Blood Hunter
Base Class: Blood Hunter

The oldest Rites of the Blood Hunter speak of the Order of the Bloodborne. The first rangers, fighters, and rogues to choose a new path rallied together and sought power in the blood of their foes. The plague of beasts in the distant city of Yharnam was one of the first events that led to the Order's establishment. In their fervor to fight off the plague and the desperation of their losing battle, The Order of the Bloodborne was established with an archaic version of the Hunter's Bane ritual.

Using their own blood as ammunition accelerant, along with ingenious Trick Weapons, the Order fought off the plague of beasts long enough for a tenuous peace. The echoes of the bloody fight still find themselves in the world, looking for the next plague to save themselves from.

**This subclass requires several other homebrew additions to make full use of its features. Please also add the following Homebrew Magic Items**

Hunter's Pistol, Hunter's Blunderbuss, Repeating Pistol, Evelyn, Ludwig's Rifle, Church Cannon, Hunter's Axe (Collapsed), Hunter's Axe (Extended), Saw Cleaver (Collapsed), Saw Cleaver (Extended), Threaded Cane (Collapsed), Threaded Cane (Extended), Beast Cutter (Collapsed), Beast Cutter (Extended), Beasthunter Saif (Collapsed), Beasthunter Saif (Extended), Blade of Mercy (Shortsword), Blade of Mercy (Scimitars), Kirkhammer (Longsword), Kirkhammer (Maul), Ludwig's Holy Blade (Longsword), Ludwig's Holy Blade (Greatsword), Boom Hammer, Chikage, Reiterpallasch (Collapsed), Reiterpallasch (Extended), Tonitrus, Bloodletter, Bloodletter (Empowered), Burial Blade (Collapsed), Burial Blade (Extended), Holy Moonlight Sword, Rakuyo (Scimitar), Rakuyo (Swords)

I do not own the rights to Bloodborne or the images used in any of the item descriptions. 

Trick Weapons

When you join this order at 3rd level, you learn how to craft extraordinary weapons to fight your foes with. Through resourcefulness and a keen eye for engineering, you create one of the Trick Weapons detailed below. You gain additional Trick Weapon options at 7th, 11th, and 15th level, but can only have one equipped at a time. During a long rest, you can choose to change your equipped Trick Weapon with another available to you.

At 7th level, you gain a +1 bonus to attack and damage rolls you make with Trick Weapons and Hunter Arms, and those weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You gain an additional +1 to attack and damage rolls with these weapons at 11th and 15th levels. These bonuses do not apply to any weapons other than those specified.

You gain a Trick Weapon of your choice from the following;

  • Hunter's Axe
  • Saw Cleaver
  • Threaded Cane
Beast Cutter

This thick iron cleaver slices through the toughest of beast hides, and when transformed the blade splits into sections, allowing one to lash it in the fashion of a heavy whip.
This crude weapon relies on brute force and is regrettably inelegant, suggesting that the hunts of the earliest hunters made for horrific affairs, painted in sanguine black and reds.

Transform: As a bonus action, switch between Beast Cutter (Collapsed) and Beast Cutter (Extended). Beast Cutter (Extended) gains the reach property but has disadvantage on melee attacks against creatures within 5 ft.

Trick weapons are unique to the Order of the Bloodborne, an archaic branch of the Blood Hunters that uses beast blood in order to supplement their extraordinary abilities. Most Trick Weapons have two weapons associated with them, which can be switched between with a bonus action. When adding a Trick weapon, be sure to add any secondary weapon to your equipment to benefit fully from it.

Beasthunter Saif

A trick weapon used by the old hunters. A second blade is found inside the curve of the main one. In its initial form, the saif can be wielded like a long curved sword, but when transformed, its blade is contracted, allowing for quick, repeated stabs. Although this trick weapon allows for adaptive combat, it was later replaced by saws and similar weapons that were more effective at disposing of beasts.

Transform: As a bonus action, switch between Beasthunter Saif (Collapsed) and Beasthunter Saif (Extended). Whenever you transform your Trick Weapon, you can move 5 ft. in any direction. This movement does not provoke opportunity attacks.

Trick weapons are unique to the Order of the Bloodborne, an archaic branch of the Blood Hunters that uses beast blood in order to supplement their extraordinary abilities. Most Trick Weapons have two weapons associated with them, which can be switched between with a bonus action. When adding a Trick weapon, be sure to add any secondary weapon to your equipment to benefit fully from it.

Blade of Mercy

A special trick weapon passed down among hunters of hunters. One of the oldest weapons of the workshop. The Shortsword splits into two scimitars when transformed. The weapon's warped blades are forged with siderite, a rare mineral of the heavens.

Transform: As a bonus action, switch between Blade of Mercy (Shortsword) and Blade of Mercy (Scimitars). While conjoined, Blade of Mercy (Shortsword) deals an additional 1d4 damage when enchanted with your Crimson Rite. Switching to Blade of Mercy (Scimitars) forms a pair of scimitars that benefit from your Crimson Rite as a single weapon. You gain a copy of this weapon for the purpose of Dual Wield when transforming from Blade of Mercy (Shortsword) and lose that copy when switching back.

Trick weapons are unique to the Order of the Bloodborne, an archaic branch of the Blood Hunters that uses beast blood in order to supplement their extraordinary abilities. Most Trick Weapons have two weapons associated with them, which can be switched between with a bonus action. When adding a Trick weapon, be sure to add any secondary weapon to your equipment to benefit fully from it.

Bloodletter

The demented hunter weapon brandished by Brador, the Healing Church assassin. The Bloodletter assumes its true and terrifying form after it draws upon blood from the inner reaches of one's body and soul. This is the only effective means of expelling tainted blood, or so Brador, isolated in his cell, continued to believe.

Transform: As a bonus action, you can empower Bloodletter by losing a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. When you do, Bloodletter transforms into Bloodletter (Empowered). While empowered, Bloodletter deals one additional hemocraft die of rite damage when you hit a creature with it. At the start of your turn, Bloodletter (Empowered) switches back to Bloodletter unless you choose to lose hit points equal to one roll of your hemocraft die.

Trick weapons are unique to the Order of the Bloodborne, an archaic branch of the Blood Hunters that uses beast blood in order to supplement their extraordinary abilities. Most Trick Weapons have two weapons associated with them, which can be switched between with a bonus action. When adding a Trick weapon, be sure to add any secondary weapon to your equipment to benefit fully from it.

Boom Hammer

A trick weapon used by the old hunters, and crafted by the workshop heretics, the Powder Kegs. A giant hammer equipped with a miniature furnace. When ignited and fired, it emits a volley of flame that explodes furiously upon impact. Crush the beasts, then burn them - the brute simplicity of the Boom Hammer was favored by hunters with an acute distaste for beasts.

Transform: As a bonus action, you can spend a Quicksilver bullet to Ignite the Boom Hammer. While Ignited, the next time you hit a creature with an attack using this weapon, that attack deals an additional 1d10 fire damage and extinguishes the Boom Hammer.

Trick weapons are unique to the Order of the Bloodborne, an archaic branch of the Blood Hunters that uses beast blood in order to supplement their extraordinary abilities. Most Trick Weapons have two weapons associated with them, which can be switched between with a bonus action. When adding a Trick weapon, be sure to add any secondary weapon to your equipment to benefit fully from it.

Burial Blade

The Trick Weapon wielded by Gehrman, the first hunter. A masterpiece that defined the entire array of weapons crafted at the workshop. Its blade is forged with siderite, said to have fallen from the heavens. Gehrman surely saw the hunt as a dirge of farewell, wishing only that his prey might rest in peace, never again to awaken to another harrowing nightmare. 

Transform: As a bonus action, switch between Burial Blade (Collapsed) and Burial Blade (Extended). Burial Blade deals an additional 1d6 damage while enchanted with your Crimson Rite.

Trick weapons are unique to the Order of the Bloodborne, an archaic branch of the Blood Hunters that uses beast blood in order to supplement their extraordinary abilities. Most Trick Weapons have two weapons associated with them, which can be switched between with a bonus action. When adding a Trick weapon, be sure to add any secondary weapon to your equipment to benefit fully from it.

Chikage

A strange weapon wielded by the royal guards who protect Annalise, Queen of the Vilebloods at Cainhurst Castle. When the intricate, rippled engraving that spans the Chikage's blade is imbued with blood, the sword sings in scarlet hues. However, the rite eats away at the wielder's very essence.

Transform: As a bonus action, you can empower Chikage by losing a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. When you do, the next attack you hit a creature with using this weapon deals additional necrotic damage equal to the hit points you lost.

Trick weapons are unique to the Order of the Bloodborne, an archaic branch of the Blood Hunters that uses beast blood in order to supplement their extraordinary abilities. Most Trick Weapons have two weapons associated with them, which can be switched between with a bonus action. When adding a Trick weapon, be sure to add any secondary weapon to your equipment to benefit fully from it.

Holy Moonlight Sword

An arcane sword discovered long ago by Ludwig. When blue moonlight dances around the sword, and it channels the abyssal cosmos, its great blade will hurl a shadowy lightwave. The Holy Moonlight Sword is synonymous with Ludwig, the Holy Blade, but few have ever set eyes on the great blade, and whatever guidance it has to offer, it seems to be of a very private, elusive sort.

Transform: As a bonus action, you can spend a Quicksilver Bullet to empower the Holy Moonlight Sword. While Empowered, the next melee attack you make with this weapon has a range of 60 feet. 

Trick weapons are unique to the Order of the Bloodborne, an archaic branch of the Blood Hunters that uses beast blood in order to supplement their extraordinary abilities. Most Trick Weapons have two weapons associated with them, which can be switched between with a bonus action. When adding a Trick weapon, be sure to add any secondary weapon to your equipment to benefit fully from it.

Hunter's Axe

One of the trick weapons of the workshop, commonly used on the hunt. Retains the qualities of an axe, but offers a wider palette of attacks by transforming. Boasts a heavy, sharp blade. No matter their pasts, beasts are no more than beasts. Some choose this axe to play the part of the executioner.

Transform: As a bonus action, switch between Hunter's Axe (Collapsed) and Hunter's Axe (Extended).

Trick weapons are unique to the Order of the Bloodborne, an archaic branch of the Blood Hunters that uses beast blood in order to supplement their extraordinary abilities. Most Trick Weapons have two weapons associated with them, which can be switched between with a bonus action. When adding a Trick weapon, be sure to add any secondary weapon to your equipment to benefit fully from it.

Kirkhammer

A trick weapon typically used by Healing Church hunters. On the one side, an easily handled silver sword. On the other, a giant obtuse stone weapon, characterized by a blunt strike and extreme force of impact. The Church takes a heavy-handed, merciless stance toward the plague of beasts, an irony not lost upon the wielders of this most symbolic weapon.

Transform: As a bonus action, switch between Kirkhammer (Longsword) and Kirkhammer (Maul).

Trick weapons are unique to the Order of the Bloodborne, an archaic branch of the Blood Hunters that uses beast blood in order to supplement their extraordinary abilities. Most Trick Weapons have two weapons associated with them, which can be switched between with a bonus action. When adding a Trick weapon, be sure to add any secondary weapon to your equipment to benefit fully from it.

Ludwig's Holy Blade

A trick weapon typically used by Healing Church hunters. It is said that the silver sword was employed by Ludwig, the first hunter of the church. When transformed, it combines with its sheath to form a greatsword. It exhibits several departures from the workshop's design, suggesting that the Church anticipated much larger inhuman beasts.

Transform: As a bonus action, switch between Ludwig's Holy Blade (Longsword) and Ludwig's Holy Blade (Greatsword). 

Trick weapons are unique to the Order of the Bloodborne, an archaic branch of the Blood Hunters that uses beast blood in order to supplement their extraordinary abilities. Most Trick Weapons have two weapons associated with them, which can be switched between with a bonus action. When adding a Trick weapon, be sure to add any secondary weapon to your equipment to benefit fully from it.

Rakuyo

Hunter weapon wielded by Lady Maria of the Astral Clocktower. A trick sword originated in the same country as the Cainhurst Chikage, only this sword feeds not off blood but instead demands great dexterity. Lady Maria was fond of this aspect of the Rakuyo, as she frowned upon blood blades, despite being a distant relative of the queen.
One day, she abandoned her beloved Rakuyo, casting it into a dark well, when she could stomach it no longer.

Transform: As a bonus action, switch between Rakuyo (Scimitar) and Rakuyo (Swords). Rakuyo (Swords) benefits from your Crimson Rite as a single weapon. You gain a copy of Rakuyo (Swords) for the purpose of Dual Wield when transforming from Rakuyo (Scimitar) and lose that copy when switching back.

Trick weapons are unique to the Order of the Bloodborne, an archaic branch of the Blood Hunters that uses beast blood in order to supplement their extraordinary abilities. Most Trick Weapons have two weapons associated with them, which can be switched between with a bonus action. When adding a Trick weapon, be sure to add any secondary weapon to your equipment to benefit fully from it.

Reiterpallasch

A weapon wielded by the knights of Cainhurst. Combines an elegant knight's sword with the peculiar firearm wielded by the Cainhurst order. The old nobles, long-time imbibers of blood, are no strangers to the sanguine plague, and the disposal of beasts was a discrete task left to their servants, or knights, as they were called for the sake of appearances.

Transform: As a bonus action, switch between Reiterpallasch (Collapsed) and Reiterpallasch (Extended). Reiterpallasch (Collapsed) uses Quicksilver bullets in the same way the Hunter's Pistol does.

Trick weapons are unique to the Order of the Bloodborne, an archaic branch of the Blood Hunters that uses beast blood in order to supplement their extraordinary abilities. Most Trick Weapons have two weapons associated with them, which can be switched between with a bonus action. When adding a Trick weapon, be sure to add any secondary weapon to your equipment to benefit fully from it.

Saw Cleaver

One of the trick weapons of the workshop, commonly used in the hunting business. This saw, effective at drawing the blood of beasts, transforms into a long cleaver that makes use of centrifugal force. The saw, with its set of blood-letting teeth, has become a symbol of the hunt, and only grows in effectiveness the more grotesquely transformed the beast.

Transform: As a bonus action, switch between Saw Cleaver (Collapsed) and Saw Cleaver (Extended). The collapsed version functions as normal, while the extended version gains the Reach property but at the cost of disadvantage on attack rolls.

Trick weapons are unique to the Order of the Bloodborne, an archaic branch of the Blood Hunters that uses beast blood in order to supplement their extraordinary abilities. Most Trick Weapons have two weapons associated with them, which can be switched between with a bonus action. When adding a Trick weapon, be sure to add any secondary weapon to your equipment to benefit fully from it.

Threaded Cane

One of the trick weapons of the workshop, commonly used by hunters on their duties. Sufficiently deadly as a rigid bladed cane, but also serves as a whip when its blade is split into many. Concealing the weapon inside the cane and flogging the beasts with the whip is partly an act of ceremony, an attempt to demonstrate to oneself that the bloodlust of the hunt will never encroach upon the soul.

Transform: As a bonus action, switch between Threaded Cane (Collapsed) and Threaded Cane (Extended).

Trick weapons are unique to the Order of the Bloodborne, an archaic branch of the Blood Hunters that uses beast blood in order to supplement their extraordinary abilities. Most Trick Weapons have two weapons associated with them, which can be switched between with a bonus action. When adding a Trick weapon, be sure to add any secondary weapon to your equipment to benefit fully from it.

Tonitrus

A unique trick weapon contrived by Archibald, the infamous eccentric of the Healing Church workshop. Striking this peculiar iron mace like a match generates the same blue sparks that blanket a darkbeast. Unfortunately, for reasons untold, the hunters of Archibald's time did not fully take to the device.

Transform: As a bonus action, you can spend a Quicksilver bullet to electrify Tonitrus until the start of your next turn. While electrified, whenever you hit a creature with an attack using this weapon, it deals an additional 1d6 lightning damage.

Trick weapons are unique to the Order of the Bloodborne, an archaic branch of the Blood Hunters that uses beast blood in order to supplement their extraordinary abilities. Most Trick Weapons have two weapons associated with them, which can be switched between with a bonus action. When adding a Trick weapon, be sure to add any secondary weapon to your equipment to benefit fully from it.

Hunter Arms

Beginning at 3rd level, you gain access to specific weapons your order uses to vanquish the evils they hunt. You gain proficiency with Firearms and can choose between the Hunter's Blunderbuss or the Hunter's Pistol weapons. You also learn how to craft Quicksilver Bullets for use with these weapons, which are specialized ammunition infused with the hunter's own blood. Whenever you take a short or long rest, you can craft a number of Quicksilver Bullets equal to twice your Intelligence modifier plus your proficiency bonus.

You gain additional Hunter Arms options at 7th and 11th level but can only have one equipped at a time. During a long rest, you can choose to change your equipped Hunter Arm with another available to you.

Church Cannon

A heavy cannon that fires a heavy projectile that explodes upon making contact with its target. Using two Quicksilver Bullets per attack, this devastating weapon can damage clusters of foes with its explosive ordinance.

Hunter Arms can be reloaded with a free object interaction as part of its attack. Hunter Arms count as melee weapons for the purpose of Two-Weapon Fighting as long as they have the Light weapon property, but follow ranged attack rules for fighting in close combat with a hostile creature. 

Evelyn

An ornate upgrade to the Hunter's Pistol that provides a longer barrel for better muzzle velocity. It's longer profile makes it more difficult to wield alongside other weapons.

Hunter Arms can be reloaded with a free object interaction as part of its attack. Hunter Arms count as melee weapons for the purpose of Two-Weapon Fighting as long as they have the Light weapon property, but follow ranged attack rules for fighting in close combat with a hostile creature. 

Hunter's Blunderbuss

A crude but effective weapon that sacrifices range for close-range power. Ranged attacks made with this weapon don't suffer disadvantage while a hostile creature is within 5 ft. of you. Uses two Quicksilver Bullets per attack.

Hunter Arms can be reloaded with a free object interaction as part of its attack. Hunter Arms count as melee weapons for the purpose of Two-Weapon Fighting as long as they have the Light weapon property, but follow ranged attack rules for fighting in close combat with a hostile creature. 

Hunter's Pistol

The Hunter's Pistol is a single-shot, breech-loading firearm that uses Quicksilver Bullets for ammunition. Its simple design helps ease inexperienced hunters into the basics of their use.

Hunter Arms can be reloaded with a free object interaction as part of its attack. Hunter Arms count as melee weapons for the purpose of Two-Weapon Fighting as long as they have the Light weapon property, but follow ranged attack rules for fighting in close combat with a hostile creature.

Ludwig's Rifle

Removed from the one-handed operation of the Hunter's Pistol, this rifle requires both hands to effectively operate, but you'd be hard-pressed to find more efficient use of Quicksilver Bullets.

Hunter Arms can be reloaded with a free object interaction as part of its attack. Hunter Arms count as melee weapons for the purpose of Two-Weapon Fighting as long as they have the Light weapon property, but follow ranged attack rules for fighting in close combat with a hostile creature. 

Repeating Pistol

An unorthodox upgrade for the Hunter's Pistol that adds a second barrel to the breech-loading mechanism. Fires two Quicksilver Bullets per action for more damage, but with less efficiency.

Hunter Arms can be reloaded with a free object interaction as part of its attack. Hunter Arms count as melee weapons for the purpose of Two-Weapon Fighting as long as they have the Light weapon property, but follow ranged attack rules for fighting in close combat with a hostile creature. 

Hunter's Parry

Upon reaching 7th level, you master the ability to interrupt your foe's attack with a well-timed pistol shot. Whenever a creature hits you with a melee attack, you can use your reaction to make a ranged attack with your Hunter's Pistol against that creature. This attack does not suffer the usual disadvantage of ranged attacks while within a creature's melee attack range but deals no damage on a hit. Instead, roll damage for your attack and reduce the damage of the triggering attack by an amount equal to your damage roll. If the damage of the triggering attack is reduced to 0, the creature is stunned until the start of its next turn.

Your Hunter's Workshop also gains additional Trick Weapon choices;

  • Beast Cutter
  • Beasthunter Saif
  • Blade of Mercy
  • Kirkhammer
  • Ludwig's Holy Blade

Quickstep

Beginning at 11th level, you learn to weave your attacks between masterful dodges. Whenever you damage a creature with a melee attack using your Trick Weapon, you gain a bonus to AC equal to your proficiency modifier against the next attack that creature targets you with before the start of your next turn.

Your Hunter's Workshop also gains additional Trick Weapon choices;

  • Boom Hammer
  • Chikage
  • Reiterpallasch
  • Tonitrus

Blood Curse of Hunger

At 15th level, you learn to feast on the life essence of your foes to revitalize yourself. You gain the Blood Curse of Hunger for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Your Hunter's Workshop also gains additional Trick Weapon choices;

  • Bloodletter
  • Burial Blade
  • Holy Moonlight Sword
  • Rakuyo

Bloodtinge

Upon reaching 18th level, your mastery of Hemocraft becomes unrivaled. Whenever you lose hit points due to a roll of your Hemocraft die, you gain a bonus to the damage of your next attack that consumes a Quicksilver Bullet equal to the number of hit points you lost.

As a bonus action, you can lose hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table, and regain one Quicksilver Bullet.

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