiritual Perseverance
- You have resistance radiant, psychic, and necrotic damage. However, you are vulnerable to all physical damage
Impermeable
- You have resistance to all physical damage but disadvantage on all Wisdom, Intelligence, and Charisma saving throws
Potency
- Your Strength score increases by 3, as does your maximum for that score. However, you have disadvantage on Dexterity saving throws and checks. Your Strength score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.
Aggression
- For 1 minute, when an enemy attacks you during combat, they must make a Wisdom saving throw against your Hemocraft DC in order to attack another creature. You gain resistance to all damage from that enemy; however they have advantage on all attack roles against you.
Alacrity
- You have advantage and add your proficiency bonus to initiative rolls; however you can no longer score critical hits
Sagacity
- Your Intelligence score increases by 3, as does your maximum for that score. However, you have disadvantage on Charisma saving throws and checks. Your Intelligence score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.
Shielded
- You gain a +5 Bonus to your AC; However, you have disadvantage on all saving throws
Malicious
- Your Hemocraft save DC increases by +2 and you do not take damage from amplifying blood curses. However, you can no longer take opportunity attacks and opportunity attacks against you have advantage. You gain +3 if this is consumed at 11th level and +4 at 15th.
Vermillion
- You gain an additional use of your Blood Maledict feature. However, you have disadvantage on death saving throws. You gain 2 additional uses at 11th level and 3 additional uses at 15th.
Level 7:
Aether
- You have a flying speed of 30 ft. for 1 hour. However, your walking speed is decreased by 10 ft for the same duration
Blood Frenzy
- Any time you deal damage that uses your Hemocraft die, roll twice as many dice. However, invoking your Crimson Rite or amplifying blood curses now deals double damage to yourself
Blood Reconstruction
- At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you regain hit points equal to your Hemocraft die plus your Intelligence bonus. However, your speed is halved during this time.
Level 11:
Blood Resurrection
- When you are reduced to 0 Hit Points but not killed outright, you are revived up to your max hit points and suffer no levels of exhaustion. However, you gain vulnerability to all damage until you take a short or long rest and all death saves are made at disadvantage
Cruelty
- You now score a critical hit when you roll either a 19 or 20 and when you use your extra attack feature when taking the Attack action, you can make 3 weapon attacks. However, you have disadvantage on all saving throws.
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