# Alternate Blood Hunter *Source: Alternate Blood Hunter* > [!tldr] Class and Feature Progression > > <table class="class-progression"> > <thead> > <tr><th colspan='5'></th></tr> > <tr class="class-progression"><th class"level">Level</th><th class"pb">PB</th><th class"feature">Features</th><th class="value">Rite Die</th><th class="value"><a href="/3-Mechanics/CLI/lists/list-optfeaturetype-llabh-br.md">Rites Known</a></th></tr> > </thead><tbody> > <tr class="class-progression"><td class"level">1st</td><td class"pb">+2</td><td class"feature"><a href='#Hunter's Bane (Level 1)' class='internal-link'>Hunter's Bane</a>, <a href='#Fighting Style (Level 1)' class='internal-link'>Fighting Style</a></td><td class="value">`dice:1d4|noform|noparens|avg|text(d4)`</td><td class="value">2</td></tr> > <tr class="class-progression"><td class"level">2nd</td><td class"pb">+2</td><td class"feature"><a href='#Blood Rites (Level 2)' class='internal-link'>Blood Rites</a>, <a href='#Crimson Offering (Level 2)' class='internal-link'>Crimson Offering</a></td><td class="value">`dice:1d4|noform|noparens|avg|text(d4)`</td><td class="value">2</td></tr> > <tr class="class-progression"><td class"level">3rd</td><td class"pb">+2</td><td class"feature"><a href='#Occult Order (Level 3)' class='internal-link'>Occult Order</a></td><td class="value">`dice:1d4|noform|noparens|avg|text(d4)`</td><td class="value">2</td></tr> > <tr class="class-progression"><td class"level">4th</td><td class"pb">+2</td><td class"feature"><a href='#Ability Score Improvement (Level 4)' class='internal-link'>Ability Score Improvement</a></td><td class="value">`dice:1d4|noform|noparens|avg|text(d4)`</td><td class="value">2</td></tr> > <tr class="class-progression"><td class"level">5th</td><td class"pb">+3</td><td class"feature"><a href='#Extra Attack (Level 5)' class='internal-link'>Extra Attack</a>, <a href='#Grim Psychometry (Level 5)' class='internal-link'>Grim Psychometry</a></td><td class="value">`dice:1d6|noform|noparens|avg|text(d6)`</td><td class="value">3</td></tr> > <tr class="class-progression"><td class"level">6th</td><td class"pb">+3</td><td class"feature"><a href='#Crimson Brand (Level 6)' class='internal-link'>Crimson Brand</a></td><td class="value">`dice:1d6|noform|noparens|avg|text(d6)`</td><td class="value">3</td></tr> > <tr class="class-progression"><td class"level">7th</td><td class"pb">+3</td><td class"feature"><a href='#Occult Order (Level 7)' class='internal-link'>Occult Order</a></td><td class="value">`dice:1d6|noform|noparens|avg|text(d6)`</td><td class="value">3</td></tr> > <tr class="class-progression"><td class"level">8th</td><td class"pb">+3</td><td class"feature"><a href='#Ability Score Improvement (Level 8)' class='internal-link'>Ability Score Improvement</a></td><td class="value">`dice:1d6|noform|noparens|avg|text(d6)`</td><td class="value">3</td></tr> > <tr class="class-progression"><td class"level">9th</td><td class"pb">+4</td><td class"feature"></td><td class="value">`dice:1d6|noform|noparens|avg|text(d6)`</td><td class="value">4</td></tr> > <tr class="class-progression"><td class"level">10th</td><td class"pb">+4</td><td class"feature"><a href='#Dark Augmentation (Level 10)' class='internal-link'>Dark Augmentation</a></td><td class="value">`dice:1d6|noform|noparens|avg|text(d6)`</td><td class="value">4</td></tr> > <tr class="class-progression"><td class"level">11th</td><td class"pb">+4</td><td class"feature"><a href='#Improved Crimson Offering (Level 11)' class='internal-link'>Improved Crimson Offering</a>, <a href='#Vital Control (Level 11)' class='internal-link'>Vital Control</a></td><td class="value">`dice:1d8|noform|noparens|avg|text(d8)`</td><td class="value">4</td></tr> > <tr class="class-progression"><td class"level">12th</td><td class"pb">+4</td><td class"feature"><a href='#Ability Score Improvement (Level 12)' class='internal-link'>Ability Score Improvement</a></td><td class="value">`dice:1d8|noform|noparens|avg|text(d8)`</td><td class="value">4</td></tr> > <tr class="class-progression"><td class"level">13th</td><td class"pb">+5</td><td class"feature"><a href='#Occult Order (Level 13)' class='internal-link'>Occult Order</a></td><td class="value">`dice:1d8|noform|noparens|avg|text(d8)`</td><td class="value">5</td></tr> > <tr class="class-progression"><td class"level">14th</td><td class"pb">+5</td><td class"feature"><a href='#Crimson Anchor (Level 14)' class='internal-link'>Crimson Anchor</a></td><td class="value">`dice:1d8|noform|noparens|avg|text(d8)`</td><td class="value">5</td></tr> > <tr class="class-progression"><td class"level">15th</td><td class"pb">+5</td><td class"feature"><a href='#Hardened Soul (Level 15)' class='internal-link'>Hardened Soul</a></td><td class="value">`dice:1d8|noform|noparens|avg|text(d8)`</td><td class="value">5</td></tr> > <tr class="class-progression"><td class"level">16th</td><td class"pb">+5</td><td class"feature"><a href='#Ability Score Improvement (Level 16)' class='internal-link'>Ability Score Improvement</a></td><td class="value">`dice:1d8|noform|noparens|avg|text(d8)`</td><td class="value">5</td></tr> > <tr class="class-progression"><td class"level">17th</td><td class"pb">+6</td><td class"feature"></td><td class="value">`dice:1d10|noform|noparens|avg|text(d10)`</td><td class="value">6</td></tr> > <tr class="class-progression"><td class"level">18th</td><td class"pb">+6</td><td class"feature"><a href='#Occult Order (Level 18)' class='internal-link'>Occult Order</a></td><td class="value">`dice:1d10|noform|noparens|avg|text(d10)`</td><td class="value">6</td></tr> > <tr class="class-progression"><td class"level">19th</td><td class"pb">+6</td><td class"feature"><a href='#Ability Score Improvement (Level 19)' class='internal-link'>Ability Score Improvement</a></td><td class="value">`dice:1d10|noform|noparens|avg|text(d10)`</td><td class="value">6</td></tr> > <tr class="class-progression"><td class"level">20th</td><td class"pb">+6</td><td class"feature"><a href='#Sanguine Mastery (Level 20)' class='internal-link'>Sanguine Mastery</a></td><td class="value">`dice:1d10|noform|noparens|avg|text(d10)`</td><td class="value">6</td></tr> > </tbody></table> ^class-progression ## Hit Points - **Hit Dice**: 1d12 per Alternate Blood Hunter level - **Hit Points at First Level:** 12 + CON - **Hit Points at Higher Levels:** add 7 OR 1d12 + CON (minimum of 1) ## Starting Alternate Blood Hunter - **Saving Throw Proficiencies**: Charisma, Constitution - **Skill Proficiencies**: *Choose 2:* Acrobatics, Arcana, Athletics, History, Insight, Investigation, Nature, Religion, or Survival - **Weapon Proficiencies**: Simple weapons and Martial weapons - **Tool Proficiencies**: alchemist's supplies - **Armor Training**: Light armor, Medium armor, and Shields **Starting Equipment:** You start with the following items, plus anything provided by your background. - (a) a martial weapon or (b) two simple weapons - (a) a light crossbow and 20 bolts or (b) four javelins - (a) studded leather armor or (b) scale mail armor - alchemist's supplies and an explorer's pack Alternatively, you may start with 5d4 × 10 gp to buy your own equipment. ## Multiclassing Alternate Blood Hunter **Ability Score Minimum:** Dexterity 13 or Strength 13 When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies. - **Weapon Proficiencies**: Simple weapons, Martial weapons - **Tool Proficiencies**: alchemist's supplies - **Armor Training**: Light armor, Medium armor, Shields ## Blood Hunter When the young man's blindfold was removed he found himself in a dimly lit room surrounded by hooded figures. He stood in front of a small dais that held a vial of gleaming crimson liquid. Months of training had led him to this moment. If he survived drinking the vial, the Hunter's Bane, he would never be the same. Becoming more than human, he would finally have the power to avenge his family that lay dead all these years. As the horde of demonic spawn lurched toward her, the aging half-elf ran her thin blade along her palm, coating it in her blood. In an instant, the blood ignited, wreathing her sword in a ghastly blue flame. She fell upon the horde as a blur of azure fire and cold steel. She would show no mercy to the hellspawn today. In the light of the pale moon, an almost feral halfling got down on all fours to sniff the tracks before him. The scent of goblin was unmistakable, vile rags and rotten meats. With a bestial howl, the halfling grew in size and wiry gray fur burst forth from his arms and legs. As fast as the wind, the halfling werewolf began another hunt in the light of the full moon. All of the strange and monstrous warriors described above are Blood Hunters, guardians who infect and inoculate their very blood with accursed power so they may hunt monsters. ### Self-Sacrificing Hunters Blood Hunters have no formal hierarchy and their Orders are as varied as the curses they choose to bear, but they do hold one thing in common, the Hunter's Bane. Those who survive this ancient and deadly ritual are able to wield the signature sanguine magic that marks them as a Blood Hunter. The makeup of this sinister ritual varies by Order and era, with each incorporating monstrous curses and magic which grant a Blood Hunter the unique abilities of their Order. This ritual permanently changes the subject, inoculating its blood with monstrous power at the expense of what makes them a normal mortal. Wherever monsters lurk, there also are Blood Hunters who have given up their chance at a mundane life so they may stalk and slay the vile creatures of darkness. ### Ancient & Sinister Rites Wherever creatures of darkness prowl, so do warriors who stand against them. Many Orders of Blood Hunters can trace their lineage back to ancient days. The blood magic they use is older than the divine magic of Clerics and is a legacy of dark times when mortals were left to fend for themselves. Though their blood magic is grim in nature and unsettling in practice, many Blood Hunters place a great deal of pride in the elder traditions, rituals, and rites of their Occult Order. ### Creating your Blood Hunter When creating a Blood Hunter, the most important thing to consider is why they would choose this accursed way of life. Were they the victim of a horrible monster attack and swore vengeance, no matter the personal cost? Were they trained from birth under the tutelage of an elder hunter, and forged into a relentless monster slayer? Or, were they recruited by a secretive society for their exceptional talent at hunting? #### Quick Build You can make a Blood Hunter quickly by following these suggestions. First, make either your Strength or Dexterity your highest ability score, followed by your Constitution. Second, choose the Haunted One background. > [!note] Editor's Note > > The Alternate Blood Hunter presented here is based on the Blood Hunter ^[class/Matthew Mercer; Blood Hunter (2020).json] class originally designed by Matthew Mercer. This is not intended to be seen as a criticism of the original class, but rather as an homage to the Blood Hunter concept. > > This reimagining of the Blood Hunter class is intended to bring the original more in line with the design philosophy of 5e, and make it less punishing for players who may not be as used to the risk/reward mechanics present in the original. > > The official Blood Hunter can be found on the DMsGuild (https://www.dmsguild.com/product/301641/Blood-Hunter-Class-for-DD-5e-2020), and I encourage any fans of this project to also support the original version by picking up a copy from the link above. > > > [!quote] A quote from laserllama > ^editors-note ## Class Features ### Hunter's Bane (Level 1) You have survived the Hunter's Bane, a dark alchemical ritual that suffuses your blood with sinister magic, granting you the abilities of a Blood Hunter. At 1st level, you gain the following: #### Occult Lore This ritual has infused you with an instinctive knowledge of dark and vile creatures. You gain proficiency in either Arcana, Nature, or Religion. If you choose a skill that you are already proficient in, you instead add double your Proficiency Bonus to any ability checks you make with that skill. #### Sinister Insight The Hunter's Bane has granted you an increased awareness of evil. As a bonus action, you can use this insight to analyze one creature you can see within 30 feet. Make a Constitution ability check using the skill proficiency from the table below that corresponds to its creature type (DC equals 8 + its CR: | Skill | Creature Type | |-------|---------------| | Arcana | Aberrations, Dragons, Monstrosities | | Nature | Beasts, Elementals, Oozes, Plants | | Religion | Celestials, Fey, Fiends, Undead | ^skill-creature-type If you succeed on the check, you learn one characteristic of your choice from the table below. If you fail, you can't use this feature on that target again until you finish a long rest, or you damage it with a weapon attack or one of your Blood Rites: | | | |----|----| | Armor Class | Highest Ability Score | | All Special Senses | Lowest Ability Score | | Resistances, Immunities, & Vulnerabilities | One Trait or Action from its stat block | If your choice doesn't apply to that creature, your DM will reveal another characteristic or weakness to you, such as a troll's Regeneration being stopped by fire damage. ### Fighting Style (Level 1) At 1st level, you adopt a Fighting Style that best reflects your training. You cannot select a Fighting Style more than once, even if a feature allows you to select another Fighting Style. When you gain a level in this class, you can replace your Fighting Style with another option from the list below. ### Blood Rites (Level 2) At 2nd level, you learn to draw upon the sinister power within your bloodstream to invoke the dark magic of [Blood Rites](/3-Mechanics/CLI/lists/list-optfeaturetype-llabh-br.md): #### Blood Rites Known At 2nd level, you know two Blood Rites of your choice from the list at the end of this class. When you reach certain Blood Hunter levels you learn additional Blood Rites, as shown in the Rites Known column of the Blood Hunter table. You can invoke each Blood Rite you know once between each short or long rest at no cost. After that, you must make a [Vital Sacrifice](/3-Mechanics/CLI/classes/alternate-blood-hunter-llabh.md#Vital%20Sacrifice%20(Level%202)) (as detailed below) to use that Rite again. Blood Rites can only be used against creatures with blood. However, when you make a [Vital Sacrifice](/3-Mechanics/CLI/classes/alternate-blood-hunter-llabh.md#Vital%20Sacrifice%20(Level%202)) to empower a Rite, you can target any creature, regardless if it has blood or not. Finally, whenever you gain a level, you can replace a single Blood Rite you know with another Blood Rite of your choice. #### Rite Die Many Blood Rites and class features use your Rite Die, which begins as a d4. At certain levels, the size of this Die grows, as shown in the Rite Die column of the Blood Hunter table. When you use a Rite Die, always roll it and use the result. ### Vital Sacrifice (Level 2) Some [Blood Rites](/3-Mechanics/CLI/classes/alternate-blood-hunter-llabh.md#Blood%20Rites%20(Level%202)) allow you to sacrifice your own life to fuel sinister effects. When you make a [Vital Sacrifice](/3-Mechanics/CLI/classes/alternate-blood-hunter-llabh.md#Vital%20Sacrifice%20(Level%202)), reduce both your maximum and current hit points by your Rite Die. This cannot be lessened in any way. At the end of each long rest, these reductions to your maximum hit points end. If you have temporary hit points, you can reduce these in place of your current hit points. But you must always reduce your maximum hit points when you make a [Vital Sacrifice](/3-Mechanics/CLI/classes/alternate-blood-hunter-llabh.md#Vital%20Sacrifice%20(Level%202)). #### Saving Throws If a Blood Rite requires a creature to make a saving throw, your Rite saving throw DC is calculated as follows: <span class='abilityDc'>**Rite save DC**: Constitution + Proficiency Bonus</span> ### Crimson Offering (Level 2) Starting 2nd level, you can infuse your weapons with the dark power in your blood. As a bonus action, you can make a [Vital Sacrifice](/3-Mechanics/CLI/classes/alternate-blood-hunter-llabh.md#Vital%20Sacrifice%20(Level%202)) and let blood flow onto a weapon you are wielding. Choose acid, cold, fire, lightning, or poison damage. For 1 hour, that weapon is empowered with sinister energies, and whenever you deal damage with it, it deals bonus damage of the type you chose equal to your Rite Die. ### Occult Order (Level 3) At 3rd level, you choose the Occult Order that best represents your Blood Hunters training and style of blood magic: Order of Alchemists, Order of the Pale Moon, Order of Salt & Iron, Order of Undying Thirst, or Order of Witch Knights. Your Order grants you features at 3rd level, and again when you reach 7th, 13th, and 18th levels in this class. If an Occult Order feature forces a saving throw it uses your Rite save DC. ### Ability Score Improvement (Level 4) When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature. ### Extra Attack (Level 5) Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, each time you invoke a Blood Rite that takes your action to use, you can use your bonus action on that same turn to make a weapon attack. ### Grim Psychometry (Level 5) Your familiarity with dark magick allows you to sense the influence of similar evil curses. Beginning at 5th level, you can use alchemist's supplies to cast the identify spell as a Ritual. When you do so, the alchemist's supplies replace the spell's material components. You also learn if the object is cursed, and the nature of that curse. When you reach 9th level, you can use alchemist's supplies to cast the legend lore spell on an object or creature you touch, or on your current location. The target can have an evil, violent, or cursed history in place of legendary importance. Alchemist's supplies replace the spell's material components, and you must make a [Vital Sacrifice](/3-Mechanics/CLI/classes/alternate-blood-hunter-llabh.md#Vital%20Sacrifice%20(Level%202)) in place of spending a spell slot. ### Crimson Brand (Level 6) Your affinity with blood magic has grown. Beginning at 6th level, you can make a [Crimson Offering](/3-Mechanics/CLI/classes/alternate-blood-hunter-llabh.md#Crimson%20Offering%20(Level%202)) once between each short or long rest without making a [Vital Sacrifice](/3-Mechanics/CLI/classes/alternate-blood-hunter-llabh.md#Vital%20Sacrifice%20(Level%202)). Moreover, when you damage a creature with a Crimson Offering weapon, you can place a Crimson Brand upon its soul. Your Crimson Brand lasts until the creature dies or you Brand another creature. - You know its exact direction, so long as you both are on the same plane of existence. You are aware if it is on a different plane, but not which plane specifically. - Your Sinister Insight checks against it have advantage. - Each time it deals damage to you or a creature Friendly to you within 15 feet of you, it takes necrotic damage equal to your Rite Die. Once you place this Brand on a creature, you must finish a short or long rest before you can use it again. When you have no uses left you can make a [Vital Sacrifice](/3-Mechanics/CLI/classes/alternate-blood-hunter-llabh.md#Vital%20Sacrifice%20(Level%202)) to use it again. ### Occult Order (Level 7) At 7th level, you gain a feature from your Occult Order. ### Ability Score Improvement (Level 8) When you reach 8th level you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature. ### Dark Augmentation (Level 10) The dark magic of the Hunter's Bane enhances your physical abilities. Starting at 10th level, whenever you make an ability check or saving throw that uses your Strength, Dexterity, or Constitution, you add one roll of your Rite Die to the result. ### Improved Crimson Offering (Level 11) You are a master of combining blood magic with martial skill. Beginning at 11th level, you can choose for the bonus damage of [Crimson Offering](/3-Mechanics/CLI/classes/alternate-blood-hunter-llabh.md#Crimson%20Offering%20(Level%202)) to also be necrotic, psychic, or thunder. ### Vital Control (Level 11) You have gained a greater measure of control over your blood magic. Also starting at 11th level, whenever you make a [Vital Sacrifice](/3-Mechanics/CLI/classes/alternate-blood-hunter-llabh.md#Vital%20Sacrifice%20(Level%202)), you can roll your Rite Die twice and choose which result to use for your hit point reduction. Finally, once between each long rest when you would use a Blood Hunter feature that normally requires a [Vital Sacrifice](/3-Mechanics/CLI/classes/alternate-blood-hunter-llabh.md#Vital%20Sacrifice%20(Level%202)), you can use that feature without making the [Vital Sacrifice](/3-Mechanics/CLI/classes/alternate-blood-hunter-llabh.md#Vital%20Sacrifice%20(Level%202)). When using a feature would require two Vital Sacrifices, like empowering a Blood Rite that you have alreay used, this feature only allows you to forgo a single Vital Sacrifice. ### Ability Score Improvement (Level 12) When you reach 12th level you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature. ### Occult Order (Level 13) At 13th level, you gain a feature from your Occult Order. ### Crimson Anchor (Level 14) Starting at 14th level, if the creature marked by your Crimson Brand attempts to teleport or use magic to move, it must first make a Charisma saving throw. On a failure, that ability fails, and it takes necrotic damage equal to four Rite Dice. Also, the damage dealt by your Crimson Brand is now two Rite Dice when the Branded target damages you or an ally. ### Hardened Soul (Level 15) Your experiences have hardened your mind against all but the most esoteric attacks. Beginning at 15th level, whenever you make an Intelligence, Wisdom, or Charisma saving throw you gain a bonus to your roll equal to one roll of your Rite Die. ### Ability Score Improvement (Level 16) When you reach 16th level you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature. ### Occult Order (Level 18) At 18th level, you gain a feature from your Occult Order. ### Ability Score Improvement (Level 19) When you reach 19th level you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature. ### Sanguine Mastery (Level 20) You have gained unparalleled mastery over the dark power of your blood magic, improving its potency while minimizing the sacrifices required. At 20th level, whenever you roll a Rite Die for another Blood Rite or a Blood Hunter ability, you roll your Rite Die twice and choose which result to use. Finally, whenever you make a [Vital Sacrifice](/3-Mechanics/CLI/classes/alternate-blood-hunter-llabh.md#Vital%20Sacrifice%20(Level%202)), you subtract your Constitution modifier (minimum of 1) from your [Vital Sacrifice](/3-Mechanics/CLI/classes/alternate-blood-hunter-llabh.md#Vital%20Sacrifice%20(Level%202)) roll before you reduce your maximum and current hit points. This cannot reduce your [Vital Sacrifice](/3-Mechanics/CLI/classes/alternate-blood-hunter-llabh.md#Vital%20Sacrifice%20(Level%202)) below 1. ## Optional Features > [!example]- Optional Features: Blood Rites > ![Blood Rites](/3-Mechanics/CLI/lists/list-optfeaturetype-llabh-br.md#Blood%20Rites) ^list-optfeature-llabh-br