Blood Hunter

This Blood Hunter article features subclass options for Erenel players in 5th Edition Dungeons and Dragons. The article will be updated over time as new subclasses are released! Some subclasses are only available for Gamingbrew Patrons!
 
Whether driven by the wish to make a difference in a dangerous world, the need to take vengeance for a great wrong they have suffered, being inspired by witnessing the strange and powerful techniques of another blood hunter in person, or just seeking a place to belong in an uncaring world, the reasons one may take up the Hunter’s Bane and choose this life are many and varied. In joining an order of blood hunters, one is also joining a tight family bound by service to each other and the common cause. For many, this is the only family they have known or have left, so the kinship felt between members of an order is a bond neigh unbreakable.   Beyond the boundaries of the order, however, the life of a blood hunter is often not an easy one. The rituals of the Hunter’s Bane regularly leave one visibly changed and prone to unsettle common folk, and the witnessing of hemocraft can invoke a superstitious fear from even the most learned scholar. While some societies have come to accept the good deeds of the orders, many blood hunters publicly hide their nature unless absolutely necessary, feeling more comfortable in the wilds and wastes of the world where the Orders commonly train. Even so, the best work a blood hunter can do usually involves the poor and defenseless on the outskirts of society, those prone to the corrupting touch of fiends and dark intension. Braving the threat of vilification, these dark protectors wade through civilization, earning coin as mercenaries or bounty hunters, ever watching for the signs of something more nefarious beneath the surface.
 

Blood Hunter Order

At 3rd level, you commit to an order of blood hunter martial focus. The order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level.

Erenel 5E Subclasses

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Order of Crystal Ichor

All orders of blood hunters have looked to corrupt their blood in pursuit of enhancing their capabilities against the forces of wretched intention. For some, the Hunter’s Bane does more than transform their malfeasant blood into a tool; it becomes a weapon. Through Ashard experimentation, the Order of Crystal Ichor learned to manifest their blood into furious and destructive weaponry. To these blood hunters, it’s not enough to just know their prey. Invoking their armaments from their own essence, they overpower.

Order of Crystal Ichor 5E Statblock

Order of Crystal Ichor

Blood Hunter Order

Created by IyeNano  

Shielding Coagulation

When you join this order at 3rd level, you can harden your blood temporarily to ward off potential injury. As a reaction, until the start of your next turn, you have a +2 bonus to AC, including against the triggering attack. In addition, if you take damage during the duration, you gain temporary hit points equal to one roll of your hemocraft die + your Constitution modifier (minimum of one).   Once you use this feature, you must finish a short or long rest before you can use it again.  

Sanguine Weapon

At 3rd level, you can conjure crystalline weapons from your blood to aid you in battle. As a bonus action, you lose 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, and summon a melee weapon of any kind that you are proficient with into one of your free hands. This weapon has similar properties as a normal version of its kind, except that it is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.   You can only have two Sanguine Weapons active at a time. If you try to conjure another, the oldest Sanguine Weapon immediately disappears, and any Crimson Rite on it fades.   This weapon lasts for one minute or until you fall unconscious. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.  

Blood Curse of the Shattered

At 7th level, you have honed the ability to harden your blood splattered on a creature’s body, weakening their fortitude to glass. You gain Blood Curse of the Shattered for your Blood Maledict feature. This does not count against your number of blood curses known.   Blood Curse of the Shattered. As a bonus action, a creature within 30 feet of you must make a Constitution saving throw. On a failure, choose for it to become vulnerable to bludgeoning, piercing, or slashing damage until the end of your next turn. If the creature has resistance to the damage type chosen, it loses resistance to that damage type for the duration. It is not affected if it has immunity.   Amplify. This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a Constitution saving throw. On a success, the curse ends.  

Potent Rites

At 11th level, you learn to imbue a Crimson Rite onto your Sanguine Weapon as you conjure it. When you summon your Sanguine Weapon as a bonus action, you can immediately activate a Crimson Rite alongside it. You lose a number of hit points equal to one roll of your hemocraft die when you use this class feature.  

Brand of the Fractured Mark

At 15th level, your Brand of Castigation now binds your foe to the blood of your Sanguine Weapon. When you use your Sanguine Weapon to attack, your attacks have advantage against a creature branded by you.  

Sacrificial Strikes

At 18th level, you can sacrifice some of your own life force to strike with greater intensity. Once per turn, when you hit a creature with a weapon attack from a Sanguine Weapon, you can choose to lose a number of hit points equal to one roll of your hemocraft die, and double the damage die dealt by the attack. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.


Order of the Old Hunt

The Order of the Old Hunt was founded by a small group of hunters known for hunting terrible nightmares before the Full Moon. Their Workshop is legendary with clever forging techniques allowing a Blood Hunter to assemble “trick weapons” which can activate with the flick of the wrist.

Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.

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